Time |
Nick |
Message |
01:16 |
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06:30 |
kahrl |
lol https://github.com/freeminer/freeminer/commit/b7af2868193076985cd03a5196bbf2e1813a1692 |
06:31 |
kahrl |
oh god I'm tainted! I can't contribute to minetest anymore! |
06:31 |
Kray |
rip |
06:34 |
VanessaE |
haha |
06:51 |
RealBadAngel |
should i pull that different bright for each tile thingy into mainstream? |
06:52 |
RealBadAngel |
VanessaE, ? |
06:53 |
VanessaE |
hi |
06:54 |
VanessaE |
imho yes, but as a commit separate from your other work |
06:54 |
VanessaE |
lest someone complain that you're mixing projects |
06:55 |
RealBadAngel |
ofc, i wont mix them |
06:55 |
RealBadAngel |
i found the idea really nice |
06:56 |
VanessaE |
yes |
06:57 |
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06:57 |
RealBadAngel |
http://i.imgur.com/6GrCtos.png vs http://i.imgur.com/fAzrVVo.png |
06:57 |
VanessaE |
combined with calinou's idea to put the lighting table back to linear and make moonlight just a bit brighter, I think there's something good here. |
06:57 |
VanessaE |
oh G*d yes |
06:58 |
VanessaE |
(I refer to https://github.com/minetest/minetest/issues/1362 ) |
07:00 |
VanessaE |
er, oh G*d yes refers to the screenshots, the lighting table comment refers to 1362. |
07:01 |
RealBadAngel |
different bright is made using shaders, but i should be able to easily make it without shaders too |
07:01 |
VanessaE |
in addition to that, nodebox lighting - particularly nodebox-based light *sources* - needs to be fixed. |
07:02 |
VanessaE |
RealBadAngel: yes, should be easily doable, so long as blocks are only differently-lighted by one manner or the other and not both at the same time. |
07:03 |
RealBadAngel |
it adds more depth to the scene, i really LIKE it |
07:03 |
VanessaE |
me too, that really defines the edges of the blocks nicely now |
07:12 |
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07:12 |
VanessaE |
I might go just a *tad* more subtle on that darker side. Not much, maybe 1% brighter. |
07:12 |
VanessaE |
but it's really good now |
07:17 |
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07:19 |
RealBadAngel |
http://i.imgur.com/rRYwBxT.jpg vs http://i.imgur.com/pCMwQjy.jpg |
07:20 |
VanessaE |
RealBadAngel: definitely better with the additional shading |
07:20 |
VanessaE |
almost looks like it came from...The Game That Shall Not Be Named ;) |
07:21 |
VanessaE |
it's interesting, you made it affect light sources too |
07:21 |
VanessaE |
I wonder if that's a bad idea. |
07:22 |
VanessaE |
light sources should imho not be shaded at all |
07:22 |
VanessaE |
since they emit light |
07:22 |
VanessaE |
they should have the same brightness on all faces |
07:22 |
VanessaE |
(plus whatever is added to them from neighboring sources + the sun) |
07:26 |
RealBadAngel |
lets see |
07:29 |
RealBadAngel |
http://i.imgur.com/CUbxNqH.png vs http://i.imgur.com/gmFMjsl.png |
07:30 |
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07:31 |
RealBadAngel |
VanessaE, got the pictures at night? |
07:31 |
VanessaE |
yes |
07:32 |
VanessaE |
and I was right |
07:32 |
VanessaE |
don't shade light sourceds |
07:32 |
VanessaE |
sources* |
07:32 |
VanessaE |
make all faces of a light source the same brightness |
07:33 |
RealBadAngel |
shaders are not aware of that |
07:33 |
RealBadAngel |
i mean if thats lightsource or not |
07:33 |
VanessaE |
make them aware :) |
07:34 |
RealBadAngel |
anyway i just made a simple experiment |
07:34 |
VanessaE |
it looks good otherwise |
07:34 |
RealBadAngel |
i asked my gf to compare two pictures, and asked which one is nicer |
07:35 |
RealBadAngel |
she doesnt play mt and know anything bout coding |
07:35 |
RealBadAngel |
she picked modified one |
07:35 |
VanessaE |
yup, the modified one is definitely nicer |
07:36 |
VanessaE |
looks like another vote for the modified one (see #mintest) |
07:36 |
VanessaE |
#minetest* |
08:13 |
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10:35 |
proller |
kahrl, real problem in other place, but now server can run some hours more |
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11:54 |
celeron55 |
RealBadAngel: actually shaders at least were aware of light sources when i finished making them |
11:54 |
celeron55 |
RealBadAngel: i don't know if you have removed the feature though |
11:55 |
celeron55 |
(i'm pretty sure, altough my memory is not clear) |
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16:34 |
BlockMen |
what are the plans for 0.4.10? is there anything that needs to be done before next release? |
16:35 |
BlockMen |
or is the plan to stop releases until the android stuff is done? |
16:35 |
BlockMen |
I hope its not |
16:45 |
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16:45 |
sapier |
guys what do you think about targeting an official 0.4.10 release as of end of this month? |
16:46 |
sapier |
I guess RBA's shader improvements will be finished by that time and android is ready to merge too |
16:47 |
jin_xi |
your latest apk works really smoothly on huawai A6 |
16:54 |
ShadowNinja |
Comments? http://sprunge.us/PLSW?diff |
16:56 |
PilzAdam |
ShadowNinja, why isn't there a core dev's mail address? |
16:56 |
PilzAdam |
IIRC sfan5 said you could use his |
16:57 |
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16:57 |
sfan5 |
I did |
16:58 |
sfan5 |
ShadowNinja: looks good otherwise |
17:03 |
ShadowNinja |
PilzAdam: Because that's the file maintainers address and the file maintainer isn't a core dev. |
17:03 |
ShadowNinja |
+' |
17:03 |
PilzAdam |
but how does he maintain the file if he can't push to the repos? |
17:03 |
PilzAdam |
aren't the core devs maintainer of all the files? |
17:03 |
ShadowNinja |
He makes PRs. |
17:05 |
sapier |
hmm could someone fix #1166 .... |
17:05 |
sfan5 |
ShadowNinja: what if that person suddenly goes away? |
17:07 |
ShadowNinja |
sfan5: Then the address can be updated. |
17:08 |
sfan5 |
people usually disappear without notice |
17:08 |
ShadowNinja |
Maybe something like developersminetest.net would be good, so it wouldn't depend on any one core dev. |
17:10 |
sfan5 |
how about just putting celerons email there? |
17:14 |
sapier |
guess you should ask celeron about that not us ;-) |
17:19 |
ShadowNinja |
celeron55: ^ |
17:20 |
ShadowNinja |
Also, the website content area is too narrow for side-by-side diffs on my screen. Thoughts on widening it? |
17:21 |
celeron55 |
it doesn't imply it's an email address |
17:21 |
celeron55 |
just put "#minetest-dev @ Freenode.net" there |
17:21 |
LemonLake |
if you do widen it, make a mobile version, otherwise mobile viewers may have a hard time |
17:21 |
ShadowNinja |
LemonLake: Widening it should make it easier to view on mobile. |
17:21 |
ShadowNinja |
The forum is much wider. |
17:21 |
LemonLake |
fair point |
17:21 |
LemonLake |
widen it then |
17:22 |
sapier |
celeron55 what do you think about adding signs support by using irrlichts billboardtextnodes? |
17:23 |
ShadowNinja |
celeron55: http://people.freedesktop.org/~hughsient/appdata/ indicates that it should be an email. |
17:26 |
celeron55 |
sapier: i don't think that is what you think it is |
17:27 |
sapier |
I read the doc as it's some mechanism to place plain text on a 3d pos within a scene ... did I missunderstand itß |
17:28 |
celeron55 |
the text doesn't haw any angle, it only has a position and always faces the camera; the player names use it |
17:28 |
celeron55 |
have* |
17:28 |
celeron55 |
i don't understand why any of this is needed |
17:28 |
celeron55 |
the image combining works fine |
17:28 |
sapier |
why does it have a setRotation method? |
17:29 |
ShadowNinja |
celeron55: It works, but it's ugly and uses up loads of RAM (and CPU). |
17:29 |
sapier |
the image combining method causes a lot of texture memory being used ... of course that's moders problem but imho in middle to long term we need a better way to do it |
17:29 |
ShadowNinja |
(/GPU) |
17:30 |
sapier |
a single sign uses almost as much memory as full minetest_game texture set |
17:30 |
celeron55 |
well i don't care as long as it's clean and doesn't break how people expect things to work |
17:32 |
celeron55 |
ShadowNinja: well i don't want my email there, because i won't maintain it |
17:32 |
celeron55 |
so put someone's who wants to |
17:42 |
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18:05 |
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18:06 |
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18:08 |
Taoki |
celeron55, PilzAdam, etc: I know there are a lot of bugs and changes on your list already. But please, take a look at this sometime: https://github.com/minetest/minetest/issues/1275 A Lua function one of my mods uses crashes the engine, and is making the mod pretty much unuseable due to this. I reported it some time ago but only BlockMen looked at it a little. |
18:09 |
Taoki |
Short version: player:hud_set_hotbar_itemcount causes MineTest to crash. |
18:09 |
sfan5 |
sounds like we already had this reported |
18:10 |
sfan5 |
ah, it was that one |
18:10 |
celeron55 |
i might have fixed it |
18:10 |
celeron55 |
i assume you are testing it with a non-git client |
18:12 |
celeron55 |
https://github.com/minetest/minetest/commit/8d315347100f1d261bb496b6c73f8cab5d2b7a41 |
18:12 |
celeron55 |
i fixed it because i was developing a game which caused a crash |
18:12 |
celeron55 |
never seen the issue |
18:13 |
celeron55 |
Taoki: you should always include a backtrace in that kind of bug reports, btw |
18:13 |
Taoki |
celeron55: No, I alays run GIT. I can pull and test again in that case |
18:13 |
Taoki |
celeron55: Ah, no it's not fixed. That commit says 27 april, but I tested again some two weeks ago and it was still there |
18:13 |
sfan5 |
sapier: the pull you just made needs a rebase |
18:14 |
sapier |
there's been a lot of changes around that line of code but I kept that fix |
18:14 |
celeron55 |
Taoki: build a debug build and get a backtrace |
18:15 |
Taoki |
ok. I forgot how to even get backtraces |
18:15 |
Taoki |
There was a special program IIRC |
18:16 |
sfan5 |
psst.. It is called gdb |
18:16 |
Taoki |
right |
18:17 |
Taoki |
Building a debug version now |
18:17 |
Taoki |
What was the GDB command to get the backtrace once the crash takes place? I remember that you start GDB, then choose to run the file, then save the log manually or something |
18:17 |
sapier |
could someone plz fix head it doesn't even build right now |
18:17 |
Taoki |
*run the bin |
18:18 |
sapier |
CMake Error at CMakeLists.txt:176 (install): |
18:18 |
sapier |
install FILES given no DESTINATION! |
18:18 |
sfan5 |
Taoki: bt full |
18:18 |
sapier |
176 is appdata |
18:18 |
Taoki |
Thanks. Will test within the next minutes |
18:18 |
sfan5 |
sapier: that shouldn't happen |
18:19 |
sapier |
yes I agree |
18:19 |
sapier |
that shouldn't happen ;-P |
18:19 |
sfan5 |
APPDATADIR is set in an elseif(UNIX) and is used in an if(UNIX) |
18:19 |
sapier |
but it does |
18:19 |
sapier |
I don't wanna reclon |
18:19 |
sapier |
e |
18:21 |
sfan5 |
cannot reproduce with freshly cloned |
18:21 |
sapier |
you forgot run in place case |
18:21 |
sfan5 |
$ rm -Rf CMakeCache.txt CMakeFiles |
18:22 |
sfan5 |
should fix it |
18:22 |
sapier |
no wont |
18:22 |
ShadowNinja |
Hmmm... |
18:22 |
sfan5 |
sapier: no? I just tested it and it fixes it for me. |
18:22 |
sapier |
you don't set this variable in RUN_IN_PLACE case but use it |
18:22 |
sapier |
how is it supposed to work ? ;) |
18:23 |
sapier |
add set(APPDATADIR "share/appdata") to run in place case and it's gonna work |
18:24 |
ShadowNinja |
Is it APPDATADIR? |
18:24 |
ShadowNinja |
Er, too late. |
18:24 |
sapier |
it's done this way for XDG_APPS too |
18:26 |
Taoki |
celeron55: Got it! http://pastebin.com/raw.php?i=ix2fQfV8 |
18:26 |
sapier |
this seems to be quite familiar |
18:27 |
sapier |
wasn't there an issue like that before? |
18:27 |
Taoki |
I still have the gdb session / crashed minetest process open BTW, if you need me to run more gdb commands |
18:27 |
celeron55 |
good bt, it's probably fixable based on that |
18:27 |
Taoki |
ok. I'll close it then and re-compile Release |
18:28 |
Taoki |
I don't compile Debug because I heard it's slower, so I have to re-build from scratch each time |
18:30 |
sfan5 |
Taoki: you can also compile RelWithDebInfo to get debug info while keeping the "Release" speed |
18:30 |
Taoki |
Nice... didn't know about that |
18:30 |
Taoki |
I should probably used that by default yes |
18:31 |
Taoki |
If it's not any bit slower |
18:32 |
ShadowNinja |
Comments? http://sprunge.us/XDBa?diff |
18:33 |
sapier |
can you do a pull request so we have at least a chance to review? |
18:33 |
sfan5 |
Taoki: it does not give as much debug info as Debug |
18:33 |
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18:34 |
sfan5 |
so... |
18:35 |
sfan5 |
who is going to fix building current master now? |
18:38 |
sapier |
hmm I guess the one asking ;-) |
18:45 |
ShadowNinja |
sapier: You have a chance to review it now. |
18:46 |
Taoki |
celeron55: Does that explain what's causing the crash? Is a fix easy to find? |
18:47 |
sapier |
I won't review almost 500 lines of code change without any explanation what it's supposed to do |
18:48 |
sapier |
you don't have to write a novel ;-P |
18:48 |
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18:49 |
celeron55 |
Taoki: fixing that particular crash is easy, but evidently there could be more similar ones lurking somewhere which could be easier to tackle with some kind of redesign of the interface, but dunno |
18:49 |
Taoki |
I see |
18:49 |
celeron55 |
i'm fine with just a simple if() there though |
18:50 |
Taoki |
Maybe you can fix that particular one, and add a code comment there so others can know similar problems might be related |
18:50 |
sapier |
we fixed bugs looking exactly like this one before, guess we didn't fix it completely |
18:50 |
Taoki |
So at least my mod and similar ones can work for now |
18:50 |
celeron55 |
the underlying problem is that the server can tell the client that some item index is being used, while the inventory isn't actually large enough for that index to actually exist |
18:51 |
celeron55 |
actually |
18:51 |
celeron55 |
in that case it's the client that chooses the index? |
18:51 |
Taoki |
celeron55: Strange part is that even if I change the inventory size before I change the hotbar size (to be sure hotbar doesn't show more than the inventory itself), the crash still happens. |
18:51 |
celeron55 |
well anyway, someone picks an index too large |
18:51 |
Taoki |
My script does a set_inventory_size then a set_hotbar |
18:51 |
celeron55 |
Taoki: that's about wielded item |
18:52 |
Taoki |
ah |
18:52 |
celeron55 |
not about hotbar drawing |
18:52 |
Taoki |
I see. I kept having the idea it's hotbar drawing that caused it, since set_hotbar is the trigger |
18:54 |
Taoki |
celeron55: But yeah, I'd appreciate any fix so my mod can work and others can finally test it and let me know what to change and all. If it's not the best fix, maybe add a code comment about it too, like a TODO |
18:54 |
Taoki |
Not sure if my mod uses it in a very special circumstance |
18:56 |
celeron55 |
not sure if i'll fix it now, i'm not interested in setting up a test case myself or asking you to test guessed fixes |
18:56 |
celeron55 |
maybe someone else will 8) |
18:56 |
Taoki |
ok. I pasted the BT on the bug report as well |
18:58 |
Taoki |
Maybe you can post a comment there with a description as to what is happening if you conclude you shouldn't fix it now, to make it easier for other devs |
19:02 |
celeron55 |
did that |
19:03 |
Taoki |
Thanks |
19:08 |
Taoki |
PilzAdam, sapier, BlockMen: Any chance you could look at it please? I'm here now and can test any changes to make sure the crash is gone |
19:09 |
BlockMen |
ShadowNinja, your changes would break mods that use default.grow_tree() |
19:10 |
ShadowNinja |
sapier: I used format-patch. The description is in the header. |
19:11 |
ShadowNinja |
BlockMen: It was a broken and updocumented API. |
19:11 |
sfan5 |
pushing http://ix.io/cWS in 5 mins |
19:12 |
BlockMen |
ShadowNinja, so? why not checking for data and pass it to new function if present |
19:13 |
ShadowNinja |
if isData(pos) then error 'default.generate_tree.' end |
19:13 |
ShadowNinja |
+Use of |
19:14 |
sapier |
https://forum.minetest.net/viewtopic.php?f=3&t=9389 please test the latest build. There are just a few remaining glitches. I'm not even sure if it's absolutely necessary to fix them right from beginning |
19:14 |
ShadowNinja |
type(pos) == "userdata" should do. |
19:14 |
ShadowNinja |
It might have a custom name though. |
19:15 |
BlockMen |
in general: why is it not in builtin and called minetest.grow_tree()? |
19:18 |
ShadowNinja |
BlockMen: http://sprunge.us/cXEW?diff |
19:18 |
ShadowNinja |
BlockMen: Becuase treegen isn't a core part of Minetest. It isn't needed in things like space games. |
19:21 |
BlockMen |
ShadowNinja, s/invalid/deprecated |
19:21 |
BlockMen |
and just because some games might not use it is no valid reason. |
19:22 |
BlockMen |
there might be games that dont use hotbar/statbars |
19:22 |
BlockMen |
but they are aswell in builtin |
19:24 |
ShadowNinja |
BlockMen: But statbars aren't specific to a specific game. Trees are specific to earth-like games. |
19:26 |
BlockMen |
ShadowNinja, no. you could use trees for space like games aswell |
19:26 |
BlockMen |
e.g. moon-bases |
19:30 |
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19:39 |
ShadowNinja |
BlockMen: *could*. Still earth-specific. |
19:40 |
ShadowNinja |
(Since such an environment would emulate earth) |
19:43 |
BlockMen |
ShadowNinja, "could" because it is an example. air is also earth specific. you want remove that now aswell? |
19:43 |
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19:56 |
Taoki |
Ugh... minetest.set_player_privs is broken |
19:56 |
Taoki |
It doesn't do anything apparently |
20:13 |
Taoki |
Reported here: https://github.com/minetest/minetest/issues/1366 And no, it's not due to singleplayer having base privs... it doesn't work for "fly" either |
20:20 |
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20:22 |
BlockMen |
^ closed it |
20:49 |
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20:58 |
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21:13 |
RealBadAngel |
celeron55, i havent removed that code, its still in |
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RealBadAngel |
ShadowNinja, fixed the style issue in #1303 , now waiting for travis |
22:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/1303 -- Unite nodes shaders. by RealBadAngel |
22:09 |
VanessaE |
Can someone please update this to account for the mgv6_spflags setting? http://wiki.minetest.net/Map_generator/settings |
22:13 |
RealBadAngel |
if there are no more objections i will merge that pull in a few hours |
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