Time |
Nick |
Message |
01:09 |
|
domtron joined #minetest-dev |
01:14 |
|
domtron_ joined #minetest-dev |
01:17 |
|
modred11 joined #minetest-dev |
01:22 |
|
domtron_ joined #minetest-dev |
01:22 |
|
smoke_fumus joined #minetest-dev |
01:45 |
|
domtron_ joined #minetest-dev |
02:48 |
|
OldCoder joined #minetest-dev |
03:19 |
VanessaE_ |
ShadowNinja: at this point, you can probably just close mg/#225 as I'm not working on minetest_game for now. |
03:27 |
|
iqualfragile joined #minetest-dev |
03:34 |
|
deltib joined #minetest-dev |
03:35 |
|
Exio4 joined #minetest-dev |
03:47 |
|
RealBadAngel joined #minetest-dev |
05:21 |
ShadowNinja |
RFC for #1226 |
05:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/1226 -- [WIP] Remove dependency on marshal and push the Lua error handler only once by ShadowNinja |
06:24 |
|
rsiska joined #minetest-dev |
07:04 |
|
PenguinDad joined #minetest-dev |
07:49 |
|
darkrose joined #minetest-dev |
07:49 |
|
darkrose joined #minetest-dev |
08:15 |
|
PenguinDad joined #minetest-dev |
08:31 |
|
jin_xi joined #minetest-dev |
08:44 |
|
PenguinDad joined #minetest-dev |
09:13 |
|
grrk-bzzt joined #minetest-dev |
09:21 |
|
PenguinDad joined #minetest-dev |
09:25 |
|
emptty joined #minetest-dev |
09:39 |
|
ImQ009 joined #minetest-dev |
09:59 |
|
PenguinDad joined #minetest-dev |
10:09 |
|
PenguinDad joined #minetest-dev |
10:11 |
|
restcoser joined #minetest-dev |
10:21 |
|
proller joined #minetest-dev |
10:28 |
|
proller joined #minetest-dev |
10:36 |
|
grrk-bzzt joined #minetest-dev |
11:00 |
|
BlockMen joined #minetest-dev |
11:10 |
|
Jordach joined #minetest-dev |
11:10 |
|
Shardvex joined #minetest-dev |
11:18 |
|
MichaelRpdx joined #minetest-dev |
11:26 |
|
GhostDoge joined #minetest-dev |
11:31 |
|
emptty joined #minetest-dev |
11:59 |
|
seolfor joined #minetest-dev |
12:01 |
|
kaeza joined #minetest-dev |
12:07 |
|
sapier joined #minetest-dev |
12:07 |
sapier |
https://gist.github.com/sapier/10578873 updated formspec toolkit api |
12:17 |
|
iqualfragile joined #minetest-dev |
12:28 |
seolfor |
sapier, one more question ;] is "modstore" in game mode repository usualy works ? |
12:28 |
sapier |
define "in game"? |
12:29 |
sapier |
it's gonna work from mainmenu but not from within game |
12:29 |
seolfor |
this :http://snag.gy/UK2wv.jpg |
12:29 |
seolfor |
gonna ? or it's already working ? |
12:30 |
sapier |
you have to have curl enabled for it to work |
12:30 |
sapier |
and yes it's supposed to work |
12:30 |
seolfor |
hmy .. i dodwnlaoded minetest form official web page as a release zip |
12:31 |
seolfor |
and it's not working |
12:31 |
sapier |
then it's supposed to work iqualfragile? is there a bug in mmdb? |
12:31 |
sapier |
It's working (mostly) on current dev branch |
12:32 |
iqualfragile |
reading |
12:32 |
iqualfragile |
seolfor: define not working |
12:34 |
seolfor |
after i open repository(http://snag.gy/UK2wv.jpg) i got nothing(http://snag.gy/DSXss.jpg) |
12:34 |
seolfor |
it's little cofusing |
12:34 |
sapier |
can you provide console log? |
12:34 |
seolfor |
all right maybe a lot .. ther at least should be some message .. |
12:35 |
seolfor |
ofcourse give me a sec |
12:35 |
iqualfragile |
or debug.txt (if that is even created by default, not sure) |
12:35 |
iqualfragile |
might be the wrong urls, xyz switched to https some day |
12:35 |
seolfor |
evrything's looks ok but i will post if for you guys plz w8 a bit |
12:36 |
seolfor |
debug.txt is clear ther isn't entyhing |
12:36 |
seolfor |
http://snag.gy/1q6RM.jpg |
12:37 |
iqualfragile |
try using --verbose |
12:37 |
iqualfragile |
is that the output when you click the button? |
12:38 |
seolfor |
all right now i got some error at least |
12:38 |
iqualfragile |
https://github.com/minetest/minetest/blob/master/minetest.conf.example#L448-450 try adding these settings to your minetest.conf |
12:38 |
iqualfragile |
well, without the # obviously |
12:39 |
seolfor |
http://pastebin.com/hYZL2TWr |
12:39 |
iqualfragile |
oh great scott |
12:40 |
iqualfragile |
sapier: somehow curl seems to have problems with xyz's ssl certificate |
12:40 |
iqualfragile |
seolfor: did you run it with --verbose? |
12:41 |
seolfor |
the same problem after adding configuration, and yes i got this message "only" in verbose mode |
12:41 |
sapier |
was ssl certificate changed due to heartbleed? |
12:41 |
iqualfragile |
seolfor: yes, you can remove that configuration again, its allready set to the same values by default |
12:41 |
iqualfragile |
no idea |
12:41 |
iqualfragile |
but its valid |
12:42 |
seolfor |
in normal mode it's totaly quiest so it's realy confusing ther should be some message at least "nothing found" etc .. |
12:42 |
iqualfragile |
seolfor: well, that would be missleading |
12:43 |
iqualfragile |
problem is: your minetest tries to get data from https://forum.minetest.net/mmdb/mods/ but it thinks that the ssl certificate is somehow invalid (or maybe no matching chipher?) |
12:43 |
seolfor |
hmy .. you got right so mayby somthing like this. big red "error" word ;P |
12:43 |
sapier |
you're on windows true? |
12:43 |
seolfor |
yep |
12:43 |
iqualfragile |
sapier: obviously, havnt you looked at those decorations? |
12:43 |
sapier |
can you check WHAT curl dll is used when you call minetest? it may not be the one we provide |
12:44 |
sapier |
dependencywalker should tell |
12:44 |
iqualfragile |
sapier: or maybe his system does not trust startcom |
12:44 |
seolfor |
oh .. ye give me a sec |
12:44 |
sapier |
iqualfragile: I've seen people to use windows like themes on other os too ;-) |
12:44 |
seolfor |
iqualfragile, i can acces this page with browser without any problem |
12:45 |
sapier |
check the dll windows is quite annoying about dll load order |
12:46 |
iqualfragile |
seolfor: try using ie |
12:47 |
iqualfragile |
(i think ie is using the system certificates) |
12:47 |
|
PilzAdam joined #minetest-dev |
12:47 |
seolfor |
sapier, minetest loaded libcurl.dll form minteste/bin folder |
12:47 |
seolfor |
so it should be ok |
12:47 |
sapier |
ok wrong idea |
12:47 |
seolfor |
minetest* |
12:48 |
seolfor |
iqualfragile, ie gived me a warning but it's runing |
12:48 |
iqualfragile |
ok, right idea |
12:48 |
iqualfragile |
which warning? |
12:49 |
seolfor |
untrusted ssh do i wana continoue or somthing like that |
12:49 |
iqualfragile |
yep |
12:50 |
seolfor |
if i picked "No" it's aloso working :p |
12:50 |
|
hmmmm joined #minetest-dev |
12:50 |
sapier |
I had to patch this for android too as those certificates aren't trusted there too |
12:50 |
seolfor |
one more question mean while |
12:50 |
sapier |
maybe we should add a setting weather you wanna check or not ... but usually check is better then not check |
12:50 |
hmmmm |
so it was pretty obvious the whole time, no idea why I didn't think of it before |
12:51 |
sapier |
hmmmm? |
12:51 |
hmmmm |
the solution to the huge-does-block-exist-in-db problem is clearly an SVO of bitmaps |
12:51 |
sapier |
hmm guess I'm missing the context to understand |
12:52 |
hmmmm |
you remember how I wanted a fast and memory efficient way of precatching block existence in the db |
12:52 |
hmmmm |
but if you had a straight bitmap that would be a couple GB |
12:52 |
sapier |
vaguely :-) |
12:52 |
hmmmm |
and then I was researching ways to efficiently represent sparse sets |
12:52 |
hmmmm |
and i didn't find anything good |
12:52 |
iqualfragile |
hmmmm: remember we talked about generating maps with humidity depending on temperature and height? |
12:53 |
hmmmm |
i just realized that this is clearly something that storing smaller bitmaps of regions of map in an SVO would do the trick |
12:53 |
iqualfragile |
i implemented that in python, it works |
12:54 |
sapier |
ok now I might only need to know what svo means here ;-) |
12:54 |
iqualfragile |
a bit slow, but its not optimized at all yet |
12:54 |
iqualfragile |
(and it runs in python) |
12:54 |
hmmmm |
i'll have to hammer this out over the weekend or something, and it'll be great, should improve performance by quite a bit because there will be no missed attempts to load a block from the DB, and i'll also be able to separate CPU-bound generation of map chunks into separate threads and io-bound loading into its own thread |
12:54 |
hmmmm |
sapier: Sparse Voxel Octree |
12:55 |
iqualfragile |
hmmmm: while you are at it: why not just move the whole map to an octree |
12:55 |
hmmmm |
because that doesn't work out |
12:56 |
hmmmm |
we're not going to iterate in a specific direction here, we just want a memory-efficient and fast way of checking if a block already exists but hasn't been loaded yet |
12:57 |
sapier |
ok fstk is finaly feature complete to completely replace messed up mainmenu code |
12:57 |
seolfor |
sapier, iqualfragile im curious whmy this modstore is connecting to extra web page whitch have to be meintained, instead of having a list of mod's git repositories and downloading form there ? |
12:57 |
iqualfragile |
seolfor: so you can better present the mods, write comments, vote |
12:58 |
iqualfragile |
and so a moderator can review a certrain mod version |
12:58 |
sapier |
the mmdb is supposed to contain reviewed mods only to guarantee at least a minimal security level |
12:58 |
iqualfragile |
hmmmm: ok, anyways: are you interested in seeing that code? |
12:58 |
hmmmm |
iqualfragile, ? |
12:58 |
sapier |
mods can do quite bad things on your machine ... so it's always your own risk to install a mod |
12:59 |
iqualfragile |
hmmmm: map generator which generates humidity based on temperature and height and surroundings |
12:59 |
seolfor |
hmy.. now i understand. this solution is not so bad.. or at least i dont have better atm :p |
12:59 |
hmmmm |
no thanks |
12:59 |
hmmmm |
i'm sure it would make a decent lua map generator though |
13:00 |
hmmmm |
should release it to the community |
13:01 |
iqualfragile |
hmmmm: no, it would actually need some changes to core or be horribly slow |
13:02 |
iqualfragile |
as it generates in two passes: first height and temperature |
13:03 |
iqualfragile |
then preasure, wind, humidity and biomes |
13:03 |
seolfor |
i will create issue about this ssl connection at git hub :p |
13:04 |
iqualfragile |
seolfor: better report to microsoft or something |
13:04 |
seolfor |
iqualfragile, what ? |
13:04 |
iqualfragile |
it does not seem to be a error in the code |
13:05 |
iqualfragile |
but simply that your system does not trust the certificate |
13:05 |
seolfor |
ye it's an error within soft |
13:05 |
iqualfragile |
which is not fixable by minetest |
13:05 |
seolfor |
but i'm able to using it in others probrams without problems |
13:05 |
seolfor |
programs* |
13:06 |
iqualfragile |
(well, an option could be added to ignore that, but i think that would be a bad idea) |
13:06 |
iqualfragile |
seolfor: yes, but not in ie (atleast not without a manual override) |
13:06 |
seolfor |
iqualfragile, ther is somthing like in most of programs "add it as trusted" |
13:07 |
seolfor |
as optional |
13:07 |
iqualfragile |
seolfor: yes, and minetest uses the system trust settings |
13:08 |
iqualfragile |
so if you add starssl to your system trusted cas minetest will accept it |
13:08 |
seolfor |
hmy .. is that so ? i will try to do it but any way ther should be some message in game about it |
13:08 |
seolfor |
i mean in mainmenu |
13:09 |
iqualfragile |
seolfor: it is possible, question is if sapier wants to^^ |
13:11 |
sapier |
hmm |
13:12 |
sapier |
there's no notification from curl to us why we don't get data by now |
13:12 |
sapier |
but you're right there should be some information to user |
13:12 |
seolfor |
but ther was somthing in verbose mode so it can't be transferred in to gui ? |
13:13 |
sapier |
everything can be done in software, but it's not a one line change to do htis |
13:16 |
seolfor |
it's up to you but for me i whould be done something temrorary :p like upon opening sowhing message: "nothing found download it maualy form: xyz" or etc .. |
13:16 |
seolfor |
iqualfragile, can you again expalin me what exacly is connecting to this ssl page ? |
13:17 |
iqualfragile |
minetest using libcurl |
13:17 |
seolfor |
or any idea where can i add a trusted connection to windows becouese i don't think so it's even posible |
13:19 |
iqualfragile |
seolfor: it is, use google |
13:20 |
iqualfragile |
question about network code (sapier) is there any priority sorting in minetest about which things to send first? |
13:21 |
iqualfragile |
(for example assigning a higher priority to entity positions, slightly lower to blocks near the player and decreasing with increasing distance |
13:21 |
sapier |
yes smaller channel sent first |
13:22 |
sapier |
we've got only 3 channels, and player can move I don't think this is gonna help ... especially as block sending code already enqueues blocks next to player first |
13:23 |
sapier |
and adding prioritys won't help if your line is to small ... prioritys only help reducing latency at cost of additional overhead |
13:24 |
sapier |
you're better of reducing the send queue size if your line is to small |
13:24 |
iqualfragile |
sapier: nah, thats not the problem, i was just thinking about setting max_block_send_distance to an absurldy high value |
13:24 |
sapier |
on vanessaE's server setting this value correct did make difference between "world wont load" and "almost perfect" ... so this is quite important |
13:25 |
sapier |
I'd not recommend this |
13:25 |
iqualfragile |
would be nice to have idle_block_send_distance and assign blocks in that range a looow priority |
13:25 |
sapier |
that's not gonna help |
13:26 |
iqualfragile |
sapier: no? |
13:26 |
sapier |
no because of packets are queued at different layers, if you stop pushing on upper layer there may already queued lots of packets at lower layer |
13:27 |
iqualfragile |
so? |
13:27 |
sapier |
you've to find a middle between low latency and high bandwidth |
13:27 |
iqualfragile |
i have ram in abundance |
13:28 |
sapier |
I don't think you've gonna have enough ram to handle full map to be in memory as often as you've got players connected |
13:28 |
iqualfragile |
sapier: yes i do |
13:28 |
sapier |
at least if you're really in a server client scenario |
13:29 |
iqualfragile |
wait, full map for each player? |
13:29 |
iqualfragile |
could be a bit tricky, but doable |
13:29 |
sapier |
up to 50 clients? |
13:29 |
iqualfragile |
nah |
13:29 |
iqualfragile |
anyways, im adding a feature request to add some block send on idle mechanism |
13:29 |
sapier |
that's a worst case scenario of course |
13:30 |
iqualfragile |
and (more important) some kind of caching |
13:30 |
sapier |
server usually doesn't have idle |
13:30 |
sapier |
client shall not reqest blocks, that's decision of server |
13:31 |
|
rdococ joined #minetest-dev |
13:31 |
sapier |
if it was client to decide a bunch of clients could kill server ... and if server ignores those requests anyway it's useless |
13:32 |
sapier |
better add client side caching and improve server send algorithm |
13:43 |
|
seolfor joined #minetest-dev |
13:43 |
Sokomine |
client side caching would be great! |
13:44 |
seolfor |
iqualfragile, i added all 3 cert's to my trusted system container and it's still didn working (same error) SSL connect error response code 0 |
13:44 |
Sokomine |
that save to localmap branch of sfan5 was great and helped a lot. there are only very few situations where server owners might not want their map to be saved (i can only think about mauvebic there). in all other cases, it's a great backup in case a server has problems or shuts down |
13:46 |
iqualfragile |
sapier: uhm… the server would just need to be able to deny a requests |
13:46 |
iqualfragile |
and just allow requests for blocks within a certrain range around the player |
13:46 |
sapier |
in this case your feature is useless as any sane server will deny all requests |
13:47 |
iqualfragile |
sapier: hmm.. yes, it might, but otherwise caching is kinda hard to implement |
13:47 |
iqualfragile |
ah, wait no, it isnt |
13:47 |
sapier |
you'd have to do server evaluate if it's reasonable to send that data anyway, but if server has to do this he can send the data without request from client too |
13:48 |
iqualfragile |
sapier: yep, ok |
13:49 |
sapier |
there's already some code to determine what to send, but without doubt there's room for improvement |
13:49 |
sapier |
e.g. the send queues could be calculated from current player size |
13:49 |
sapier |
-size + count |
13:55 |
iqualfragile |
sapier: blocks do have a timestamp, but is that the last modified date or the save date |
13:55 |
sapier |
https://github.com/sapier/minetest/commits/fstk_addon https://github.com/sapier/minetest/blob/fstk_addon/doc/fst_api.txt is a refactoring of mainmenu based upon fstk ... way more clean and (hopefully) way better maintainable |
13:56 |
sapier |
that's a question for hmmmm |
13:59 |
|
proller joined #minetest-dev |
14:03 |
iqualfragile |
awwyiss #1234 |
14:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/1234 -- Cliend side caching of mapblocks |
14:03 |
iqualfragile |
-.- |
14:03 |
iqualfragile |
cliend |
14:05 |
proller |
bad idea |
14:05 |
sapier |
you'd have to check mapblocks prior doing things like that, e.g. for "air" blocks this handshake would cause drastic performance degration |
14:05 |
iqualfragile |
proller: why? |
14:05 |
proller |
sending blocks now too stupid |
14:06 |
proller |
it not use occlusion and not skip air blocks |
14:06 |
sapier |
<< waits to see if proller can provide any reasonable argument besids "it's bad, It's stupid ..." |
14:06 |
sapier |
I already said that proller ... |
14:06 |
proller |
and it not big performance problem |
14:07 |
proller |
in fm blocks sends up to 20 range |
14:07 |
proller |
20x16 |
14:07 |
sapier |
ok for block sending not beeing a bottleneck right now I do agree, at least if queues are configured correctly |
14:08 |
proller |
for making new farmesh better to calculate landscape on client from mapgen params |
14:09 |
proller |
ignoring lua mapgens ;) |
14:09 |
sapier |
iqualfragile: on adding/designing this feature you'll have to be very carefully to not cause performance issues on 99% usecase in favor of 1% usecase |
14:09 |
sapier |
it's not gonna help very much to get from absolutely unplayable to unplayable ... if you cause "playable" to become "harldy playable" |
14:10 |
proller |
but for lua mapgen in can help ;) |
14:11 |
sapier |
well if someone really is looking for performance issues try to find out why server spawn on vanessae's vanilla server is that slow |
14:11 |
proller |
because she dont use fm ;) |
14:12 |
sapier |
proller it's becoming boring |
14:33 |
|
PenguinDad joined #minetest-dev |
14:43 |
|
emptty joined #minetest-dev |
14:51 |
|
spillz joined #minetest-dev |
14:52 |
spillz |
3 questions: |
14:52 |
sapier |
where? |
14:53 |
spillz |
1. any chance of accepting #1217 before sapier replaces it with formspec and makes me redo the whole thing? |
14:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/1217 -- Keyboard shortcuts for chat commands (REDUX) by spillz |
14:54 |
sapier |
there's no conflict |
14:55 |
sapier |
I won't replace the key select menu with formspec as this can't be done with it |
14:55 |
spillz |
2. What is the issue with entities that is making people not include mobs by default in their minetest games? |
14:55 |
sapier |
50 lines to game.cpp ... argh :-) |
14:55 |
sapier |
that file is supposed to become shorter not longer ;-) |
14:57 |
spillz |
@sapier good, but re game.cpp if you refactoring that stuff can move with the re factored bits. |
14:57 |
sapier |
nope not anytime soon |
14:57 |
sapier |
first I'm gonna do the things required to get android port merged in a clean way |
14:58 |
sapier |
and 3rd question? |
14:59 |
spillz |
3. why does hmm think an octree is a good idea? why not a hash map of loaded stuff or something else that's flat. |
15:00 |
sapier |
because of size 64k*64k*64k are quite a lot of data |
15:09 |
|
BrandonReese joined #minetest-dev |
15:09 |
spillz |
But its sparse so you only have entries where there's data (or in this case data loaded) |
15:10 |
|
Anchakor_ joined #minetest-dev |
15:10 |
sapier |
there ain't a way to create a sparse bitmap and hashes are way to slow |
15:10 |
sapier |
at least that's what I understood from his telling |
15:13 |
VanessaE_ |
sapier: regarding spawn on my vanilla server, try downloading the map file, fetch the few mods it needs and make a world of it, and gauge the performance. See if it's the same as when played on my server (it should be). do a /clearobjects and measure the performance again. |
15:14 |
VanessaE_ |
I'm curious if the main bottleneck is the entities used for the signs' visible text, or something else. |
15:14 |
|
Calinou joined #minetest-dev |
15:14 |
sapier |
I meant someone else to check it ;-) I've got more then enough work to complete right now ;-) |
15:15 |
VanessaE_ |
and if it IS the entities...why? they're just 2d sprites that don't even move, with static non-animated imagery. |
15:15 |
spillz |
sapier: Why does it require a bitmap? |
15:15 |
VanessaE_ |
I can't do performance testing here either, my machine's too busy |
15:16 |
sapier |
that's something you have to ask hmmmm I don't know any details |
15:22 |
|
Zeitgeist_ joined #minetest-dev |
15:22 |
|
Zeitgeist_ joined #minetest-dev |
15:22 |
spillz |
VanessaE_ I would like to take a look, though can't promise I will figure out the problem. Where and how big is the map? Do you have a link to the mods as well? |
15:23 |
VanessaE_ |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/Minetest-map.sqlite.bz2 |
15:23 |
VanessaE_ |
the mods are listed here: https://forum.minetest.net/viewtopic.php?id=8364 |
15:24 |
|
zat joined #minetest-dev |
15:26 |
VanessaE_ |
about all you really need to make sure the test is valid is signs_lib, from the homedecor modpack, http://forum.minetest.net/viewtopic.php?pid=26061 |
15:26 |
spillz |
thanks. |
15:28 |
VanessaE_ |
the map download is about 977 MB, btw. |
15:29 |
VanessaE_ |
the spawn is located at { -12, 18, 252 } |
15:31 |
|
Shardvexz joined #minetest-dev |
15:36 |
|
rubenwardy joined #minetest-dev |
15:36 |
spillz |
I would still like to hear a theory about my second question about entities. anyone checking the logs file free to chime - I check even if I am usually not logged in. |
15:37 |
sapier |
second question about entities? |
15:37 |
spillz |
VanessaE_ downloading now |
15:40 |
|
werwerwer joined #minetest-dev |
15:52 |
|
restcoser joined #minetest-dev |
16:05 |
|
Shardvexz joined #minetest-dev |
16:09 |
|
rubenwardy_ joined #minetest-dev |
16:21 |
spillz |
I will test more later, but no issues with spawn on my pc with one player local game. I noticed the sign messages took a second or two to pop into existence. using recent dev. are you using default textures? |
16:37 |
|
spillz joined #minetest-dev |
16:41 |
|
spillz joined #minetest-dev |
16:46 |
|
spillz joined #minetest-dev |
16:55 |
|
spillz joined #minetest-dev |
16:56 |
|
grrk-bzzt joined #minetest-dev |
17:02 |
|
spillz joined #minetest-dev |
17:09 |
|
tomreyn joined #minetest-dev |
17:15 |
|
proller joined #minetest-dev |
17:16 |
|
rsiska joined #minetest-dev |
17:21 |
|
luizrpgluiz joined #minetest-dev |
17:21 |
luizrpgluiz |
devs |
17:26 |
luizrpgluiz |
when are you going to release version 1.0 of minetest? |
17:28 |
|
luizrpgluiz left #minetest-dev |
17:40 |
Sokomine |
regarding the new "games" for the next release: is there any good way to do modpacks that share a common focus, i.e. building? i know i can download them from github, extract the files, rename the folder, call it a modpack and realease it. but what about updates? |
17:41 |
Sokomine |
most of the time it would make more sense to always deliver the latest version of a mod from github. perhaps the internal mod database could be used to download entire modpacks. or some of the most common mods could be included |
17:41 |
Sokomine |
most of them are pretty small after all |
17:43 |
|
kaeza1 joined #minetest-dev |
17:46 |
proller |
PilzAdam, https://github.com/minetest/minetest/pull/1235 |
17:50 |
PilzAdam |
proller, add comments in serialization why these dummy calls are there |
17:50 |
PilzAdam |
everything else seems fine |
17:57 |
proller |
PilzAdam, done |
18:09 |
|
MichaelRpdx joined #minetest-dev |
18:09 |
PilzAdam |
proller, Im fine with merging when its tested |
18:11 |
proller |
works for me |
18:20 |
Calinou |
" |
18:20 |
Calinou |
5) it's released under a free license (permissive [preferably] or copyleft)" |
18:20 |
Calinou |
my eyes are bleeding |
18:21 |
Calinou |
typical c55... |
18:21 |
|
nyuszika7h joined #minetest-dev |
18:24 |
|
modred11 joined #minetest-dev |
18:44 |
|
PenguinDad joined #minetest-dev |
18:44 |
|
nore joined #minetest-dev |
18:46 |
|
BrandonReese joined #minetest-dev |
19:14 |
|
nore joined #minetest-dev |
19:23 |
|
grrk-bzzt joined #minetest-dev |
19:28 |
|
ImQ009 joined #minetest-dev |
19:30 |
|
domtron joined #minetest-dev |
19:49 |
|
Shardvexz joined #minetest-dev |
19:53 |
|
emptty1 joined #minetest-dev |
20:27 |
|
domtron joined #minetest-dev |
20:32 |
|
Guest70634 joined #minetest-dev |
21:00 |
|
smoke_fumus joined #minetest-dev |
21:09 |
|
sapier joined #minetest-dev |
21:10 |
|
kaeza joined #minetest-dev |
21:21 |
|
RealBadAngel joined #minetest-dev |
21:21 |
RealBadAngel |
hi |
21:23 |
RealBadAngel |
ShadowNinja, use of switch-case is temporary, i will do that different way, using #ifdef |
21:24 |
RealBadAngel |
has anybody checked #1223 ? |
21:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/1223 -- MT (sometimes) crashes when leaving pause menu under Windows |
21:24 |
RealBadAngel |
ooops |
21:24 |
RealBadAngel |
i mean #1233 |
21:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/1233 -- Textureable sun and moon. by RealBadAngel |
21:25 |
sapier |
well that's hard to track down while shadows patches hide the real issue (1223) ... ShadowNinja can you do anything to show more then this useless message? |
21:26 |
PilzAdam |
RealBadAngel, what about the remaining shader bugs? |
21:26 |
sapier |
you're increasing material count by 66%? |
21:27 |
RealBadAngel |
PilzAdam, like what for example? |
21:27 |
sapier |
glowing water |
21:27 |
RealBadAngel |
that is fixed already |
21:27 |
PilzAdam |
RealBadAngel, water being opaque randomly and fog |
21:27 |
sapier |
oops |
21:27 |
sapier |
:-) |
21:27 |
RealBadAngel |
fog is not a shaders issue |
21:27 |
sapier |
guess I should update every now and then |
21:28 |
PilzAdam |
RealBadAngel, how do you know? |
21:28 |
RealBadAngel |
because engine draws the fog, not the shaders |
21:29 |
RealBadAngel |
the part in shaders that is related to fog is not changed since ages |
21:29 |
RealBadAngel |
and im not the author of that part |
21:30 |
sapier |
RealBadAngel: you're still the one knowing graphics better then anyone else could you have a look at it? |
21:30 |
RealBadAngel |
ofc i will, im trying to find the reason for fog issues, but i cannot simply reproduce that |
21:31 |
VanessaE_ |
RealBadAngel: 1233 build failure: http://pastebin.ubuntu.com/7279031/ |
21:31 |
VanessaE_ |
(I just pulled minetest engine and added your patch immediately before building) |
21:31 |
RealBadAngel |
huh? |
21:31 |
sapier |
did anyone have a look at my mainmenu cleanup? |
21:32 |
RealBadAngel |
its tested and working here, i will check it again, maybe i have missed something |
21:32 |
PilzAdam |
<RealBadAngel> because engine draws the fog, not the shaders <- what? |
21:32 |
RealBadAngel |
what what? |
21:33 |
RealBadAngel |
irrlicht engine does that |
21:33 |
PilzAdam |
isnt fog applied in the vertex shader? |
21:33 |
PilzAdam |
*fragment |
21:33 |
PilzAdam |
solids_shader/opengl_fragment.glsl:105 |
21:33 |
RealBadAngel |
lemme find something for you, hold on |
21:36 |
|
domtron joined #minetest-dev |
21:36 |
RealBadAngel |
PilzAdam, https://github.com/minetest/minetest/blob/master/src/game.cpp#L3184 |
21:37 |
RealBadAngel |
so,i repeat, fog is not the shaders issue |
21:37 |
PilzAdam |
RealBadAngel, https://github.com/minetest/minetest/blob/master/client/shaders/solids_shader/opengl_fragment.glsl#L107 |
21:37 |
PilzAdam |
whats that then? |
21:38 |
RealBadAngel |
im not really sure even ;) |
21:38 |
PilzAdam |
and you modified the way vPosition is calculated in the vertex shader |
21:39 |
PilzAdam |
in your normalmap generation commit |
21:40 |
PilzAdam |
kaeza, can you reproduce the fog bug? |
21:40 |
kaeza |
not on Win |
21:40 |
VanessaE_ |
what exactly IS the "fog bug" anyway? |
21:40 |
PilzAdam |
VanessaE_, https://dl.dropboxusercontent.com/u/100008207/screenshot_473120735.jpg |
21:40 |
VanessaE_ |
eek |
21:40 |
VanessaE_ |
I've never seen that before |
21:40 |
PilzAdam |
aka #1193 |
21:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/1193 -- Issues with fog. |
21:41 |
kaeza |
PilzAdam, on linux, it happened every time I went from spawn to my house on VE's server |
21:41 |
kaeza |
see if you can reproduce |
21:41 |
|
proller joined #minetest-dev |
21:41 |
PilzAdam |
kaeza, which server? |
21:41 |
sapier |
that image looks like inverted fog |
21:41 |
kaeza |
digitalaudioconcepts.com : 30001 |
21:41 |
VanessaE_ |
lemme finish this build... |
21:42 |
PilzAdam |
VanessaE_, can you reset my password on that server? |
21:42 |
PilzAdam |
kaeza, do you have the coords? |
21:42 |
kaeza |
PilzAdam, I'm joining right now |
21:43 |
VanessaE_ |
PilzAdam: sure. |
21:43 |
|
Eater4 joined #minetest-dev |
21:43 |
PilzAdam |
(tab in the name filed in client tab crashes the client) |
21:43 |
PilzAdam |
(thats rather annoying; sapier ^) |
21:44 |
sapier |
sorry don't understand what do you do to crash it? |
21:45 |
PilzAdam |
I selected the nick field, wrote my nick, then pressed tab and it crashed |
21:45 |
VanessaE_ |
ok, I'm in, and standing at the spawn. |
21:45 |
sapier |
current master or my new version? |
21:46 |
RealBadAngel |
PilzAdam, way of calculating, maybe. I just took what was already calculated, multiplying same matrix two times was not necesary |
21:46 |
PilzAdam |
674be38fc262aab78ed75141c70e5c02830ca80d |
21:46 |
RealBadAngel |
read the changes and understand them first |
21:46 |
proller |
https://github.com/minetest/minetest/pull/1235 - any objections? |
21:47 |
sapier |
did anyone benchmark the redis things? |
21:47 |
PilzAdam |
RealBadAngel, does it actually copy the vector or is it some kind of reference? |
21:47 |
sapier |
are you running away or what's going on proller? |
21:47 |
proller |
its unfinished, slow and.. |
21:48 |
proller |
too many peoples complain about this |
21:48 |
sapier |
hasn't been fixed by you for about half a year now ... |
21:48 |
proller |
good fix in this commit |
21:48 |
RealBadAngel |
vPosition is the xyz part of gl_Position = mWorldViewProj * gl_Vertex; |
21:48 |
sapier |
no it's more like a surrender |
21:49 |
proller |
sapier, my surrender was in december |
21:49 |
proller |
5 months ago |
21:49 |
RealBadAngel |
and was previously calculated this way : vPosition = (mWorldViewProj * gl_Vertex).xyz; |
21:50 |
sapier |
although you're (often) not very helpfull since that time I haven't given up to get you back proller |
21:50 |
VanessaE_ |
so far, the only thing I see "wrong" about the display here guys is that I don't get the view range I'd get were I far away from the spawn, but that's about it. the fog seems perfectly normal to me? |
21:51 |
proller |
sapier, no sense |
21:51 |
sapier |
PilzAdam: I can't reproduce it can you provide more information about the crash? a crashdump maybe? |
21:51 |
PilzAdam |
sapier, sure, but Im first trying to reproduce that fog bug |
21:51 |
sapier |
proller: you may have noticed I'm not someone to give up that early |
21:52 |
kaeza |
I see a small delay in for update, but it's probably the auto distance adjustment |
21:52 |
kaeza |
s/for/fog/ |
21:52 |
sapier |
no problem PilzAdam ... does anyone else have that bug? |
21:53 |
VanessaE_ |
now, one thing I *do* notice is that the display is way too quick to 'black out' the sky when I look down just a little bit |
21:53 |
VanessaE_ |
but that's not related to the fog |
21:54 |
VanessaE_ |
the fog is behaving perfectly normal as far as I can see... are you sure it isn't the weather fog? |
21:54 |
VanessaE_ |
you know, the high humidity fog? |
21:55 |
VanessaE_ |
hm, probably not, I guess this server has weather disabled. |
21:55 |
PilzAdam |
I cant reproduce it :-/ |
21:56 |
sapier |
graphics driver issue? |
21:56 |
PilzAdam |
sapier, ... it actually doesnt crash but simply shut down |
21:56 |
PilzAdam |
like pressing esc |
21:56 |
PilzAdam |
wtf |
21:56 |
proller |
will commit #1235 in 10 minutes.. |
21:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/1235 -- Remove liquid_finite and weather by proller |
21:57 |
sapier |
proller will this break any maps? |
21:58 |
proller |
no |
21:58 |
PilzAdam |
sapier, pressing tab in any textfield in the client or server tab closes minetest; and in the world creation dialog it closes the dialog |
21:58 |
|
domtron joined #minetest-dev |
21:58 |
sapier |
seems to be misinterpreted as esc |
21:58 |
VanessaE_ |
PilzAdam: can't reproduce (tab). |
21:59 |
PilzAdam |
"Irrlicht Engine version 1.8.0" |
21:59 |
|
Taoki[laptop] joined #minetest-dev |
21:59 |
sapier |
doesn't happen for me too ... ok I don't have irrlicht 1.8 but 1.7 |
21:59 |
VanessaE_ |
1.7.2 here. |
21:59 |
PilzAdam |
Ill try with v7 |
22:00 |
sapier |
well that's gonna be a issue with all formspecs so we have to fix it anyway |
22:03 |
PilzAdam |
yep, tab closes a sign |
22:03 |
RealBadAngel |
VanessaE_, check the pull again, its fixed |
22:04 |
VanessaE_ |
checking. |
22:04 |
VanessaE_ |
built okay now |
22:04 |
PilzAdam |
:-/ Ubuntu 13.10 doesnt have Irrlicht 1.7 dev packages anymore |
22:04 |
VanessaE_ |
seems to work, nicely done |
22:05 |
sapier |
pilzadam can you debug guiFormspecMenu.cpp as of something around L2596 |
22:07 |
RealBadAngel |
VanessaE_, if you provide tonemap, texture will be tinted. without tonemap it wont change the sun/moon texture |
22:07 |
VanessaE_ |
RealBadAngel: however, there seems to be no tonemap being used/s...... |
22:08 |
VanessaE_ |
ok, that explains it. |
22:08 |
VanessaE_ |
HDX doesn't supply tonemaps. |
22:08 |
RealBadAngel |
hold on a sec |
22:08 |
VanessaE_ |
(I was relying on the old defaults) |
22:08 |
RealBadAngel |
https://github.com/freeminer/freeminer/blob/master/textures/base/pack/moon_tonemap.png |
22:09 |
RealBadAngel |
https://github.com/freeminer/freeminer/blob/master/textures/base/pack/sun_tonemap.png |
22:09 |
PilzAdam |
sapier, are you on master? |
22:09 |
sapier |
not exactly |
22:09 |
sapier |
bool GUIFormSpecMenu::OnEvent(const SEvent& event)# |
22:09 |
PilzAdam |
ah! |
22:09 |
PilzAdam |
I have tab as my inventory key |
22:10 |
PilzAdam |
it shouldnt use that key in the main menu |
22:11 |
sapier |
true ... but I don't see a quick way to fix it ;-/ |
22:11 |
PilzAdam |
dont use formespecs for mainmenu? |
22:11 |
sapier |
lol |
22:11 |
|
Eater4 joined #minetest-dev |
22:11 |
sapier |
a little bit late for suggestions like that |
22:13 |
VanessaE_ |
RealBadAngel: ok, got them. what's the original source of these images? I can't remember now |
22:13 |
VanessaE_ |
were they the ones you and I settled on for upstream, or the ones I was gonna use in HDX? |
22:13 |
RealBadAngel |
for upstream |
22:13 |
VanessaE_ |
ok |
22:15 |
VanessaE_ |
ah, that's much better |
22:19 |
PilzAdam |
proller, I get warnings! |
22:19 |
PilzAdam |
/home/adam/Minetest/minetest/src/mapgen.cpp:980:28: warning: unused variable 'rare' [-Wunused-variable] |
22:19 |
kaeza |
:| |
22:19 |
proller |
ok |
22:19 |
PilzAdam |
/home/adam/Minetest/minetest/src/map.cpp:2757:21: warning: unused variable 'senv' [-Wunused-variable] |
22:20 |
kaeza |
while at it, I have a ton of warnings to share, especially a missing return value in map.cpp:3265 |
22:20 |
PilzAdam |
kaeza, which compiler? |
22:21 |
kaeza |
PilzAdam, gcc 4.8.1 mingw32 |
22:21 |
* kaeza |
will share once he learns how to copy from windows console |
22:22 |
PilzAdam |
kaeza, rightclick menu has some option for that IIRC |
22:24 |
kaeza |
here are some: https://gist.github.com/kaeza/c43af5e3fca0269ad301 |
22:24 |
kaeza |
(along with an error) |
22:25 |
proller |
fixed |
22:26 |
PilzAdam |
proller, nice |
22:27 |
PilzAdam |
sapier, https://gist.github.com/PilzAdam/11067037 |
22:28 |
sapier |
haven't I been the one hating json? ;-) |
22:28 |
|
domtron joined #minetest-dev |
22:29 |
PilzAdam |
I just saw "AsyncWorkerThread" so I pinged you |
22:29 |
sapier |
no that's some unexpected result from server |
22:29 |
sapier |
async is just the thread trying to interpret the result |
22:30 |
sapier |
how did you manage to make tab your inventory key? |
22:31 |
PilzAdam |
keymap_inventory = KEY_TAB in minetest.conf |
22:31 |
sapier |
cheater |
22:31 |
PilzAdam |
:-p |
22:31 |
sapier |
I don't fix bugs resulting from abusing a texteditor ;-P |
22:32 |
PilzAdam |
since when is editing a conf file "absuing a texteditor"? |
22:33 |
sapier |
if there's a gui to do so you're supposed to use it ;-) |
22:33 |
PilzAdam |
so everyone is supposed to use mapgen v7? |
22:34 |
sapier |
of course ... and while thinking about how to use gui you can try https://github.com/minetest/minetest/pull/1236 |
22:36 |
PilzAdam |
works; but signs are still closed by tab |
22:37 |
sapier |
if you want this to be fixed formspecs should ignore inventory key completely |
22:37 |
sapier |
I'd not be sad about this |
22:37 |
PilzAdam |
every formspec except the inventory |
22:37 |
sapier |
removing code is always better then adding another workaround |
22:37 |
sapier |
inventory isn't anything special |
22:39 |
sapier |
didn't someone want to add hotkeys? we could use the chance to cleanup special handling for inventory key |
22:42 |
VanessaE_ |
RealBadAngel: there, deployed updated sun/moon/tonemaps to HDX. |
22:47 |
sapier |
ShadowNinja: feel free to merge #1222 |
22:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/1222 -- Add support for thread names on BSD, Windows (MSVC-only), and OSX by ShadowNinja |
22:48 |
VanessaE_ |
well if weather is dead, I guess that means plants_lib is relevant again :P |
22:50 |
|
domtron joined #minetest-dev |
23:16 |
iqualfragile |
is there some way to get all items a group contains |
23:16 |
iqualfragile |
or just any? |
23:17 |
|
grrk-bzzt joined #minetest-dev |
23:17 |
PilzAdam |
iqualfragile, I guess you have to search minetest.registered_items yourself |
23:18 |
iqualfragile |
PilzAdam: that it horrible |
23:18 |
iqualfragile |
i am asking because cornernotes craftguide can not resolve groups |
23:21 |
kaeza |
iqualfragile, UI can resolve groups; port the code to craftguide :) |
23:22 |
iqualfragile |
kaeza: how is ui doing that? |
23:22 |
|
ShadowBot` joined #minetest-dev |
23:23 |
kaeza |
iqualfragile, https://github.com/minetest-technic/unified_inventory/blob/master/internal.lua#L100 |
23:24 |
iqualfragile |
by iterating throught all known items -.- |
23:24 |
kaeza |
well, other way would be to modify register_whatever, iterate thru groups, and add to a separate list |
23:25 |
kaeza |
feel free to code :) |
23:29 |
|
EvergreenTree joined #minetest-dev |
23:39 |
|
us`0gb joined #minetest-dev |