Time |
Nick |
Message |
00:04 |
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00:05 |
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00:09 |
VanessaE |
oh holy crap, mesh generation is HORRIBLY laggy now |
00:09 |
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01:21 |
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01:22 |
VanessaE |
21:21:50: ERROR[ServerThread]: ServerEnvironment::deactivateFarObjects(): id=506 m_static_exists=true but static data doesn't actually exist in (-43,1,-28) |
01:22 |
VanessaE |
WARNING: StaticObjectList::remove(): id=506 not found |
01:22 |
VanessaE |
21:21:50: ERROR[ServerThread]: ServerEnv: Trying to store id=506 statically but block (-43,1,-28) already contains 508 objects. Forcing delete. |
01:22 |
VanessaE |
um, explain please? |
01:22 |
VanessaE |
my server's log is being flooded with messages like this |
01:22 |
VanessaE |
for this particular mapblock and one or two others |
01:22 |
VanessaE |
and there is NOTHING here but air and some tree leaves |
01:23 |
VanessaE |
(mainly the flood is the "forcing delete" line, and yes I translated that location from mapblock to actual world coordinates e.g. -688,16,-728) |
01:29 |
VanessaE |
the server is sitting there repeating over and over, |
01:29 |
VanessaE |
21:28:50: ERROR[ServerThread]: ServerEnv: Trying to store id=886 statically but block (-43,1,-28) already contains 519 objects. Forcing delete. |
01:29 |
VanessaE |
every couple of seconds, even if there's no one signed on |
01:29 |
VanessaE |
with the id number incrementing each time. |
01:32 |
VanessaE |
aaaannnnnd....... |
01:32 |
VanessaE |
21:31:20: ERROR[ServerThread]: ServerEnv: Trying to store id=1330 statically but block (-43,1,-28) already contains 522 objects. Forcing delete. |
01:32 |
VanessaE |
/home/minetest/Scripts/minetestserver-creative.sh: line 21: 8794 Segmentation fault /usr/bin/minetestserver --worldname Creative_World --config /home/minetest/.minetest/minetest-server-creative.conf --gameid dreambuilder_game --port 30000 --disable-unittests --logfile $DEBUG |
01:32 |
VanessaE |
out of the blue. for no reason. |
01:33 |
VanessaE |
twice. in a row. |
01:34 |
* VanessaE |
loads it into gdb. |
01:34 |
VanessaE |
if it does again, I'll get a backtrace. |
01:34 |
VanessaE |
dies* |
01:37 |
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CraigyDavi`` joined #minetest-dev |
01:38 |
VanessaE |
hmmmm: any commentary? you're the map emerge expert, seems like this might be your area? |
01:43 |
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01:50 |
kahrl |
VanessaE: I've seen stuff like that happen when you throw an item out the bottom of the world |
01:50 |
kahrl |
although your coordinates are far away from that, so no idea |
01:51 |
VanessaE |
and I just did a clearobjects an hour or so ago, impossible for a player to have had a chance to repeat such an action |
02:06 |
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02:13 |
hmmmm |
VanessaE, no idea about that. I recall somebody recently fixed a bug related to disappearing items though |
03:00 |
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03:09 |
VanessaE |
ok, got a backtrace of that crash |
03:09 |
VanessaE |
https://github.com/minetest/minetest/issues/1426 |
03:11 |
VanessaE |
I still have it loaded in gdb if someone can direct me to getting more info from it. |
03:25 |
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04:00 |
hmmmm |
VanessaE, what commit is that at |
04:01 |
VanessaE |
HEAD + https://github.com/sapier/minetest/tree/fix_player_deleted_to_early |
04:03 |
hmmmm |
well it appears that the PlayerSAO's m_inventory is invalid somehow |
04:03 |
VanessaE |
just to be sure it's not that patch, I just restarted, issued another clearobjects, and meanwhile re-cloned/rebuilt clean and refreshed all the games/mods. when the clear is done, I'll restart. I don't expect that'll actually change anything though. |
04:05 |
hmmmm |
when PlayerSAO gets constructed, the Player * that gets passed to it has an invalid inventory it seems |
04:14 |
hmmmm |
I am not able to determine the problem unless I actually caught it in a debugger |
04:14 |
hmmmm |
s/caught/catch/ |
04:15 |
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CraigyDavi` joined #minetest-dev |
04:17 |
VanessaE |
what do you need from me if I catch a crash in gdb again? |
04:18 |
hmmmm |
I don't know, I'd just play around with it a bit |
04:18 |
VanessaE |
hm |
04:19 |
hmmmm |
first you need to make sure that PlayerSAO::m_inventory is a pointer to a valid inventory |
04:19 |
hmmmm |
and if not, where it gets set to something odd |
04:20 |
hmmmm |
this is best handled with somebody who has knowledge of the inventory and item systems, it's a very deep issue |
04:20 |
VanessaE |
well the map is available for download, though the current copy is almost a week old |
04:20 |
VanessaE |
and it's big |
04:20 |
hmmmm |
somewhere along the line, the player's inventory pointer gets swapped and deleted and not updated back |
04:20 |
VanessaE |
(like a few gigs) |
04:22 |
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cg72 joined #minetest-dev |
04:22 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worlds/Creative_World.tar.bz2 |
04:23 |
VanessaE |
I can update the copy if the existing one isn't new enough. |
04:23 |
VanessaE |
(or it'll update automatically in a couple days anyway) |
04:33 |
hmmmm |
hmm |
04:34 |
hmmmm |
ClientMap already attempts to do some occlusion culling |
04:34 |
hmmmm |
only thing is, it sucks at it |
04:34 |
hmmmm |
you could be staring directly at a wall and it'll only occlude like 350 of 700 blocks in range |
04:35 |
VanessaE |
didn't I say that like, a year ago? |
04:35 |
hmmmm |
I don't know if you did or not |
04:35 |
VanessaE |
I did. |
04:35 |
VanessaE |
I was basically told to shut up :P |
04:35 |
VanessaE |
(not by you though) |
04:35 |
VanessaE |
my test was staring at the ground though, rather than a wall |
04:35 |
hmmmm |
well, I'd rather first ask celeron why he chose to attempt manual occlusion rather than use irrlicht's |
04:36 |
VanessaE |
same diff. |
04:36 |
VanessaE |
wat? |
04:36 |
hmmmm |
irrlicht has occlusion culling |
04:36 |
VanessaE |
at the time I was told rather...clearly... that attempting to manually occlude ANYTHING was guaranteed to be like, orders of magnitude slower than just throwing it all at the GPU and letting it sort it out |
04:37 |
hmmmm |
well this is manually occluding things |
04:37 |
kahrl |
hmmmm: does it work for changing meshes? or is it meant for static maps like in quake (with vis information)? |
04:37 |
VanessaE |
maybe related to everything being all in one irrlicht scene node? |
04:38 |
hmmmm |
i.e. not adding blocks to the drawlist after checking 8 corners of the cube and the center |
04:39 |
kahrl |
oh, http://irrlicht.sourceforge.net/docu/example026.html |
04:39 |
kahrl |
so it seems it should work with our kind of meshes, and it offloads the work to the GPU |
04:39 |
hmmmm |
yeah kahrl |
04:39 |
hmmmm |
that's what I was reading |
04:39 |
hmmmm |
anyway that's the entire point of making each mapblock have a scenenode |
04:40 |
hmmmm |
so you can do that |
04:40 |
kahrl |
well, I know that the other voxel game has that kind of thing (called "Advanced OpenGL", can be disabled), on some computers this seems to cause chunk errors |
04:40 |
kahrl |
might be problem with the software or the GPU, idk |
04:40 |
kahrl |
be a* |
04:42 |
hmmmm |
more specifically |
04:42 |
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Hunterz joined #minetest-dev |
04:42 |
hmmmm |
a more accurate way of checking if mapblocks need to be drawn or not is needed |
04:43 |
hmmmm |
so fixing isOccluded() would also help |
04:43 |
hmmmm |
manually computing whether or not a block is occluded isn't very slow |
04:43 |
hmmmm |
calls to ClientMap::updateDrawList() take like 2ms |
04:43 |
hmmmm |
yea, that's still a lot more than necessary though.. |
04:49 |
hmmmm |
am I wrong in saying that ClientMap::updateDrawList() iterates through every loaded mapblock to decide whether or not something should be drawn? :( |
04:50 |
kahrl |
yes |
04:50 |
VanessaE |
hmmmm: the affected server's clearobjects has finished and it has been restarted, back to current git HEAD, no patch. if it segfaults again, I'll get another backtrace. |
04:50 |
kahrl |
it skips the MapSectors that are out of range |
04:51 |
VanessaE |
still seeing this appear every so often though, with different, incrementing IDs: |
04:51 |
VanessaE |
00:51:12: ERROR[ServerThread]: ServerEnvironment::deactivateFarObjects(): id=115 m_static_exists=true but static data doesn't actually exist in (-43,1,-28) |
04:51 |
VanessaE |
WARNING: StaticObjectList::remove(): id=115 not found |
04:52 |
hmmmm |
kahrl, from what I'm reading it skips blocks inside of sectors that are out of range |
04:52 |
hmmmm |
it still gets all the blocks from within the sectors |
04:55 |
hmmmm |
hmm, anyway, the implementation looks solid, but why is it inaccurate then? |
05:09 |
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05:10 |
* VanessaE |
sighs. |
05:13 |
VanessaE |
so. Creative doesn't seem to segfault if I take sapier's patch out, but without that patch, well, the server just deletes players when it deletes what it thinks are hundreds of entities that don't even exist |
05:18 |
VanessaE |
ok, it's a mod bug. *sigh* |
05:18 |
VanessaE |
as usual. |
05:19 |
VanessaE |
however, deleting players with entities is still an engine bug |
05:19 |
VanessaE |
(the hundreds-of-entities is a mod bug I meant) |
06:02 |
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nore joined #minetest-dev |
06:58 |
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07:06 |
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07:18 |
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07:26 |
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07:41 |
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07:46 |
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07:57 |
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08:06 |
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08:16 |
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RealBadAngel joined #minetest-dev |
08:17 |
RealBadAngel |
hi |
08:17 |
RealBadAngel |
i just read the backlog, makin block a scenenode could be good idea |
08:18 |
RealBadAngel |
i was thinkin about that and even makin a node real scene node |
08:19 |
nore |
wouldn't that cause performance issues? |
08:19 |
RealBadAngel |
i wanted to add simple visibility checks for each node in all 6 directions, and then add it to scene or not |
08:20 |
RealBadAngel |
this way everything physically not visible (all whats underground for example) will be excluded |
08:20 |
RealBadAngel |
that should be tested |
08:21 |
RealBadAngel |
if time spent on excluding nodes could be gained back with bonus while displayin the world |
08:23 |
RealBadAngel |
btw this approach should also solve depth sorting problems, because irrlicht will do that |
08:23 |
nore |
I still haven't understood where those problems are coming from |
08:24 |
RealBadAngel |
mainly from that whole world is just one scene node |
08:24 |
RealBadAngel |
or sometimes two, when there are too many meshes |
08:25 |
RealBadAngel |
theres limit in irrlicht for vertices and indices, 64k |
08:25 |
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Calinou joined #minetest-dev |
08:25 |
RealBadAngel |
for a single scene node i mean |
08:25 |
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OldCoder joined #minetest-dev |
08:25 |
nore |
yes, but why does that cause z-sorting problems? is it Irrlicht? |
08:26 |
RealBadAngel |
im not sure, but propably our approach to that |
08:27 |
RealBadAngel |
http://irc.minetest.ru/minetest-dev/2014-06-29#i_3786730 |
08:28 |
RealBadAngel |
ah, i ve finished work on glasslike_framed, will prepare a pull shortly |
08:28 |
RealBadAngel |
thx to work on that i found bug in materials |
08:29 |
RealBadAngel |
for the very first time something is working correctly with shaders and fucked up without ;) |
08:30 |
Calinou |
bug in glasslike_framed: it thinks nodebox is a full block :( |
08:30 |
Calinou |
looks ugly when I place a torch on glass |
08:31 |
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08:32 |
RealBadAngel |
Calinou, thats propably fixed by now, you will have to check that again with upcoming patch |
08:33 |
RealBadAngel |
i have reworked whole drawtype |
08:33 |
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08:34 |
Calinou |
thanks |
08:45 |
RealBadAngel |
Calinou, https://github.com/minetest/minetest/pull/1428 |
08:45 |
RealBadAngel |
you can test it now |
08:46 |
Calinou |
I'm running old Git because of Carbone crashing in latest Git currently :/ |
08:47 |
Calinou |
(client-side) |
08:47 |
RealBadAngel |
i tried carbone and havent experienced any crashes |
08:48 |
RealBadAngel |
do you have any logs about the crashes? |
08:48 |
Calinou |
I'll update to latest Git and try |
08:48 |
Calinou |
how to compile a debug build? |
08:50 |
RealBadAngel |
You can select between Release and Debug build by -DCMAKE_BUILD_TYPE=<Debug or Release> |
08:52 |
Calinou |
building a debug build |
08:54 |
Calinou |
http://paste.ubuntu.com/7720330/ |
08:54 |
Calinou |
debug build, gdb with bt full |
08:55 |
Calinou |
client crashes on world loading. Server starts fine |
08:59 |
Calinou |
do I post an issue, RealBadAngel? |
08:59 |
RealBadAngel |
hold on, trying to find out where i have already seen such crash |
09:01 |
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CraigyDavi` joined #minetest-dev |
09:01 |
Calinou |
https://mediacru.sh/201811ba8f02 → minetest_game looks like crap |
09:01 |
Calinou |
I use the “debugâ€Â light table, but why is ambient occlusion broken (sides of nodes)? |
09:02 |
Calinou |
looks the same without shaders |
09:02 |
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CraigyDavi`` joined #minetest-dev |
09:02 |
RealBadAngel |
whats wrong on those pictures? |
09:02 |
Calinou |
it's obvious: corners aren't darkened |
09:02 |
Calinou |
it looks like smooth lighting is disabled |
09:03 |
RealBadAngel |
hmmm, i havent touched smooth lighting for sure |
09:03 |
RealBadAngel |
nore also reported some problems with it |
09:03 |
Calinou |
will revert to older commit to play Carbone anyway :p |
09:04 |
nore |
RBA, no, smooth lighting works for me |
09:04 |
RealBadAngel |
can you check which commit breaks carbone for you? |
09:04 |
Calinou |
trying various HEAD~n values |
09:04 |
nore |
but nodes are randomly darkened |
09:04 |
Calinou |
look at the screenshots I posted |
09:05 |
Calinou |
https://mediacru.sh/b273c58a7081 → it was like this before |
09:07 |
Calinou |
HEAD~8 is broken |
09:09 |
nore |
RBA: (param2 & 128) > 0 ? true:false; -> (param2 & 128) > 0 |
09:10 |
nore |
or even (bool)(param2 & 128) |
09:10 |
Calinou |
HEAD~9, HEAD~10, HEAD~11, HEAD~12, HEAD~13 also are… |
09:14 |
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09:16 |
Calinou |
still trying |
09:16 |
RealBadAngel |
nore, the last one does not work |
09:17 |
Calinou |
HEAD est maintenant à 56bf867 Use memset for flag initialization (compiler optimization is way better) → works |
09:17 |
nore |
RBA, didn't know that |
09:17 |
Calinou |
smooth lighting looks OK too |
09:17 |
nore |
but at least, it is sure the first one does |
09:18 |
nore |
Calinou, so what is the commit that causes the problem? |
09:19 |
RealBadAngel |
the first one im already using |
09:19 |
RealBadAngel |
bool H_merge = (param2 & 128) > 0 ? true:false; |
09:19 |
RealBadAngel |
ah |
09:21 |
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09:23 |
Calinou |
this commit crashes: https://github.com/minetest/minetest/commit/35ec3855f689cf2c6b1504a5813b7c3d9697ae14 |
09:33 |
RealBadAngel |
nore, actually the last suggestion works too, just had to negate it |
09:33 |
RealBadAngel |
bool H_merge = ! bool(param2 & 128); |
09:33 |
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sapier joined #minetest-dev |
09:33 |
RealBadAngel |
sapier, right in time |
09:33 |
RealBadAngel |
<Calinou> this commit crashes: https://github.com/minetest/minetest/commit/35ec3855f689cf2c6b1504a5813b7c3d9697ae14 |
09:34 |
RealBadAngel |
http://paste.ubuntu.com/7720330/ |
09:35 |
sapier |
how to reproduce? |
09:35 |
RealBadAngel |
it is crashing Calinou's carbone |
09:35 |
nore |
RBA, what? (bool)0 -> true? |
09:36 |
RealBadAngel |
nore, no i just needed negated values |
09:37 |
sapier |
rba yes that commit is responsible .. as of making minetest faster causing other bugs to appear ... seems like the crash is another variant of the non grabed irrlicht member |
09:37 |
sapier |
m_textnode most likely is already deleted there |
09:38 |
nore |
RBA, but a?true:false is same as a, am I wrong? |
09:39 |
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09:41 |
RealBadAngel |
nore, i had a glitch there after cleanup, thx to that i noticed it, from here comes need of negation |
09:41 |
RealBadAngel |
not from logic itself ;) |
09:42 |
nore |
ah, ok ;) |
09:43 |
sapier |
hmm textnodes are only available for players ... I wonder if this might be related to the new player unload feature too |
09:44 |
Calinou |
http://gitorious.org/Calinou/carbone → is link to game, if you want to try to reproduce |
09:45 |
sapier |
according to backtrace that one is quite similar to the animated mesh bug I fixed 2 days ago |
09:45 |
sapier |
there's a potential for a third one with spritenode and meshnode too ... I'll fix all of them |
09:46 |
sapier |
still it's strange that player cao is removed at all |
09:46 |
sapier |
I assume you'd just run into another bug after the crash is fixed |
09:46 |
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09:47 |
sapier |
I guess that's a variant of vanessaE's bug where playersao can't be added to environment and thus player never emerges completely |
09:49 |
sapier |
what do I have to do to crash it? |
09:51 |
VanessaE |
sapier: speaking of, did you see that bug I posted? |
09:51 |
sapier |
what happened? |
09:52 |
VanessaE |
https://github.com/minetest/minetest/issues/1426 |
09:52 |
VanessaE |
I closed it as being ultimately brought on by a mod, but I should probably re-open it since it does lead to a segfault. |
09:53 |
sapier |
no the segfault is caused by another bug |
09:53 |
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09:55 |
sapier |
still I think there is an issue, by now missing a player object wasn't possible at all, now it shouldn't happen to while data is sent to that player ... having it happen shows there's some reason a player is deactivated prior really logging out |
09:55 |
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09:56 |
VanessaE |
sapier: without your patch, Creative is really touchy to objects being created/deleted. With it, it's prone to segfault but not actually touchy to the delete actions. |
09:56 |
VanessaE |
(I stopped the creation of the objects by disabling a misbehaving component in a mod... or possibly so anyway) |
09:56 |
sapier |
both not really helpfull :_/ |
09:56 |
VanessaE |
by touchy I mean players being deleted when the objects are deleted. |
09:57 |
sapier |
Calinou: latest master shouldn't crash any longer |
09:58 |
sapier |
ok so with my patch the player stays there but I missed something so it's not a clean state |
09:59 |
sapier |
maybe a player not beeing added to a block |
09:59 |
VanessaE |
correct. |
09:59 |
sapier |
wonder if that could happen before too, playersao's have been created otf before too |
09:59 |
VanessaE |
this doesn't solve the issue that caused the bug to show itself, but that's my problem to solve, not yours :) |
10:00 |
sapier |
so this is actually another case of "mod getting core to do bad things" |
10:00 |
VanessaE |
yes, something like that. |
10:00 |
RealBadAngel |
sapier, https://github.com/minetest/minetest/pull/1428 |
10:00 |
RealBadAngel |
im done with it |
10:00 |
VanessaE |
(in case you're curious, I think it was pipeworks' teleporter tubes sending items off into blocks that no longer had a receiver) |
10:01 |
VanessaE |
RealBadAngel: this is the pull that, among other things, will enable the plasma lamps? |
10:01 |
RealBadAngel |
yes |
10:01 |
VanessaE |
good deal. |
10:01 |
RealBadAngel |
theres a small issue i noticed thx to it |
10:02 |
RealBadAngel |
but not related to drawtype, but use of irrlicht materials |
10:02 |
RealBadAngel |
use_texture_alpha is buggy |
10:02 |
VanessaE |
yeah, it causes inventory cubes/models to look weird :) |
10:02 |
RealBadAngel |
it does work correctly while using shaders, and is somehow fucked up without them |
10:02 |
VanessaE |
(homedecor's fishtank renders fine in-game but not in the inventory) |
10:03 |
RealBadAngel |
thats related propably |
10:03 |
RealBadAngel |
i will try to fix that asap |
10:04 |
VanessaE |
no rush. |
10:04 |
sapier |
inventorycubes are rendered with shaders disabled |
10:04 |
RealBadAngel |
yes |
10:04 |
RealBadAngel |
i said that use of that is fucked up without shaders |
10:04 |
RealBadAngel |
the feature works correctly when shaders are on |
10:05 |
RealBadAngel |
theres still lotsa old, dead and test code in mapblock_mesh.cpp |
10:06 |
RealBadAngel |
shaders code is free of such garbage |
10:07 |
sapier |
rba please check for missing spaces ;-) It's to much to comment each line ;-) |
10:08 |
RealBadAngel |
hehe ok |
10:08 |
sapier |
well rba as shaders are only available on opengl that's it's a must have to work without shaders too |
10:08 |
sapier |
-that's |
10:08 |
RealBadAngel |
i know, but the old code was not mine |
10:09 |
RealBadAngel |
i have to dig and check whats fucked up |
10:09 |
sapier |
no problem take your time and focus on 0.4.10 bugs for the moment ;-) |
10:10 |
RealBadAngel |
this is 0.4.10 bug |
10:10 |
RealBadAngel |
and im gonna fix it today |
10:11 |
sapier |
when did we add those frames to 0.4.10 ;-) |
10:11 |
RealBadAngel |
frames are not buggy |
10:11 |
RealBadAngel |
materials are |
10:11 |
RealBadAngel |
and that is here since always |
10:12 |
sapier |
well no need to discuss about it, as it's to be found anyway |
10:12 |
RealBadAngel |
yup |
10:12 |
RealBadAngel |
propably it will end with kickin more stuff outta mapblock_mesh |
10:13 |
sapier |
the more you have to do there the bigger risk for 0.4.10 so be carefull |
10:14 |
sapier |
pushing https://github.com/minetest/minetest/pull/1417 |
10:14 |
RealBadAngel |
btw, what you can see running with dtime is https://github.com/minetest/minetest/blob/master/src/mapblock_mesh.cpp#L1288 |
10:15 |
sapier |
and? |
10:16 |
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10:17 |
RealBadAngel |
sapier, so no collecting new data (refreshing) just animations |
10:18 |
sapier |
I don't know what you're talking about now ;-) |
10:18 |
RealBadAngel |
you were thinkin before that refreshing is done dtime |
10:18 |
RealBadAngel |
we have talked about it a few days ago |
10:19 |
sapier |
sorry can't remember ... guess it wasn't that important in this case |
10:19 |
RealBadAngel |
yeah ;) |
10:19 |
RealBadAngel |
it was just a side note |
10:32 |
RealBadAngel |
sapier, ok, fixed those spaces |
10:36 |
Krock |
so, is today the release-day? |
10:36 |
sapier |
no |
10:36 |
sapier |
but most likely feature freeze day |
10:36 |
Krock |
ah okay |
10:43 |
RealBadAngel |
sapier, btw what about translations? i would like to fix some polish ones |
10:43 |
sapier |
guess that's best thing to do after feature freeze |
10:44 |
RealBadAngel |
sure |
10:46 |
sapier |
maybe we should try to find out who is gonna do what for the release |
10:49 |
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10:52 |
sapier |
who can change minetest.net? |
10:52 |
VanessaE |
sapier: do you have something I can use to work around this players-are-deleted-with-SAO glitch so nore and I can work out this mod bug that revealed it? |
10:53 |
sapier |
you can try the patch I provided yesterday on current master ... hopefully it doesn't crash any longer |
10:53 |
VanessaE |
ok. |
10:54 |
VanessaE |
"hopefully" :) |
10:56 |
PilzAdam |
sapier, I can |
10:57 |
sapier |
ok :-) good you might get some work next weekend |
10:58 |
VanessaE |
sapier: FAIL. |
10:58 |
PilzAdam |
I marked #1425 as blocker, anything against that? |
10:58 |
VanessaE |
segfaulted within a few seconds of my signing in. |
10:59 |
sapier |
Hmm was worth a try ... can you post the backtrace somewhere? |
10:59 |
sapier |
nope PilzAdam but it should be 0.4.10 milestone too ;-) |
10:59 |
RealBadAngel |
PilzAdam, agree on that |
10:59 |
VanessaE |
sapier: sorry, I didn't take a backtrace that time, but it's probably the same as in #1426 ? |
11:00 |
VanessaE |
( https://github.com/minetest/minetest/issues/1426 ) |
11:00 |
sapier |
oh ... ok chances are very high |
11:01 |
PilzAdam |
sapier, so do we have a feature freeze now? |
11:01 |
sapier |
not yet |
11:01 |
sapier |
the pulls tagged for 0.4.10 are supposed to be merged or delayed before |
11:02 |
sapier |
https://github.com/minetest/minetest/issues/1362 is actually deciding how to do it |
11:03 |
PilzAdam |
#1362 should be delayed; why is "low-priority" in a milestone anyway? |
11:03 |
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11:03 |
sapier |
I don't consider this to be related ... but I think same as you there's no common opinion how it should look like by now |
11:04 |
PilzAdam |
maybe add a bunch of light tables and add a config option for people to test them? |
11:04 |
sapier |
right after 0.4.10 release? |
11:05 |
PilzAdam |
yes |
11:05 |
sapier |
sounds like a good idea |
11:05 |
sapier |
I'm gonna comment and move it to 0.4.11 |
11:06 |
PilzAdam |
I don't think merging something big like #1408 one week before a release is a good idea |
11:07 |
sapier |
android patch? it's tested for 4 weeks now and doesn't change core features |
11:08 |
sapier |
most of that code is android only not even run on pc version (huge parts not even compiled) |
11:08 |
PilzAdam |
why isnt it merged already then? |
11:08 |
sapier |
it's on my list for today |
11:08 |
RealBadAngel |
was supposed as last thing to merge before freezing |
11:11 |
sapier |
those parts of that patch really changing core are already merged, it's been about 90% of my commit the last 8 weeks |
11:11 |
sapier |
only thing left are the android specific changes |
11:21 |
VanessaE |
besides which, we need the android patch for 0.4.10 |
11:21 |
VanessaE |
buildcraft has been eating our lunch for months. |
11:21 |
VanessaE |
and it's killing servers' usage/popularity |
11:22 |
VanessaE |
(well for any current server anyway) |
11:28 |
RealBadAngel |
if serialize/deserialize handles different number of parameters (reports other version of client/server used) is there a need for version bump? |
11:30 |
sapier |
if it doesn't break old client nor new clients have issues connecting to old server ... no |
11:32 |
RealBadAngel |
i just fixed the 2nd case, but older clients will be informed that server is newer and wont be able to join |
11:32 |
sapier |
in this case it's a version bump |
11:32 |
sapier |
if they can join but may not have all features it's not necessary |
11:33 |
RealBadAngel |
all is about special tiles count, which was previously set to 2 |
11:33 |
sapier |
you did increase didn't you? |
11:33 |
RealBadAngel |
yes, i made it 6 |
11:34 |
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11:34 |
sapier |
so old clients will ignore the additional 6 ones? |
11:34 |
sapier |
4 |
11:34 |
RealBadAngel |
no, they do check the fixed size |
11:34 |
RealBadAngel |
hold on |
11:35 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/nodedef.cpp#L321 |
11:36 |
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11:37 |
sapier |
that'd be a 0.5 then |
11:37 |
RealBadAngel |
so if server will send there a node that uses all 6, client will stop |
11:38 |
RealBadAngel |
no crash, just a message |
11:38 |
sapier |
I'd prefere if you did find another way to do this |
11:38 |
sapier |
it'd defintively 0.5 if you do it that way |
11:38 |
sapier |
no crash doesn't help anyone if there's no connect too |
11:39 |
RealBadAngel |
it helps, it let the player know that he has outdated game |
11:39 |
sapier |
that doesn't change the result ... he can't play |
11:40 |
RealBadAngel |
hmm, i may limit the usage to 2 as previously and add 6 for next release |
11:40 |
RealBadAngel |
which i was planned anyway for another drawtype |
11:40 |
sapier |
changing that number is 0.5 |
11:40 |
sapier |
so if next one is 0.4.11 this has to keep out |
11:40 |
RealBadAngel |
there wont be any other way since its not flexible, its damn hardcoded |
11:41 |
RealBadAngel |
fucking 2 and others get outta here |
11:41 |
sapier |
yes I know it's not your error |
11:41 |
sapier |
could you add those as additional param? |
11:41 |
RealBadAngel |
not so easily as using existing structures |
11:41 |
sapier |
make the length 2 param legacy and use the 6 field variant |
11:42 |
nore |
isn't it possible to do a protocol bump? |
11:42 |
sapier |
better don't do it hardcoded this time |
11:42 |
sapier |
no |
11:42 |
RealBadAngel |
u8 count = readU8(is); |
11:42 |
RealBadAngel |
for(u32 i=0; i<count; i++) |
11:42 |
sapier |
basicaly it's a bump min protocol up to current ... and that's 0.5 |
11:42 |
RealBadAngel |
i just changed it to be like ^^ |
11:43 |
RealBadAngel |
so the client reads what server sends |
11:43 |
RealBadAngel |
be it 2 or 6, whatever |
11:43 |
nore |
wait, it's not possible to make server send only 2 textures if client is too old, and 6 if it's recent enough? |
11:44 |
RealBadAngel |
too much trouble imho |
11:45 |
RealBadAngel |
if we will put such code on each corner soon mt will consist 90% of old clients checks :P |
11:45 |
sapier |
it can be done that way nore but that's gonna cause endless if then else cascades in packet processing |
11:46 |
RealBadAngel |
sapier, imho if it asks nicely player to get new build it doesnt really need a protocol bump |
11:46 |
sapier |
we do |
11:46 |
sapier |
if you can't connect that's definitivley incompatible and thus a major issue |
11:47 |
RealBadAngel |
ok |
11:47 |
RealBadAngel |
im removing that feature from glasslike by now |
11:47 |
RealBadAngel |
theres no way then to use it |
11:47 |
sapier |
as 0.5 is already talked about for some time I'd not consider this to be a no go but it'd delay the frames if you do it that way |
11:48 |
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11:49 |
RealBadAngel |
frames doesnt need that feature badly, but it will make it more flexible |
11:50 |
RealBadAngel |
ive put it into there because i didnt knew that its so badly hardcoded in serialize/deserialize |
11:50 |
sapier |
ok |
11:51 |
RealBadAngel |
so im gonna add it back later on, together with new features |
11:51 |
sapier |
sounds good |
11:52 |
RealBadAngel |
anyway proposed check change should be merged now imho, into 0.4.10 |
11:52 |
RealBadAngel |
just read the server sent value instead of hardcoded one |
11:53 |
sapier |
yes but that's gonna help for 0.5 only too .. at least it won't be forgotten then |
11:53 |
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11:53 |
RealBadAngel |
it wont cause 0.4.10 be outdated as old clients are now |
11:54 |
RealBadAngel |
i will make it separate pull out of it |
11:54 |
celeron55_ |
you guys could start a 0.5 branch and put those kind of things in there already waiting for the move to it, also merging 0.4 head to it periodically |
11:55 |
celeron55_ |
without this kind of transition nobody will ever make it |
11:56 |
sapier |
VanessaE did you get my message about reviewing those english texts I added? |
11:56 |
VanessaE |
no, I'm sorry I did not |
11:57 |
sapier |
https://github.com/sapier/minetest/blob/android_merge_branch_21/doc/README.android AND https://github.com/sapier/minetest/blob/android_merge_branch_21/src/game.cpp L1003+ |
11:58 |
sapier |
guess there's something left to do :-) |
11:58 |
celeron55_ |
also, don't fall into this "a version bumb fixes everything" trap all the time; a version bump doesn't fix anything, it's just a tool to allow fixes and gradual compatibility drops in the future |
11:58 |
celeron55_ |
except that some parts of minetest are broken and the versions cannot be used for anything |
12:01 |
celeron55_ |
bump* |
12:02 |
VanessaE |
sapier: ok, working... |
12:05 |
RealBadAngel |
celeron55_, so what do you think, if serialize/deserialize can handle the exception, and informs player to get newer client, should there be version bump or not? |
12:09 |
celeron55_ |
if you can't add a feature without breaking compatibility with old clients, then you can't add it in 0.4 |
12:09 |
celeron55_ |
breaking compatibility = old client cannot connect |
12:09 |
celeron55_ |
you can't choose it by any simple rule like the one you now described |
12:12 |
RealBadAngel |
ok |
12:13 |
RealBadAngel |
so im removing now usage of more than 2 special tiles |
12:13 |
celeron55_ |
often the only way to achieve this is to make the server produce different serialization for old and new clients |
12:14 |
celeron55_ |
in my opinion we should have a strong framework to do that anywhere and gradually drop support for the oldest ones because it would benefit users and development |
12:14 |
celeron55_ |
but if it's going to be hacks everywhere then it's not worth it |
12:14 |
RealBadAngel |
do we have a way to check version of client before we attempt to send anything? |
12:15 |
sapier |
didn't you recently do some work in this direction celeron? |
12:15 |
celeron55_ |
RealBadAngel: yes, it's called the protocol version |
12:15 |
celeron55_ |
RealBadAngel: but if it's voxel data, then it's the mapblock version |
12:15 |
RealBadAngel |
so it doesnt help me |
12:15 |
RealBadAngel |
because we wont have protocol bump now |
12:16 |
celeron55_ |
those two are the master versions that the server can use to pick and choose which version of data to send to the client |
12:16 |
celeron55_ |
and they are negotiated at connection time to something that the server and the client supports |
12:16 |
celeron55_ |
RealBadAngel: of course we can have |
12:16 |
celeron55_ |
it's the tool to make these work in the first place |
12:16 |
RealBadAngel |
at least sapier dont want it ;) |
12:17 |
celeron55_ |
sapier was thinking we don't want to add that compatibility code to the server |
12:17 |
celeron55_ |
i don't know if we want to |
12:17 |
sapier |
I'd not be against adding a clean framework like you suggested but for what I've seen in code it's usually hacks not a clean mechanism by now |
12:18 |
celeron55_ |
is it bad if we have them and just drop them all simultaneously at 0.5? |
12:19 |
sapier |
yes and add a clean mechanism |
12:19 |
celeron55_ |
that's a bit optimistic but dropping them is trivial |
12:20 |
sapier |
true but that's just gonna cause them to build up till 0.6 ... of course that'd be a way to handle it too :) |
12:21 |
sapier |
https://github.com/minetest/minetest/pull/1420 any opinions to merging this prior 0.4.10 release too? |
12:22 |
VanessaE |
sapier: https://github.com/sapier/minetest/pull/2 |
12:25 |
sapier |
always good to have a native speaker at hands ;-) |
12:25 |
VanessaE |
sapier: the wording for in-game usage (game.cpp) seems okay to me. |
12:26 |
sapier |
that's been tricky as there's not very much room to display text |
12:27 |
VanessaE |
you may wanna run the result through an editor and check for line lengths, I just edited it online. |
12:27 |
sapier |
ok I'll check |
12:28 |
celeron55_ |
i suggest that we don't fear adding that compatibility code to the network protocol, but also anyone can freely remove it (if done cleanly) for old clients given that there always exists two interoperable most recent stable minor versions (i.e. latest HEAD has to always be network-cross-compatible with the latest stable but not with anything else) |
12:29 |
celeron55_ |
this requires a protocol bump with each release, so be sure to always do that; bumping extra times doesn't hurt as long as it's just the protocol version number |
12:30 |
celeron55_ |
this is also reasonably easy to test; just make a stable server and connect with HEAD, and make a HEAD server and connect with stable; if they work, it's fine and releaseable |
12:31 |
celeron55_ |
(releaseable with a version bump! otherwise things to bad the next time) |
12:31 |
celeron55_ |
and this is for the network protocol; the mapblock version is a different story |
12:32 |
sapier |
hmm I'm not sure if calling this network protocol is correct seems more like packet format to me |
12:33 |
celeron55_ |
i call it the (high-level) network protocol; the underlying low-level protocol is relatively static and is almost never discussed about |
12:33 |
celeron55_ |
don't change the terminology for no reason |
12:34 |
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12:35 |
celeron55_ |
does someone disagree with this suggestion? if so, please tell why so |
12:38 |
sapier |
you're right changing names doesn't help as long as everyone is aware what we're talking about |
12:49 |
VanessaE |
sapier: check asl's comments on that pull btw |
12:49 |
VanessaE |
he caught a few brain-o's in my changes :) |
12:54 |
VanessaE |
RealBadAngel: give up. the server already deleted you. |
12:54 |
RealBadAngel |
lol |
12:54 |
RealBadAngel |
im testing glasslike framed on your server |
12:54 |
VanessaE |
(still had the log open) |
12:54 |
VanessaE |
use the Survival server instead. |
12:54 |
VanessaE |
it's still behaving okay. |
12:55 |
sapier |
seems like ShadowNinja is hiding ;) |
13:08 |
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13:09 |
RealBadAngel |
VanessaE, why intllib isnt installed on your servers? |
13:11 |
VanessaE |
cuz I speak english? :) |
13:11 |
VanessaE |
intllib isn't needed if you don't need to translate to some other language afaik? |
13:12 |
RealBadAngel |
but technic and UI does have translations |
13:14 |
VanessaE |
as do some of my mods, but if the server's language is english, then intllib won't do anything |
13:14 |
VanessaE |
the translations happen server-side, not client-side, unless something has changed that I don't know about. |
13:14 |
RealBadAngel |
i will check that |
13:15 |
sapier |
no change for what I know too |
13:24 |
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13:38 |
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13:42 |
RealBadAngel |
sapier, ive removed problematic feature, also tested the changes on older servers |
13:42 |
RealBadAngel |
everythin seems to be fine |
13:48 |
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13:54 |
sapier |
thatÄs good |
13:54 |
sapier |
VanessaE I merged your suggestions can you check I didn't miss something? |
13:55 |
sapier |
https://github.com/sapier/minetest/commit/495374bc265d77ad6584feec49a12d352553c25a |
13:55 |
VanessaE |
did you catch asl's comments? |
13:55 |
sapier |
yes |
13:56 |
VanessaE |
I'll check in a few mins. |
13:56 |
sapier |
thanks |
14:07 |
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14:39 |
sapier |
https://github.com/minetest/minetest/pull/1420 anyone against merging? |
14:39 |
Kalista |
getting a bunch of errors relating to "std::isdigit" in utils/string.h as <locale> (also not included in the .cpp) requires two arguments |
14:40 |
sapier |
latest git? |
14:40 |
sapier |
what compiler do you use? |
14:40 |
Kalista |
latest git, msvc2012 |
14:40 |
Kalista |
compiled the git with mingw32 |
14:40 |
Kalista |
cmaked to msvc |
14:41 |
sapier |
most likely some incompatibility between irrlicht isdigit and c++ isdigit can you post the errors? |
14:41 |
Kalista |
sure |
14:41 |
sapier |
not here but in pastebin or a similar service of course :) |
14:45 |
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14:45 |
Kalista |
http://pastebin.com/5TgtzgSd |
14:45 |
Kalista |
hehe was already in pastebin before you said it ;) |
14:46 |
sapier |
can you try adding #include <cctype> on top of string.h? |
14:46 |
Kalista |
sure |
14:49 |
Kalista |
Nice debugging! Fixed that issue, now just getting minetest\src\profiler.h(76): error C2039: 'max' : is not a member of 'std' but dare say adding <algorithim> to it should solve it, will report back |
14:51 |
Kalista |
Yup fixed profiler with that now just have 'LNK1181: cannot open input file 'libIrrlicht.dll.a.lib'minetest\build\src\LINK' which im guessing i guess was a cmake issue that i can fix in project settings |
14:52 |
sapier |
ok I'm gonna fix those two issues an push them to master |
14:53 |
VanessaE |
sapier: I missed one; * inventory_image_hack: case your inventory items are messed up, try setting this to true ---> * inventory_image_hack: if your inventory items are messed up, try setting this to true. |
14:54 |
sapier |
ok fixed |
14:54 |
Kalista |
Great to hear sapier :) , albeit I dont mind compiling under linux which im guessing does fall into those same problems its good to have the source working for both OS |
14:55 |
Kalista |
*doesnt |
14:56 |
sapier |
as we support both it's supposed to do, but occasionlly windows build is broken due to only a few ppl testing it |
14:56 |
VanessaE |
line 97, ...are different tutorials on the web how to do it --> ...are different tutorials on the web explaining how to do it |
14:58 |
VanessaE |
line 29, * tap on an empty slot: if you selected a stack already that stack is placed here --> add a comma after "already". |
14:58 |
VanessaE |
that should about cover it. |
14:59 |
Kalista |
oo if your doing a readme update please change supported irrlict version to 1.72 instead of 1.71 as 1.71 does not compile with it |
15:00 |
VanessaE |
Kalista: Android-specific readme :) |
15:00 |
Kalista |
ahh ;P |
15:04 |
RealBadAngel |
one stupid question, where the fuck mt saves now screenshots??? |
15:05 |
RealBadAngel |
huh, found them |
15:06 |
sapier |
I've same problem that's why I always use ksnapshot ;-) ... well and because I always forget what key does screenshot |
15:08 |
Kalista |
ok so school me on some crosss OS linkage, your handy shell script gets all the dependencies and converts all but luajit,irrlict,libvorbis,libogg & leveldb from linux style .a libs to MS style .libs, now if I am to compile the project under MSVC I will need to go and compile aforementioned librabies into windows .lib files yeah? |
15:09 |
Kalista |
(as i ended up with libIrrlicht.dll.a where the libIrrlict.lib should be) |
15:09 |
sapier |
http://dev.minetest.net/Build_Win32_minetest_including_all_required_libraries this is how I did it but not sure it's still valid |
15:10 |
sapier |
"Run CMake GUI and configure correctly" hmm might not help that much |
15:13 |
Kalista |
what confuses me is why i ended up with the correct libs for gettext, openal, curl, zlib & freetype but not the aforementioned |
15:14 |
Kalista |
i'll just build msvc libs for those that didnt work, but odd. |
15:15 |
VanessaE |
RealBadAngel: and why the fuck doesn't MT used a sane timestamp on said screenshots? :P |
15:15 |
VanessaE |
use* |
15:17 |
Kalista |
thats a good guide though sapier, wish I found that before I spend half the day getting to this point ;) |
15:18 |
sapier |
:-) |
15:21 |
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15:23 |
Kalista |
you dont happen to have a precompiled libs archive handy do you lol? save me a bit of time.. |
15:23 |
RealBadAngel |
so, can i merge #1428 now? |
15:23 |
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15:25 |
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15:25 |
RealBadAngel |
Kalista, grab windows build made by others |
15:25 |
RealBadAngel |
they do have all the needed libs |
15:26 |
VanessaE |
bbl |
15:27 |
RealBadAngel |
https://forum.minetest.net/viewforum.php?f=3 |
15:27 |
Kalista |
>:D nice as much as I love spending the night in ming32 im at the point where i just need 4 different libs :P |
15:29 |
sapier |
I'm pushing the osx fixes soon ... seems like 0.4.10 will be first version to work on apple devices too ... not sure if that's a good thing but as it's there ;-) |
15:30 |
RealBadAngel |
cool, new env, new bugs, all are happy ;) |
15:30 |
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15:31 |
sapier |
we don't provide a build for it so it's basically unsupported ... same as leveldb redis and android mips and x86 (althou we're gonna provide a build for later two ... but marked as unsupported) |
15:39 |
RealBadAngel |
huh, i just figured out who touched smooth lighting lately |
15:39 |
RealBadAngel |
nore are you here? |
15:43 |
sapier |
VanessaE I'm gonna change server message proccessing to drop peers if they don't have a valid playersao or player any longer ... that's not supposed to happen but in case it happens it shouldn't spam logs |
15:45 |
RealBadAngel |
sapier, are u ok with 1428 now? |
15:46 |
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15:47 |
sapier |
let's give it a try |
15:47 |
sapier |
merge it |
15:47 |
RealBadAngel |
ok |
15:47 |
sapier |
hmm and next fix the doc ;-) |
15:47 |
RealBadAngel |
what about docs? |
15:48 |
sapier |
a drawtype not described in api doesn't help anyone ;-) |
15:51 |
RealBadAngel |
i tried once to put there a description about it, then some1 (propably PA) said thats not the place for such things |
15:52 |
RealBadAngel |
api says: "Look for examples in games/minimal or games/minetest_game." |
15:53 |
sapier |
hmm |
15:53 |
sapier |
we have to create a new issue ... split api doc to multiple files |
15:54 |
RealBadAngel |
only nodebox is described here, a bit |
15:57 |
RealBadAngel |
or at least make new file on drawtypes |
15:57 |
VanessaE |
sapier: ok |
15:58 |
PilzAdam |
sapier, we had a discussion about splitting lua_api.txt a while ago |
15:58 |
PilzAdam |
IIRC the solution was to not split it and create a dev wiki |
15:58 |
sapier |
noone realy maintains dev wiki |
15:59 |
PilzAdam |
HybridDog does |
16:00 |
sapier |
hmm |
16:00 |
hmmmm |
hey RealBadAngel, were you aware that irrlicht has a function to create a normal map from a height map? |
16:00 |
hmmmm |
http://irrlicht.sourceforge.net/docu/classirr_1_1video_1_1_i_video_driver.html#a6470e31c1aaf2c0fa5e5a5b3f8f092e0 |
16:00 |
hmmmm |
could be useful I think |
16:00 |
RealBadAngel |
yes i am aware of it |
16:00 |
RealBadAngel |
its pretty obscure |
16:00 |
hmmmm |
you were creating normal maps from GIMP, no? |
16:01 |
RealBadAngel |
i made way better version of it, and not going to use it |
16:01 |
hmmmm |
OK |
16:01 |
RealBadAngel |
because of simple fact |
16:01 |
RealBadAngel |
nowadays PC has not enough memory ;) |
16:02 |
RealBadAngel |
when i wanted to create normalmaps for each texture HDX and VanessaE servers are using... |
16:03 |
hmmmm |
oh.. =/ |
16:03 |
RealBadAngel |
if we wasnt multiplicating each and every texture with [^ it could be possible propably to use it |
16:05 |
RealBadAngel |
but atm on-the-fly method is only reasonable solution |
16:06 |
sapier |
I'm rebasing android patch for merge right now so any comments PRIOR merge would save some work ;-) |
16:08 |
RealBadAngel |
hmmmm, and irrlicht for makin normal maps would require files with heightmaps |
16:09 |
RealBadAngel |
so using it would be even worse, number of textures * 3 (original texture + heightmap texture + normal texture) |
16:09 |
sapier |
who's gonna write the changelog? ;-) |
16:09 |
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16:12 |
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16:25 |
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16:33 |
VanessaE |
RealBadAngel: testing the plasma lamp update for homedecor... |
16:34 |
RealBadAngel |
dont use "use_texture_alpha = true" by now |
16:34 |
RealBadAngel |
it works only with shaders enabled |
16:35 |
Exio4 |
shaders > noshaders |
16:35 |
VanessaE |
doesn't work at all apparently. |
16:35 |
RealBadAngel |
that option for materials is fucked up without shaders |
16:35 |
RealBadAngel |
im workin on solution |
16:35 |
VanessaE |
I've updated to git HEAD and the code and texture you gave me simply does nothing. |
16:35 |
RealBadAngel |
hold on, makin a repo with examples |
16:35 |
VanessaE |
(all I get is an empty gold-colored frame) |
16:35 |
LemonLake |
is this https://github.com/RealBadAngel/plasma_lamp? |
16:35 |
RealBadAngel |
yes |
16:36 |
LemonLake |
ah |
16:37 |
RealBadAngel |
uploaded |
16:37 |
LemonLake |
VanessaE: did you rightclick it? |
16:37 |
LemonLake |
or power it with mesecons |
16:38 |
LemonLake |
RealBadAngel: this is going to save me so much time, thanks :D |
16:38 |
VanessaE |
the code I'm using does not depend on right-click or mesecons power. |
16:38 |
RealBadAngel |
the one in example is using mesecons |
16:39 |
LemonLake |
RealBadAngel: how did you generate plasma_storm.png? |
16:39 |
RealBadAngel |
i found some gif animation and reworked it |
16:39 |
LemonLake |
ah |
16:39 |
LemonLake |
also, how did you do the tanks? |
16:40 |
RealBadAngel |
first, glasslike_framed to display objects needs 2 or 3 textures in tiles |
16:40 |
RealBadAngel |
1st texture is used for frames |
16:40 |
LemonLake |
mhm |
16:40 |
RealBadAngel |
2nd (for all the glass faces) |
16:40 |
LemonLake |
and 3rd? |
16:41 |
RealBadAngel |
if 3rd is given, it means its top/bottom face, and 2nd is used for side faces |
16:41 |
LemonLake |
okay, and how did you do the 'scaling' is what I wanna know? |
16:42 |
RealBadAngel |
now, in special tiles, you define texture for the interior volume |
16:42 |
RealBadAngel |
by now same for all the cube faces |
16:42 |
RealBadAngel |
it can be animated |
16:42 |
LemonLake |
okay |
16:43 |
RealBadAngel |
behaviour of the glasslike_framed node is controlled by param2 |
16:43 |
LemonLake |
behaviour? |
16:43 |
RealBadAngel |
most significant bits (128 + 64) are controlling mergeing of the nodes |
16:43 |
Sokomine |
any news on https://github.com/minetest/minetest/issues/944 ? seems kahrl and nore commented, but nothing was decided/planned yet? it is a pretty major bug |
16:44 |
RealBadAngel |
true (set to 1) means disable mergeing |
16:45 |
RealBadAngel |
128 - controls horizontal merge, 64 vertical |
16:45 |
LemonLake |
okay |
16:45 |
RealBadAngel |
rest of the bits (values 0 .. 63) are level of interior volume |
16:45 |
LemonLake |
so 2-63 are the significant values here? |
16:46 |
VanessaE |
there we go, got it |
16:46 |
VanessaE |
that swap_node() call is the critical part |
16:46 |
VanessaE |
if you don't set param2 when placing, you will never see the effect. |
16:46 |
RealBadAngel |
i tried to put param2 in nodedef but it doesnt work for some reason |
16:47 |
LemonLake |
so rba, if I set it to 32 || 64, this would fill it halfway |
16:47 |
RealBadAngel |
LemonLake, bits 0-5 level, bit 6 - disable/enable V mergeing, bit 7 - disable/enable H mergeing |
16:48 |
LemonLake |
ahh i see |
16:48 |
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16:48 |
VanessaE |
https://github.com/VanessaE/homedecor_modpack/commit/57ecac2baaa17904590547448b60a8e4ae1bbe87 |
16:48 |
VanessaE |
here's the easiest way to do it if you just want an always-on lamp that doesn't depend on mesecons or right click or whatever |
16:49 |
RealBadAngel |
for example filled node is 63, disable all mergeing = 64 + 128, so param2 = 63+64+128 = 255 |
16:49 |
LemonLake |
okay |
16:49 |
LemonLake |
I get it now |
16:49 |
LemonLake |
4 steps per pixel (on 16x160 |
16:50 |
LemonLake |
I like this, good work |
16:50 |
RealBadAngel |
if you will want tanks that do merge only vertically, set 6th bit always to 0, and 7th to 1 |
16:50 |
VanessaE |
RealBadAngel: this needs to be carefully documented in the lua_api.txt |
16:50 |
RealBadAngel |
yes, but not there |
16:50 |
LemonLake |
it would be useful info for the wiki for sure |
16:50 |
RealBadAngel |
we need new file on drawtypes just |
16:51 |
RealBadAngel |
and the wiki too ofc |
16:52 |
LemonLake |
so, a half-filled tank would be 31 + 128 = 159 |
16:53 |
RealBadAngel |
yes |
16:53 |
RealBadAngel |
note that volume is not controlled by engine |
16:54 |
RealBadAngel |
if you want your liquids to spread in connected tanks, you have to take care bout it |
16:54 |
LemonLake |
well duh |
16:57 |
LemonLake |
why would the engine do that anyway? |
16:58 |
Exio4 |
\o/ |
16:58 |
RealBadAngel |
i just wanted it to be clear ;) |
16:59 |
LemonLake |
so, does framed glass actually connect to other glass? |
17:00 |
RealBadAngel |
no it doesnt, it connects only to self |
17:00 |
RealBadAngel |
and when it is allowed to do so |
17:00 |
sapier |
I'm about to merge #1408 ... final call for comments |
17:01 |
RealBadAngel |
so you may have single node containers or giant pools or tanks towers |
17:01 |
LemonLake |
good work +sapier |
17:01 |
LemonLake |
that's my comment |
17:02 |
LemonLake |
okay |
17:05 |
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17:15 |
sapier |
Everyone ready to declare feature freeze? |
17:15 |
RealBadAngel |
im ok with it |
17:16 |
sapier |
ok how to change topic in here? |
17:16 |
VanessaE |
what about your android patch? |
17:16 |
RealBadAngel |
its in |
17:16 |
sapier |
https://github.com/minetest/minetest/commits/master |
17:16 |
VanessaE |
ok, I missed that. |
17:16 |
VanessaE |
in that case, freeze it up. |
17:16 |
sapier |
It's just been done ;-) |
17:16 |
ShadowNinja |
sapier: There are still issues with https://github.com/minetest/minetest/pull/1408 (I'm still reading backlog and notifications BTW, so I might not respond for a while...) |
17:17 |
sapier |
april 21st ... not it's june 29th ... |
17:17 |
VanessaE |
ShadowNinja: fix ShadowBot :( |
17:17 |
RealBadAngel |
ok, now im back to hunt that damn bug with use_texture_alpha |
17:18 |
sapier |
I fixed all fixable with reasonable amount of work ShadowNinja |
17:20 |
|
Topic for #minetest-dev is now 0.4.10 feature freeze | Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
17:20 |
sapier |
thanks celeron |
17:21 |
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17:23 |
VanessaE |
bbl |
17:23 |
sapier |
https://github.com/minetest/minetest/issues/1389 sfan5 seems like you already know what's happening there, do you know how to fix it too? |
17:26 |
sfan5 |
sapier: add install() commands for ZLIB_DLL and FREETYPE_DLL |
17:26 |
sapier |
sounds like a simple fix |
17:26 |
sfan5 |
it is |
17:27 |
RealBadAngel |
btw, nodeboxes are still "experimental" ? :) |
17:28 |
sapier |
don't we require curl too? |
17:28 |
sfan5 |
curl dll is already installed |
17:29 |
sapier |
ahh there |
17:31 |
sapier |
https://gist.github.com/sapier/720b451a729d28cca0c5 this way sfan5? |
17:32 |
sfan5 |
sapier: yes |
17:33 |
sapier |
ok then I'm gonna merge it that way as I can't test it |
17:34 |
Kalista |
sfan5 for some reason your buildwin64 buildbot builds linux lib files instead of msvc, is this intentional for dev under linux with porting exe to windows? |
17:34 |
sfan5 |
Kalista: .a is not strictly linux |
17:34 |
sapier |
isn't buildwin64 mingw build? |
17:34 |
sfan5 |
.a is just a collection of .o files |
17:35 |
Kalista |
Ok interesting info, so can MSVC compile with them? |
17:35 |
sfan5 |
buildwin does this too |
17:35 |
sfan5 |
I'm not sure |
17:36 |
sapier |
I don't think so msvc requires .lib files for libraries for what I know |
17:36 |
Kalista |
ahh thats the issue I was running into, msvc10-13 couldnt seem to read .a's |
17:36 |
sfan5 |
you likely need different libs because of MSVC != MinGW anyway |
17:36 |
Kalista |
I have mingw I just liike the MSVC IDE |
17:36 |
LemonLake |
so 0.4.10 is coming today? |
17:37 |
Kalista |
for window development codeblocks likely supports .a files then i would guess |
17:37 |
sfan5 |
code::blocks uses MinGW IIRC |
17:37 |
Kalista |
great info thanks |
17:37 |
sfan5 |
LemonLake: not today but probably in the week 30.06 -- 06.07 |
17:38 |
LemonLake |
coolio |
17:38 |
Kalista |
im at the point where im 2 libs away from having it working in msvc13 but if problematic errors pop up after these two i might make my way to codeblocks |
17:38 |
sapier |
1 issue left to milestone 0.4.10 |
17:39 |
Kalista |
sapier is it the hitbox deslection by any chance? as in hitting another player then rehitting them doesnt register unless you retarget their AABB |
17:40 |
Kalista |
once i have my project files up and running im keen to find the cause |
17:40 |
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17:40 |
sapier |
sorry don't understand what you wanna tell me |
17:40 |
sapier |
can you try to explain it a different way? |
17:40 |
sfan5 |
Kalista: CMake can generate Code::Blocks project files |
17:40 |
Kalista |
https://forum.minetest.net/viewtopic.php?f=6&t=9530 |
17:41 |
Kalista |
(link to the bug) - probably best explained there |
17:41 |
Kalista |
i havent tested the issue with latest dev build but two days ago was encountering it with pre-built bins |
17:51 |
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17:59 |
ShadowNinja |
I also update the dev wiki. (and I'm the section maintainer for decumentation) |
17:59 |
ShadowNinja |
And not hiding, I've just been busy. |
18:00 |
sapier |
I'm checking current pull requests for things to be merged right after 0.4.10 release |
18:02 |
ShadowNinja |
I updated the changelog last, but I/d appreciate it if I wasn't the only one updating it. Last update took over an hour. It doesn't need to be updated on every commit, but a update every 20 commits or so is good. |
18:03 |
kahrl |
are there any remaining blockers/issues that you guys need my input on? because I'll be pretty much gone the next few days |
18:03 |
sapier |
one potentiall blocker |
18:03 |
sapier |
we still don't know why those players objects are missing |
18:03 |
sapier |
my fix does only reduce the side effects |
18:04 |
kahrl |
hmm, I don't really know how the system was changed in the commit that made it not load all players all the time |
18:04 |
kahrl |
so not sure I can really help with that |
18:05 |
sapier |
me too so it's best to be checked by ShadowNinja hopfully it's just something always present before but we haven't noticed by now |
18:05 |
kahrl |
s/load/keep ... loaded |
18:08 |
sapier |
RealBadAngel: 1428 is the incompatible part? |
18:08 |
ShadowNinja |
VanessaE: ShadowBot should be back in a day or so. |
18:09 |
sapier |
https://github.com/minetest/minetest/issues/1409 Ive deleted protocol bump flag from this one I don't think we need a different protocol to implement it |
18:10 |
RealBadAngel |
sapier, just forgot to close it |
18:10 |
RealBadAngel |
the problematic code stays on my hdd for future use |
18:13 |
ShadowNinja |
sapier: The player and it's SAO were tied together in an ugly way before, the SAO sets the per_id to 0, which the code used to check if players were connected. (there are a few "for (const &player : players) { if (player.peer_id == 0) continue;..." loops in the code) However deleting players instead of just changing their peer ID probably makes this issue more apparent. |
18:14 |
ShadowNinja |
Aaaand done reading backlog. :-) |
18:15 |
sapier |
I already expected this to be a old bug becoming more present right now but for what I understood VanessaE this causes trouble |
18:15 |
ShadowNinja |
Note: Please don't make the feature freeze really short and make a release before it's ready like with 0.4.9. Allow >3 days, but no more than a week. |
18:15 |
Kalista |
is sha1.cpp ment to have so much commented out? getting compile errors with it: http://pastebin.com/aX6hNx0T |
18:16 |
sapier |
I thought about doing official release next weekend |
18:16 |
sapier |
gues it's enough time for some custom builds to check current version |
18:17 |
RealBadAngel |
and enough time to hunt some bugs |
18:17 |
kahrl |
Kalista: where did you download the source from? |
18:18 |
kahrl |
(your sha1.cpp is different from mine, mine has a copyright statement at the top and the comment ends after that) |
18:19 |
RealBadAngel |
sapier, why 1304 wasnt merged? |
18:20 |
sapier |
because it's not been tested |
18:20 |
Kalista |
kharl - spot on, i remved the copyright as its just for internal testing and not comemercial/publically avaliable, guess I msised a line |
18:20 |
* Kalista |
blames xanax |
18:20 |
sapier |
and I'm not exactly sure if it's correct |
18:21 |
sapier |
works for me but I've become carefully once irrlicht is involved |
18:21 |
RealBadAngel |
i can check it out |
18:22 |
Kalista |
god there is so much can i say 'bad' code in irrlict without offending anyone? Im sorry but overridin STD functions due to lazyness is just /headthunk |
18:22 |
ShadowNinja |
Kalista: Why remove the copyright lines? That's questionably legal, although it's probably fine if it's for your eyes only. |
18:23 |
sapier |
oops |
18:23 |
Kalista |
Shadow - honestly, its 18 lines of stuff i need to scroll through on every header, i need to optimize my work environment.. |
18:24 |
kahrl |
ShadowNinja: perhaps he has a license to kill the copyright lines :D |
18:24 |
sapier |
Kalista: you're not allowed to remove it according to the license |
18:24 |
Kalista |
If it was one line with a link to a website of file on disk i'd be happy to keep it |
18:24 |
Kalista |
sapier - if this was being publiched fora anyone but myself i'd put it all back in |
18:25 |
sapier |
ok true as long as you keep it for yourself it's fine |
18:25 |
Kalista |
i respect the community effort, even made a contribution tonight |
18:26 |
ShadowNinja |
Kalista: Bah, 18 lines out of 5000 lines is nothing. |
18:28 |
sapier |
we've got one week to decide about what games to add to official build ... seems like it's gonna be minetest minetest_next and carbon |
18:28 |
sapier |
as minetest is set and the other ones are the only games with more then one vote right now |
18:29 |
ShadowNinja |
technic_game? |
18:29 |
ShadowNinja |
Where's the voting? |
18:29 |
sapier |
https://forum.minetest.net/viewtopic.php?f=15&t=9116 |
18:29 |
sapier |
I'm mentioning it every now and then on minetest but doesn't really help |
18:30 |
sapier |
and right now theres only minetest_next nodetest and carbone available for vote too |
18:30 |
sapier |
https://forum.minetest.net/viewtopic.php?pid=138276 |
18:30 |
ShadowNinja |
Nodetopia? |
18:31 |
Calinou |
<Kalista> kharl - spot on, i remved the copyright as its just for internal testing and not comemercial/publically avaliable, guess I msised a line |
18:31 |
Calinou |
what are you planning to do? |
18:32 |
sapier |
we need a voting feature in forum :-) |
18:32 |
Calinou |
there are polls |
18:32 |
Calinou |
but people vote without justifying as usual |
18:32 |
ShadowNinja |
How about a July 6th release date for 0.4.10? |
18:32 |
sapier |
I'd suggest build at 6th .. and add 2 silent days prior official release at sunday |
18:33 |
Calinou |
July 6th is my 3rd Minetest birthday |
18:33 |
Calinou |
\o/ |
18:33 |
Calinou |
(means I started playing it 3 years ago) |
18:33 |
kahrl |
2880 minutes of silence? |
18:34 |
sapier |
eclipse has a full week for what I remember |
18:34 |
kahrl |
Calinou: early congrats! :) |
18:35 |
Calinou |
thanks |
18:35 |
sapier |
right now I'm gonna make android version to default to minetest_next |
18:37 |
Calinou |
can you change it easily? |
18:37 |
sapier |
no |
18:38 |
Calinou |
:/ |
18:38 |
sapier |
android version isn't supposed to have all features but only a limited subset |
18:39 |
sapier |
at least right now, case user feedback tells they want all the complex things that might change for next version |
18:40 |
Calinou |
intentional restrictions aren't fun and go against Minetest's spirit |
18:41 |
sapier |
you're always free to design a simple yet fully featured menu |
18:41 |
sapier |
it's lua so it's not that complicated |
18:42 |
sapier |
yet the current version tries to keep it simple having everything you need to play on a single tab |
18:43 |
Calinou |
ah |
18:44 |
sapier |
you can even enable the pc menu on changing the config file ... but wont work on most phones ... some tablets may be big enough |
18:55 |
celeron55 |
i'm going to try to make a suggestion for the games; the voting and game listing was fairly dead back then when i made the forum topics so i don't really consider them authoritative |
18:56 |
celeron55 |
(altough, maybe i won't be able to convince any extra subgame developer to this... we will see) |
18:57 |
Krock |
why is it required to bundle a game? players can download one if they wish |
18:57 |
sapier |
minetest game is basically dead |
18:57 |
celeron55 |
so that new players have something good to start with |
18:57 |
celeron55 |
minetest_game is too outdated for that purpose; it paints a bad picture of the thing |
18:58 |
celeron55 |
one thing i am sure about: only one "minetest_game successor" can get in; we need to somehow choose which is the one |
18:59 |
celeron55 |
having many of those is just redundant from the new player's perspective |
18:59 |
Krock |
for new players, carbone or nodetest might be interesting |
19:00 |
Krock |
</myview> |
19:00 |
sapier |
problem about carbon would be we can't use it as default on android |
19:00 |
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19:01 |
Calinou |
crashes on load? too heavy? |
19:01 |
celeron55 |
of course those making builds can do whatever they want if they don't like the recommended ones, or if they are not suitable for some reason for their thing |
19:01 |
Calinou |
minetest_next is more of the real successor to minetest_game |
19:01 |
sapier |
and nodetest is GPLv3 ... not sure if we can put it in our official package |
19:02 |
Calinou |
it suffers from behaving like Debian stable though, players may regard it poorly |
19:02 |
Krock |
subgames != minetest core, every license should be okay for a subgame |
19:02 |
sapier |
once we create a package and distibute it that's a topic for lawyers to decide ;-) |
19:02 |
Calinou |
nothing wrong with that, sapier |
19:02 |
Calinou |
as long as it's free/libre |
19:03 |
celeron55 |
it's actually a real problem |
19:03 |
Calinou |
only problem is App Store on iOS not allowing GPL, but probably not allowing LGPL anyway |
19:03 |
sapier |
hmm actually you're right it'd just be our binary package |
19:03 |
sapier |
for what I know noone is writinga ios port (by now) |
19:04 |
celeron55 |
http://www.reddit.com/r/gamedev/comments/223c4l/old_engines_id_tech_i_ii/cgiz48o |
19:04 |
Calinou |
ehm, /r/gamedev |
19:04 |
celeron55 |
everyone read this before continuing |
19:04 |
Calinou |
the GPL-engine whine is enough |
19:04 |
Krock |
*fine |
19:04 |
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19:04 |
celeron55 |
hmm, altough, actually the situation is the reverse here |
19:04 |
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19:05 |
celeron55 |
so it means arguably this is legal, when the other way around is practically never legal |
19:05 |
sapier |
gues it'd not be a problem anyway even if our code is gplified the base is not affected |
19:06 |
Calinou |
“gplifiedâ€â€¦ |
19:06 |
celeron55 |
"That is to say: If your users were to take away the non-GPL binary, the GPLed code must remain not only functional, but also fully useful for its intended purpose." |
19:07 |
celeron55 |
this one is the most gray point |
19:07 |
celeron55 |
everything else is fine |
19:07 |
Krock |
you can ignore warnings too. you can ignore gray zones |
19:08 |
celeron55 |
under this point falls all GPL software running under windows and other closed systems too |
19:08 |
celeron55 |
so almost everyone is breaking it in that way, assuming this even is an actual limitation in GPL |
19:10 |
celeron55 |
i don't know... maybe we should ask FSF or someone |
19:10 |
Calinou |
#fsf or #gnu are happy to answer |
19:10 |
Calinou |
(prove you wrong?) |
19:10 |
Calinou |
more often than not, they succeed |
19:20 |
ShadowNinja |
sapier: Channels aren't really used much. The channel priority thing hasn't actually ever been implemented and probably never will. -- I beleive you implemented this. Can you update http://dev.minetest.net/Network_Protocol if so? |
19:21 |
ShadowNinja |
Also, TOSERVER_INIT=0x10, but https://github.com/minetest/minetest/blob/master/doc/protocol.txt#L95 uses 0x01 and works? |
19:22 |
sapier |
I'll check if this is worth fixing or better should be deleted |
19:22 |
sfan5 |
ShadowNinja: it sends an empty packet |
19:22 |
ShadowNinja |
buf = "\x4f\x45\x74\x03\x00\x00\x00\x01" -- <Protocol ID=0x4f457403> <Peer ID=0> <Channel=0> <Command=1> |
19:22 |
sfan5 |
no TOSERVER_INIT |
19:22 |
sfan5 |
command is u16 |
19:23 |
ShadowNinja |
sfan5: That's valid? O_O |
19:23 |
sapier |
there's more wrong about it, it's not been updated for ages |
19:23 |
sapier |
it's been outdated long before I fixed it |
19:23 |
sfan5 |
<Protocol ID=0x4f457403> <Peer ID=0 (not set)> <Channel=0> <Type=1 (Original)> |
19:23 |
sfan5 |
protocol.txt is correct |
19:23 |
sfan5 |
ShadowNinja: yes |
19:24 |
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19:24 |
sapier |
don't rely on protocol.txt ;-) |
19:24 |
ShadowNinja |
sfan5: Ah, type wasn't mentioned on the dev wiki. |
19:24 |
ShadowNinja |
sapier: Will you update that please? :-) |
19:24 |
sapier |
not for 0.4.10 |
19:25 |
Calinou |
talking about updating… what about updating the colors in colors.txt? |
19:25 |
sfan5 |
<Calinou> only problem is App Store on iOS not allowing GPL |
19:25 |
sfan5 |
since when? |
19:25 |
Calinou |
they're horribly outdated currently |
19:25 |
ShadowNinja |
sapier: Why not? |
19:25 |
Calinou |
maybe LGPL is allowed… see VLC |
19:25 |
sapier |
because it's about 2-3 days of work with doubtable benefit |
19:26 |
sfan5 |
Calinou: https://github.com/minetest/minetestmapper/blob/master/colors.txt |
19:26 |
sapier |
https://github.com/minetest/minetest/blob/master/src/clientiface.h already describes how to do it |
19:27 |
Calinou |
this one: https://github.com/minetest/minetest/tree/master/util |
19:28 |
Calinou |
(update the copy included in minetest/minetest, or remove it, along with the .py) |
19:28 |
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19:35 |
sfan5 |
pushing in 5 mins: http://sprunge.us/XYja?diff |
19:36 |
Calinou |
libhiredis, not libredis? |
19:36 |
sfan5 |
yep |
19:36 |
Calinou |
what's the difference? |
19:36 |
sfan5 |
there is no libredis |
19:38 |
sapier |
not sure if we should promote libredis can you add a note about it being experimental? |
19:38 |
sfan5 |
it is not experimental |
19:38 |
sapier |
things crashing on conversion are experimental |
19:38 |
sfan5 |
I have no report of such issues |
19:39 |
sapier |
https://github.com/minetest/minetest/issues/1340 |
19:39 |
sfan5 |
wtf |
19:40 |
sfan5 |
Minetest calling the backend with block==NULL is not the backends problem |
19:40 |
sapier |
seems like the other backends don't have issues? |
19:40 |
sfan5 |
maybe they do a NULL check, I dunno |
19:40 |
sfan5 |
anyway, pushing the doc thing now |
19:41 |
sapier |
that's always a good idea if a pointer is passed ;-) |
19:41 |
sfan5 |
there is no defined interface for backends |
19:41 |
sapier |
then the existing ones are the reference |
19:41 |
sfan5 |
it's not specified whether it may pass a NULL block |
19:42 |
sfan5 |
it would not make sense to pass a NULL block either, so I'd say it is not allowed to pass a NULL block |
19:43 |
sfan5 |
leveldb does not have a NULL check |
19:43 |
sapier |
then I suggest trying to find out why this happens for libredis only |
19:43 |
sfan5 |
dummy does not |
19:43 |
sfan5 |
sqlite3 does not |
19:44 |
sfan5 |
libhiredis* |
19:46 |
sapier |
still there's no report any of the other backends crashing this way, could be a follow up error caused by something done bad before too |
19:46 |
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19:46 |
sfan5 |
maybe this has to do with this specific backend too |
19:46 |
sfan5 |
getBlock is allowed to return NULL |
19:46 |
sfan5 |
s/backend/map/ |
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20:37 |
casimir |
someone earlier this day complained about nodetest not being LGPL. I now changed the license of the parts I wrote my self, as I wanted to clean up this mix anyway. Hope it is better that way. |
20:53 |
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20:56 |
Calinou |
ok, but should be LGPL 2.1+, not LGPL 3… casimir left anyway |
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22:08 |
Megaf |
Was Android build merged to master? |
22:08 |
Megaf |
^ RealBadAngel |
22:09 |
RealBadAngel |
yes, sapier merged it today |
22:09 |
Megaf |
ok |
22:10 |
Megaf |
Thanks |
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