Time |
Nick |
Message |
00:06 |
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Megaf_ joined #minetest-dev |
00:07 |
Megaf_ |
and after months without a single crash I finally get a crash http://paste.debian.net/94758/ |
00:08 |
Megaf_ |
What could have cause that? |
00:09 |
Megaf_ |
sapier, It's something to do with connections.cpp |
00:13 |
troller |
its sapier asserts on every second line |
00:13 |
troller |
recieve wrong packet => server crash |
00:15 |
troller |
34 asserts in connection.cpp |
00:15 |
troller |
enterprise quality code! |
00:16 |
Megaf_ |
troller, can you fix? |
00:16 |
troller |
in freeminer only, if you show this line |
00:16 |
iqualfragile |
false |
00:17 |
troller |
maybe it was already fixed |
00:17 |
Megaf_ |
nope, just did a git pull |
00:17 |
Megaf_ |
nothing related to connection.cpp |
00:18 |
iqualfragile |
Megaf_: best idea would be to file a bug or wait 8-9 hours |
00:18 |
iqualfragile |
and then tell sapier when he is online |
00:18 |
iqualfragile |
oh wait he is |
00:18 |
iqualfragile |
strange, usually goes offline a lot earlier |
00:18 |
Megaf_ |
iqualfragile, usually he is really responsive and helpful when I have a problem |
00:19 |
iqualfragile |
well, unless you ask him to make something in mobf usable, in that case you have to wait half a year |
00:29 |
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00:43 |
sapier1 |
END_DEBUG_EXCEPTION_HANDLER is a old minetest debug define ... megaf didn't you have performance issues? why do you have ancient debug code enabled? |
00:45 |
sapier1 |
if you tell minetest to crash on any non critical error it will do this ... but you shouldn't complain about it doing what you request it to do |
00:49 |
celeron55 |
those handlers are enabled on release builds because they usually give more useful output than nothing at all |
00:49 |
celeron55 |
use CMAKE_BUILD_TYPE=Debug to make it not catch them and use a debugger |
00:51 |
sapier1 |
what? |
00:52 |
sapier1 |
we use exceptions for passing return values in one part of minetest but crash in others? ... ok guess I need to check if it'd be best to remove that define there |
00:56 |
sapier1 |
the sad thing about this handling is it doesn't seem to provide any usefull information |
00:58 |
iqualfragile |
sapier1: i guess packets can allways be damaged |
00:59 |
sapier1 |
that's why invalid data exeptions are cought prior this define |
01:00 |
sapier1 |
the log doesn't seem to tell what exception happened |
01:09 |
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01:26 |
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01:27 |
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01:34 |
Megaf_ |
It's not my fault that there ancient debug code, I have chosen to use Release Build type and I still get that thing... |
01:46 |
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02:08 |
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02:08 |
Megaf_ |
Folks, how does this affects performance? |
02:08 |
Megaf_ |
# Maximum number of forceloaded blocks |
02:08 |
Megaf_ |
max_forceloaded_blocks = 1 |
03:03 |
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03:49 |
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04:06 |
hmmmm |
oh noes :( |
04:06 |
hmmmm |
I just realized something that messes up my biome plan |
04:07 |
hmmmm |
at the edge between, say, a flatland and a flat highland, there will be a mini-biome riding along the edge which would be the craziest mountain you can find |
04:08 |
hmmmm |
so this kind of terrain http://i.imgur.com/rwcZ9Pc.png would generate this kind of variance map http://i.imgur.com/Tq240cN.png |
04:17 |
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04:17 |
RealBadAngel |
hi |
04:18 |
hmmmm |
also my fast gaussian blur is a mere, inaccurate approximation of the mean in a certain radius. the real thing: http://i.imgur.com/JIds934.png fast approximation: http://i.imgur.com/NGrrkl3.png |
04:19 |
RealBadAngel |
hmmmm, ive coded lately gausian blur for shaders and normal maps, wanna see that code? |
04:19 |
hmmmm |
if i use the fast approximation for variance calculation, it'll get below 0 which variance is theoretically not supposed to do |
04:19 |
hmmmm |
RealBadAngel, no thanks |
04:23 |
RealBadAngel |
btw, lookin at those 2 pictures, to get effect shown on the 1st one propably you should use bigger kernel |
04:23 |
RealBadAngel |
maybe 9x9 |
04:28 |
RealBadAngel |
about #1233 , can we have this merged? it has been remade as c55 wanted |
04:28 |
ShadowBot |
RealBadAngel: Error: Delemiter not found. |
04:29 |
RealBadAngel |
huh? https://github.com/minetest/minetest/pull/1233 |
04:30 |
hmmmm |
dunno, that's a question for c55 |
04:31 |
RealBadAngel |
https://github.com/minetest/minetest/issues/486 |
04:32 |
RealBadAngel |
he already answered, so i assume he votes yes |
04:36 |
hmmmm |
looks good, but personally I'd break up Sky::render() into multiple smaller functions that do simpler tasks |
04:38 |
RealBadAngel |
maybe in the future, atm this was lying on shelf way too long |
04:39 |
RealBadAngel |
i do have plans for skybox but i wont start coding that anytime soon |
04:39 |
RealBadAngel |
i am busy with further shaders coding |
04:40 |
RealBadAngel |
take a look how united nodes shader looks like: https://github.com/RealBadAngel/minetest/blob/shaders/client/shaders/nodes_shader/opengl_vertex.glsl |
04:43 |
RealBadAngel |
im done with one single shader for all the nodes, selectable by tile, not whole node. so water surface shaders are possible now. also ive moved generation of shaders away from runtime |
04:43 |
RealBadAngel |
the last has huge impact on performance |
04:46 |
RealBadAngel |
next on the desk is allow multiple rendering passes and shaders postprocessing |
04:46 |
RealBadAngel |
when done water will have reflections |
04:47 |
RealBadAngel |
also effects like lens flare, god rays etc will become easy to add |
04:47 |
kaeza |
suddenly: render to texture |
04:47 |
* kaeza |
dreams |
04:48 |
RealBadAngel |
nothing easier |
04:48 |
RealBadAngel |
i do have forked irrlicht app that does it |
04:48 |
RealBadAngel |
https://github.com/RealBadAngel/terrainTest |
04:49 |
RealBadAngel |
all whats needed is here |
04:53 |
RealBadAngel |
kaeza, btw if you have linux working again you could check that branch and see if you can still reproduce fog issue |
04:54 |
kaeza |
14.04 borked support for my modem |
04:54 |
RealBadAngel |
lol |
04:55 |
kaeza |
I've set up MinGW but can't build MT :( |
04:55 |
kaeza |
does not happen on Win anyway |
04:55 |
kaeza |
sorry :/ |
04:56 |
RealBadAngel |
anyway im pretty sure that this wasnt caused by shaders code |
04:56 |
RealBadAngel |
weather was also touchin the fog |
05:23 |
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05:24 |
Megaf_ |
Night all |
07:07 |
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07:07 |
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07:09 |
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12:00 |
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12:25 |
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12:39 |
iqualfragile |
sfan5: provided the backtrace |
13:00 |
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13:07 |
BlockMen |
sapier, #1240 fixes #1223 for me. |
13:07 |
BlockMen |
Side notice: It seems there is no red background for death screen anymore |
13:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/1240 -- Fix broken local formspec handling by sapier |
13:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/1223 -- MT (sometimes) crashes when leaving pause menu under Windows |
13:44 |
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13:44 |
sapier |
yes blockmen, for what I read red background wasn't there in all situations anyway |
13:46 |
sapier |
correct me if that's wrong, if we wanna have a red screen on death that shouldn't be a big deal |
14:01 |
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14:01 |
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14:14 |
BlockMen |
sapier, |
14:14 |
BlockMen |
bg[#oldredcolor;true] ;) |
14:15 |
sapier |
bg color can be set by formspec? |
14:15 |
sapier |
but deathscreen wasn't read on original code for any of my tests |
14:16 |
sapier |
can you check that inventorys and formspec work as expected. seems to work for me on linux but I'm still working on the android merge, for some reason I get invalid refcounts there |
14:19 |
BlockMen |
sapier, added > half year ago https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L930 |
14:19 |
BlockMen |
and its bgcolor, sry |
14:19 |
BlockMen |
old color: https://github.com/minetest/minetest/blob/eda9214f81b32d9606f425e3777616e8cfc0a44f/src/guiDeathScreen.cpp#L121 |
14:20 |
BlockMen |
and i can do later ;) |
14:20 |
sapier |
are you sure this did work at all? |
14:22 |
sapier |
well actually this doesn't matter I'll add it anyway ... once I found out why my andorid port doesn't behave as expected |
14:24 |
BlockMen |
worked what? #1240? yea |
14:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/1240 -- Fix broken local formspec handling by sapier |
14:24 |
sapier |
I was talking about red death screen |
14:26 |
sapier |
on android I've currently a problem someone is grabing formspecs and doesn't release them ... no idea why there's a difference to x86 |
14:28 |
BlockMen |
yes, old deathscren hat red for sure: http://i.imgur.com/KAVfnRZ.png |
14:28 |
* BlockMen |
has no idea on andriod |
14:28 |
BlockMen |
-on +of |
14:34 |
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16:37 |
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16:38 |
sapier |
can someone else please test #1240 too? I'd prefere not to have to fix it again tomorrow because of missing some other case ;-) |
16:39 |
ShadowBot |
sapier: Error: Delemiter not found. |
16:41 |
proller |
why you use assert in every second line ? |
16:41 |
sapier |
to show errors that need to be fixed instead of hiding them |
16:42 |
proller |
and to crush all clients and servers at any small error? |
16:42 |
sapier |
assert is supposed to be a nop in release builds |
16:43 |
sapier |
not getting memory or having completely messed up data isn't a small error |
16:43 |
proller |
most users/servers use -dev version |
16:43 |
sapier |
to be more precise messed up INTERNAL data |
16:44 |
sapier |
then those users server owners do wrong thing, dev builds are supposed to show up broken code not hide it |
16:46 |
sapier |
asserts are to be placed for things that can't happen ... of course the decision what can happen may be wrong, but in any case if a dev assumes something not to happen he's most likely not gonna handle that case correct so even in this case the assert is right |
16:46 |
proller |
stop stop stop |
16:46 |
sapier |
I guess you're talking about megafs problem right? |
16:47 |
sapier |
invalid incoming data is handled prior the catch all he ran into so this has to be something different |
16:48 |
sapier |
problem is that those traces do only show that some exception occured but not what exception |
16:48 |
celeron55 |
sapier: minetest doesn't turn asserts into nops |
16:48 |
celeron55 |
in release builds |
16:48 |
sapier |
it doesn't? |
16:48 |
celeron55 |
no; it's intentional and has been so right from the start |
16:48 |
sapier |
then how's the official way to do asserts? |
16:48 |
* proller |
facepalm |
16:49 |
proller |
34 asserts in connection |
16:49 |
proller |
most of them happen |
16:49 |
celeron55 |
sapier: if you want such an assert, implement it in some way |
16:49 |
proller |
celeron55, review connection.cpp please |
16:49 |
celeron55 |
most asserts in minetest do stuff like check that a pointer is not NULL |
16:49 |
sapier |
do you really suggest any file to implement it's own assert? |
16:49 |
celeron55 |
in which case it doesn't make any sense to let execution pass through in release builds |
16:49 |
celeron55 |
because it would just explode even worse |
16:50 |
celeron55 |
sapier: no; add something like debug_assert() in debug.h for the purpose of debug-build-only asserts |
16:50 |
celeron55 |
then you can use them happily ever after |
16:51 |
sapier |
well assert handling I know is are always used that way still they're nops in release build |
16:51 |
celeron55 |
there are two schools of assert handling in this world |
16:51 |
celeron55 |
the other one is this |
16:52 |
sapier |
proller if you didn't do a wc only you'd have seen most if not all asserts in connection.cpp are no continue asserts |
16:53 |
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16:53 |
sapier |
e.g. if reliable packet handler reads "non-reliable" from a packet that has been identified to be a reliable packet before |
16:55 |
celeron55 |
anyway, if what proller is saying is true, you should fix it |
16:55 |
celeron55 |
it shouldn't be possible to crash a server or a client by sending it data over network |
16:55 |
sapier |
if those exceptions would happen he'd be right |
16:56 |
proller |
its true 8( |
16:56 |
proller |
i catch some on my servers |
16:56 |
celeron55 |
the right thing to do in case of invalid data received is to ignore the packet, and possibly disconnect |
16:56 |
sapier |
provide error logs and I'm gonna fix it |
16:56 |
proller |
remove all asserts - good fix |
16:57 |
celeron55 |
that sounds like a very bad idea |
16:57 |
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16:57 |
sapier |
that's how it's supposed to be done, most asserts are in later packet processing where packet is supposed to have already be checked to be of some type. In case it isn't something was wrong about the way it's been processed. |
16:57 |
celeron55 |
i.e. it sounds like buffer overflow and other kinds of vulnerabilities |
16:58 |
sapier |
e.g. if we try to send out a sequence number out of sequence number range |
16:58 |
sapier |
or if someone tries to send a packet at a non existent channel |
16:59 |
sapier |
or someone provides a invalid packet to be sent. I do not tolerate our own code to try to send broken packets. |
17:00 |
sapier |
proller if you can provide logs I can fix em if not I can't |
17:01 |
proller |
i have 5.5G logs, ready to read ? |
17:01 |
sapier |
nope I don't accept manual dos attacks |
17:01 |
sapier |
https://github.com/sapier/minetest/commits/android_merge_branch_5 rebased android port |
17:05 |
sapier |
you can try grep assert first if you don't wanna do it manually, hopefully the line numbers tell what's happening |
17:09 |
Megaf_ |
sapier, I will test it |
17:09 |
sapier |
what do you want to test megaf? by now I don't have an idea how to catch your issue |
17:09 |
RealBadAngel |
celeron55, what do you think of #1233 ? can we have it merged? |
17:10 |
ShadowBot |
RealBadAngel: Error: Delemiter not found. |
17:10 |
sapier |
did anyone else have an idea? |
17:10 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1233 |
17:10 |
Megaf_ |
sapier, I'm going to be a test of ANdroid build |
17:10 |
Megaf_ |
Android* |
17:10 |
Megaf_ |
sapier, That workarround you did works perfect |
17:11 |
sapier |
oh :) good by now I don't think anyone did build itself by now |
17:11 |
Megaf_ |
Now I get no timeouts or disconnections even when CPU load is more than 100% (Yesterday a friend of mine did a LUA loop on lua controllers) |
17:12 |
sapier |
hmm I wonder why arm is that bad on log handling |
17:12 |
Megaf_ |
ARM is a much simpler CPU, good to do less things at the same time |
17:13 |
Megaf_ |
but it does those thins very quickly |
17:13 |
RealBadAngel |
android can run not only on arm cpus |
17:13 |
sapier |
still it somehow feels wrong to be fixed that simple |
17:13 |
RealBadAngel |
i do have android_x86 installed |
17:13 |
Megaf_ |
RealBadAngel, we are talking about my server that runs on ARM |
17:13 |
sapier |
I don't really believe it to be fixed completely |
17:13 |
Megaf_ |
sapier, as I said, is a work around |
17:14 |
Megaf_ |
that works and has no side effects |
17:14 |
Megaf_ |
affects |
17:14 |
sapier |
ok ok I guess I should be more precise when talking about my android/arm port :-) |
17:14 |
Megaf_ |
sapier, now, about Android port, Android does run on Intel, my Android phone is an Intel Atom powered |
17:15 |
Megaf_ |
also, I run Android x86 on my Netbook |
17:16 |
sapier |
well you can try it but I doubt it's gonna build there |
17:16 |
celeron55 |
RealBadAngel: so it behaves exactly the same as currently if there are no textures in the texture pack? |
17:16 |
RealBadAngel |
celeron55, exactly |
17:16 |
celeron55 |
are the texture names future-proof |
17:17 |
celeron55 |
they seem rather simple but... i guess any future functionality will just have more complicated names |
17:18 |
RealBadAngel |
i can see no reason why sun.png for sun should have any other name ;) |
17:18 |
celeron55 |
the code is a bit messy |
17:18 |
RealBadAngel |
why do you think so? |
17:19 |
celeron55 |
a function for drawing each thing would make the selection logic easier to see |
17:19 |
Calinou |
we should really have an invisible.png by the way... |
17:19 |
celeron55 |
now it's spread around between multi-ten-line drawing code |
17:20 |
sapier |
for(u32 i=0; i<4; i++) << I know this is spread around code but is it really necessary to force index variables to be 32 bit? |
17:21 |
RealBadAngel |
for such thing i would introduce new variables or something then. by now texture pointerr are such flags (get_texture returns 0 if texture is not found) |
17:21 |
RealBadAngel |
so i used that for logic |
17:23 |
celeron55 |
well, if nobody finds a problem in it soon, i guess it can be merged |
17:24 |
RealBadAngel |
vanessaE have it tested already |
17:25 |
RealBadAngel |
also i made it such way that tinting works only if tonemap is provided, so both ways are possible |
17:25 |
RealBadAngel |
well, 3 ways, including old one |
17:25 |
sapier |
:-) you'd not match ShadowNinja's coding style requirements :-) but that's not matching is quite simple |
17:26 |
VanessaE_ |
yeah, I've tried both tinted and non-tinted modes (the latter by accident), they work fine and as expected |
17:26 |
sapier |
I don't see any obvious bugs in there too rba imho 1233 can be merged |
17:26 |
RealBadAngel |
celeron, could you also take a look at this? https://github.com/RealBadAngel/minetest/commit/03936cf4a0e20ce9202b6a8bbcdd603661dc3e86 |
17:27 |
sapier |
float offset=(1.0-fabs(sin((m_time_of_day - 0.5)*irr::core::PI)))*511; black magic? |
17:27 |
RealBadAngel |
;) yeah, somethin like that ;) |
17:28 |
sapier |
maybe add a comment what you're calculating there, could help if you wanna check it in half a year |
17:28 |
RealBadAngel |
split day in half basically |
17:28 |
VanessaE_ |
normalized to the X dimension of a tonemap, which is 512 px |
17:28 |
RealBadAngel |
to get noon/midnight |
17:29 |
sapier |
well then this is the comment because I wouldn't have had any chance to read that from that line ;-) |
17:29 |
RealBadAngel |
ok, i will put some comments there |
17:30 |
sapier |
thanks |
17:32 |
celeron55 |
RealBadAngel: i'm not going to try to review that; i just hope you are around to fix it when it turns out it doesn't work for people |
17:32 |
celeron55 |
(which means, don't let it be merged when you aren't available for the next days) |
17:32 |
RealBadAngel |
celeron55, shaders are workin now for more ppl than before |
17:34 |
sapier |
*smile* don't bother rba, it's quite normal to do mistakes, just be there to fix them |
17:34 |
RealBadAngel |
and bugs... bugs happens always ;) idk why that glowing water passed into commit |
17:34 |
RealBadAngel |
not only me was testing before merging |
17:35 |
sapier |
I did even like the glowing water, could be a nice to have feature ;-) ... not for all water but maybe for some special sort of water |
17:35 |
RealBadAngel |
hehehe |
17:35 |
celeron55 |
well you can get it if you set water to be a light source |
17:35 |
celeron55 |
or at least it's a bug if that doesn't happen |
17:36 |
RealBadAngel |
lava glows, so it works i think |
17:36 |
sapier |
well I wouldn't even have had the idea without this bug ;-) |
17:37 |
RealBadAngel |
btw, the commit with shaders unite allows completely new things. shaders can be set by tile, not the node, this means water surface shaders possible |
17:38 |
RealBadAngel |
or lava surface shaders |
17:39 |
PenguinDad |
RealBadAngel: I've noticed one little problem with your shaders branch. water shaders fail to compile when waving water is disabled |
17:40 |
RealBadAngel |
theres no water shader anymore |
17:41 |
RealBadAngel |
youre talking about this branch? https://github.com/RealBadAngel/minetest/tree/shaders |
17:42 |
PenguinDad |
RealBadAngel: yes and this the error message http://sprunge.us/TYQj |
17:42 |
PenguinDad |
+is |
17:42 |
RealBadAngel |
lemme check the reason |
17:45 |
RealBadAngel |
ok, thats && ENABLE_WAVING_WATER missing |
17:45 |
RealBadAngel |
will push fix in a moment |
17:50 |
RealBadAngel |
PenguinDad, fixed |
17:52 |
RealBadAngel |
PenguinDad, how does the shaders from that branch work for you? can you see any change in performance? |
17:53 |
PenguinDad |
RealBadAngel: there's no real perfomance change for me with my GTX 650 |
17:55 |
RealBadAngel |
with my old radeon i have some fps more than before |
17:55 |
RealBadAngel |
i guess when card is fast enough for old ones, you wont notice any gain |
17:56 |
VanessaE_ |
it also depends on the user's view range limit |
17:56 |
VanessaE_ |
if they're already hitting their fps cap with their current view range cap, they won't see any improvement. |
17:58 |
RealBadAngel |
but one thing everybody will notice, mesh updates are way faster now. and there wont be such glitch like before when world has loaded, textures shown and after a few seconds shaders got loaded and applied |
17:59 |
RealBadAngel |
that was a very bad idea to let shaders compile on mesh updates |
18:28 |
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18:29 |
Megaf |
folks, not long ago the log used to show the player's IP address, now it does not shows it anymore, can you please revert that? |
18:30 |
Megaf |
15:28:41: ACTION[ServerThread]: MegafSever joins game. |
18:30 |
Megaf |
15:28:41: ACTION[ServerThread]: MegafSever joins game. List of players: Megaf RexVlogs10 gold |
18:33 |
PilzAdam |
Megaf, sapier did it in https://github.com/minetest/minetest/commit/142e2d3b74ad886eed83b0fc9d6cfea100dae10a |
18:33 |
PilzAdam |
sapier, fix it! |
18:33 |
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18:34 |
Megaf |
:) |
18:39 |
RealBadAngel |
sapier, https://github.com/RealBadAngel/minetest/commit/b899f11cf40a309af4959b5632003572f2bd8e7c |
18:39 |
RealBadAngel |
enough? |
18:40 |
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18:40 |
sapier |
fine for me yes |
18:43 |
RealBadAngel |
ok, squashed. can somebody merge it? |
18:43 |
sfan5 |
can't you do it yourself? |
18:44 |
RealBadAngel |
i can push it directly from my hdd |
18:45 |
RealBadAngel |
so issue will stay open |
18:46 |
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18:50 |
sapier |
PilzAdam ... there's a small word called "please" ;-) |
18:50 |
sapier |
it's quite helpfull sometimes |
18:50 |
RealBadAngel |
i mean the commit will be different than that from opened issue |
18:51 |
sapier |
just add a comment there about it beeing fixed by the other one |
18:51 |
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18:52 |
sapier |
are you about to merge right now rba or can I push the ip fix first? |
18:53 |
RealBadAngel |
you can push your fix first, travis is thinkin about mine anyway |
18:54 |
RealBadAngel |
well, travis says good to go |
18:54 |
sapier |
then push yours first |
18:54 |
RealBadAngel |
but how can i push it without that green merge button? |
18:54 |
RealBadAngel |
the one i was told not to use ;) |
18:55 |
sapier |
exacly ;-) don't use the button but do it on command line ;-) |
18:55 |
RealBadAngel |
how then? |
18:55 |
kaeza |
git checkout master; git rebase your_branch; git push |
18:55 |
sapier |
megaf what log syntax do you expect? "playername [ip] joins game." |
18:55 |
sapier |
? |
18:56 |
RealBadAngel |
lets see |
18:56 |
Megaf |
sapier, Yes, that would be great, and also, if it's possible, some info about players version |
18:57 |
Megaf |
like. [date - time] PlayerName [234.456.123.456] Minetest 0.78 34235 - Joins game |
18:57 |
VanessaE_ |
knowing the client version would be useful but I doubt that's possible with the current protocol |
18:57 |
RealBadAngel |
but hold on, my branch is a branch of forked minetest, not the original one |
18:59 |
sapier |
client info would be a lot of additional code there, code that shouldn't be at that location. I suggest doing this by a mod |
19:00 |
kaeza |
RealBadAngel, so you are working on `master' branch? |
19:00 |
RealBadAngel |
minetest (original one) and my fork are separate git repos on my hdd |
19:00 |
RealBadAngel |
i am workin on forked repo, not the original (master) one |
19:01 |
RealBadAngel |
i can commit to master by copying commit files to master repo and pushing it |
19:02 |
kaeza |
you should learn how to use branches; it makes these things easier |
19:03 |
RealBadAngel |
so i do have branches, but i dont know how to push commits made by others (including me) to master repo |
19:03 |
RealBadAngel |
other than pushing them directly |
19:03 |
RealBadAngel |
and using that damn green button |
19:04 |
PenguinDad |
RealBadAngel: remote branches |
19:04 |
RealBadAngel |
just tell me anybody. theres commit made by me, in my own fork. what are you doing to get it merged.... |
19:09 |
RealBadAngel |
how one can merge any commit from an issue? |
19:10 |
RealBadAngel |
other than picking diff and applying it to master... |
19:10 |
PilzAdam |
RealBadAngel, go locally to your master branch, be sure that its in sync with upstream/master; then just cherry-pick the commits you want and push |
19:12 |
RealBadAngel |
"just cherry-pick" - how? |
19:12 |
PilzAdam |
git cherry-pick ef8600bf0e43a59b2abfc4fd4875332d944c2daf |
19:13 |
PilzAdam |
^ that would be your sun and moon texture commit |
19:17 |
RealBadAngel |
http://i.imgur.com/owQ1Gvj.png |
19:18 |
RealBadAngel |
my git client does have such commands but it doesnt show any commits waiting for merging |
19:18 |
RealBadAngel |
it shows only already merged ones |
19:18 |
PilzAdam |
what about that giant "Cherry pick" button? |
19:19 |
sapier |
hmm funny anyone could tell about the command line commands but we fail for simple gui operations |
19:19 |
RealBadAngel |
it can pick only from list you can see |
19:19 |
RealBadAngel |
which are already merged commits |
19:19 |
PilzAdam |
just use the CLI then |
19:20 |
VanessaE_ |
> RealBadAngel |
19:20 |
VanessaE_ |
> CLI |
19:20 |
VanessaE_ |
hah! |
19:20 |
Megaf |
sapier, ok then, but please, IP is really important |
19:21 |
sapier |
ip isn't a big deal as that information is handled separate |
19:22 |
RealBadAngel |
sapier, that GUI doesnt show anything waiting to be merged... it can propably show commits if i create local branch in minetest repo |
19:22 |
sapier |
well I don't know that gui so I'll not be helpfull for it |
19:23 |
RealBadAngel |
it serves well for maintainin my own repos, but idk how to use it to commit to mt |
19:24 |
PilzAdam |
hmm... "Local Branches (1)" can you somehow pull the branch you want to merge to your local repo? |
19:24 |
RealBadAngel |
repos are separate |
19:25 |
RealBadAngel |
so sun/moon branch is a branch of my own repo not the minetest one |
19:25 |
sapier |
rba I'm gonna merge it myself ;-) |
19:25 |
RealBadAngel |
i already know how thx to PA |
19:26 |
PilzAdam |
why isn't the sun/moon branch listed in the GUI? |
19:26 |
sapier |
no need to do it ? |
19:26 |
RealBadAngel |
because its minetest repo |
19:26 |
RealBadAngel |
not my forked one |
19:33 |
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19:34 |
RealBadAngel |
PilzAdam, http://i.imgur.com/hjGqEot.png |
19:34 |
RealBadAngel |
whats wrong with it? |
19:34 |
PilzAdam |
whats the output git branch? |
19:35 |
RealBadAngel |
im in minetest repo |
19:36 |
RealBadAngel |
master |
19:37 |
PilzAdam |
you first need to get the textureable_sun branch into your local repo |
19:37 |
PilzAdam |
you can do that with git fetch https://github.com/RealBadAngel/minetest.git |
19:37 |
PilzAdam |
then the cherry-pick should work |
19:38 |
RealBadAngel |
jeez, applying diff from commit is way easier... |
19:38 |
PilzAdam |
I guess your local repo setup is wrong |
19:38 |
PilzAdam |
thats why its so hard for you |
19:39 |
RealBadAngel |
http://pastebin.com/gY21J9kh |
19:39 |
RealBadAngel |
doesnt work |
19:40 |
PilzAdam |
I guess we better discuss this in PM |
19:40 |
RealBadAngel |
ok |
20:22 |
RealBadAngel |
sapier im done, you can push your things now |
20:25 |
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20:50 |
sapier |
can anyone (exept BlockMen who already did) please check #1240? it shouldn't but may have sideeffects on anything handling formspecs e.g. inventory, node inventory, mod menus, pause menu, deathscreen, chat message. In case there's a n error in it it's most likely on those things directly beeing replaced by each other |
20:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/1240 -- Fix broken local formspec handling by sapier |
21:15 |
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23:09 |
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23:56 |
Megaf |
20:56:39: ERROR[ServerThread]: ServerEnvironment::clearAllObjects(): Failed to emerge block (18,-66,11) |
23:56 |
Megaf |
This can't be good |
23:57 |
Megaf |
dozens of these lines each second again |