Time |
Nick |
Message |
00:09 |
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paramat left #minetest-dev |
00:22 |
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00:54 |
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02:01 |
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02:33 |
RealBadAngel |
stupid question, wheres the node mentioned in single node mapgen? |
02:33 |
VanessaE |
uh...... |
02:34 |
VanessaE |
no clue. :P |
02:34 |
RealBadAngel |
there should be a node placed somwhere to make it usable at all |
02:36 |
RealBadAngel |
i need such mapgen for testing my code, but i cant place anything |
02:37 |
RealBadAngel |
because theres no starting single node ;) |
02:37 |
VanessaE |
well singlenode means one node that fills the whole map |
02:37 |
VanessaE |
usually air unless otherwise changed I guess |
02:37 |
zat |
people, is it possible to get the humidity of certain coordinates? (v7) |
02:37 |
RealBadAngel |
thats pretty dumb |
02:38 |
VanessaE |
it's meant for mods/games that have totally custom mapgens |
02:38 |
VanessaE |
effectively disables the core mapgen |
02:38 |
VanessaE |
e.g. the "mg" mod |
02:38 |
RealBadAngel |
i see |
02:38 |
RealBadAngel |
name is misleading then |
02:40 |
zat |
http://dev.minetest.net/minetest.get_humidity → The weather functions were dropped at Apr 18, 2014. |
02:40 |
zat |
Just when I wanted to make something with them!!!!!! |
02:40 |
zat |
why were they dropped anyway |
02:41 |
RealBadAngel |
ask proller |
02:41 |
VanessaE |
zat: ask proller. |
02:42 |
zat |
proller~~ |
02:42 |
zat |
since they are part of the biomes system, I don't see why they should be removed |
02:43 |
VanessaE |
short answer: problems with finite water and he refused to fix it properly. basically he ragequit all his code. |
02:43 |
VanessaE |
(or the bulk thereof) |
02:45 |
zat |
brilliant :P |
02:46 |
zat |
I just made 5 different types of dirt and grass, each for a different level of humidity |
02:53 |
VanessaE |
zat: in plants_lib (plantlife modpack) there are extensive biome controls that if used right and not abused, may also be of service. |
02:53 |
zat |
VanessaE: but performace!!!!!!!! |
02:53 |
VanessaE |
it performs as fast as you can expect a mgv6-based mod to perform |
02:54 |
VanessaE |
hence "not abused" part. |
02:56 |
zat |
but I am going to abuse it |
02:56 |
zat |
and actually rape it |
02:58 |
VanessaE |
grrr |
02:58 |
VanessaE |
don't use that word. |
02:59 |
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proller joined #minetest-dev |
03:00 |
zat |
rape? |
03:00 |
VanessaE |
yeah. |
03:00 |
VanessaE |
don't misuse that word. |
03:01 |
zat |
I am just trying to be real explainative |
03:01 |
VanessaE |
anyways, I was thinking more along the lines that it may be useful for decorating the map after the base land is generated |
04:21 |
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paramat joined #minetest-dev |
04:22 |
paramat |
zat mgv7 humidity is still there, it was the 'proller weather' humidity that was removed |
04:23 |
zat |
paramat: but I could not get it to work |
04:23 |
zat |
at least not with minetest.get_humidity |
04:23 |
paramat |
that's the proller weather method, you need to use 'get perlin' and use the mgv7 humidity noise params |
04:24 |
paramat |
or use a perlinmap if you want humidity at all points in a mapchunk |
04:26 |
zat |
paramat: D:! |
04:26 |
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zat joined #minetest-dev |
04:26 |
paramat |
RealBadAngel, just write a simple mod that places a solid node in a singlenode mapgen |
04:26 |
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proller joined #minetest-dev |
04:28 |
paramat |
looks like we stirred up the pixie of doom ;) |
04:37 |
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proller joined #minetest-dev |
04:40 |
hmmmm |
paramat, what were you saying a couple days ago |
04:40 |
hmmmm |
i didn't see it |
04:40 |
paramat |
erm |
04:43 |
paramat |
was it something on -dev channel? |
04:44 |
paramat |
oh i know |
04:45 |
proller |
zat, any evolution of my weather/liquid stuff was prevented or ignored. now it available in freeminer in much better state. |
04:45 |
zat |
proller: any links about it? |
04:45 |
proller |
http://freeminer.org/ |
04:46 |
paramat |
hmmmm, i was requesting threaded mapgen object voxelmanip |
04:46 |
zat |
proller: THANK YOU VERY MUCH I WOULD HAVE NEVER GUESSED!!!!!!!!! |
04:47 |
hmmmm |
threaded? |
04:47 |
paramat |
hmmmm, because many people are finding lua mapgens too slow for servers |
04:47 |
hmmmm |
multithreaded you mean? |
04:47 |
paramat |
yeah i guess |
04:47 |
hmmmm |
at this point that's completely impossible for lots of reasons |
04:47 |
hmmmm |
hmm |
04:47 |
hmmmm |
hrmmmmmmm |
04:47 |
paramat |
it's in c55's roadmap for minetest |
04:48 |
hmmmm |
I bet a lot of cpu time is being taken up generating crap like trees in a lua mapgen |
04:48 |
VanessaE |
trees? |
04:48 |
VanessaE |
oh, you mean *saplings* |
04:48 |
zat |
I think he means moretrees |
04:48 |
zat |
:D! |
04:48 |
VanessaE |
zat nope. |
04:48 |
paramat |
yeah i could place saplings instead of complete trees |
04:48 |
hmmmm |
I wonder if it will help if I add a "generate registered decoration" voxelmanip function |
04:48 |
VanessaE |
moretrees does not place whole trees, only saplings. |
04:49 |
hmmmm |
i need to work on all this stuff a LOT more |
04:49 |
hmmmm |
lots of stuff todo with schematics alone |
04:49 |
paramat |
hmmmm, minetest loves you, needs you and misses you =} |
04:49 |
hmmmm |
=( |
04:49 |
hmmmm |
see |
04:50 |
hmmmm |
what happens is that at the end of a workweek I just don't feel like doing anything else |
04:50 |
hmmmm |
and besides, you can't do anything serious within 2 days |
04:50 |
hmmmm |
you need more time to immerse yourself |
04:51 |
paramat |
yeah |
04:51 |
hmmmm |
and I haven't taken any vacation since I had to for last christmas because i had to use it or loose it |
04:51 |
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SmugLeaf joined #minetest-dev |
04:51 |
hmmmm |
now that I'm at a new company I can't just take vacation after being around for about a month |
04:51 |
hmmmm |
but yeah |
04:52 |
hmmmm |
I feel like I won't be able to get anything serious done unless I have real time off to do minetest |
04:52 |
paramat |
i've only been able to do what i have because i work almost fulltime on mapgen |
04:53 |
hmmmm |
with impressive results, nonetheless |
04:53 |
hmmmm |
you should be working on the mapgen, not me :P!! |
04:53 |
hmmmm |
but |
04:54 |
hmmmm |
I have plans to finally extend NoiseParams that you may enjoy |
04:55 |
paramat |
?.. |
04:59 |
hmmmm |
adding an 'attributes' field |
05:00 |
hmmmm |
things like turning on/off curve easing, making each octave absolute valued, etc. |
05:00 |
hmmmm |
eased 3d noise is much higher quality. i know you use a lot of 3d noise so you'll love this |
05:03 |
paramat |
eased means less gridlike appearence from above. non-octave octaves? |
05:05 |
paramat |
oh each octave can be given it's own spread? |
05:06 |
hmmmm |
huh? no |
05:06 |
hmmmm |
eased means less gridlike apperance, yes |
05:07 |
hmmmm |
I think celeron removed easing from 3d noise for no real reason aside it being too slow |
05:08 |
hmmmm |
it's fast, much faster now, but still quite heavy. i feel like i may need to further optimize 3d noise, especially now that heavyweight computations like easing are going to be added |
05:34 |
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paramat left #minetest-dev |
05:43 |
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Hunterz joined #minetest-dev |
06:39 |
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kahrl joined #minetest-dev |
06:45 |
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nore joined #minetest-dev |
07:28 |
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Calinou joined #minetest-dev |
08:18 |
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Zeno` joined #minetest-dev |
08:19 |
Zeno` |
https://github.com/minetest/minetest/pull/1543 <-- I've checked and it doesn't "calls by mapgen don't override the seed they get from mapgen." |
08:19 |
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proller joined #minetest-dev |
08:19 |
Zeno` |
proller, can you check https://github.com/minetest/minetest/pull/1543 if you have time? |
08:25 |
proller |
why me ? |
08:25 |
Zeno` |
Mainly because you won the lottery |
08:26 |
Zeno` |
heh |
08:50 |
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Calinou joined #minetest-dev |
08:52 |
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sapier joined #minetest-dev |
09:05 |
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OldCoder joined #minetest-dev |
09:29 |
Calinou |
https://github.com/minetest/minetest/pull/1568#issuecomment-52968584 |
09:29 |
Calinou |
wtf… |
09:29 |
Calinou |
we shouldn't allow utterly long names |
09:29 |
Calinou |
that's all |
09:29 |
Calinou |
but if you're fine with players named zaiejziezhajeuzhezugzayugzyaygzeayzegayega that's fine |
09:29 |
Calinou |
impossible to ban |
09:42 |
Zeno` |
how did you know my alias was zeayzegayega? |
09:47 |
sapier |
Zeno`: can you please fix commit message for 1545? |
09:48 |
sapier |
AND pull description |
09:48 |
Zeno` |
1545... let me look |
09:49 |
sapier |
Calinou: still the bug claimed to be addressed by that pull isn't fixed but just hidden ;-) |
09:49 |
Zeno` |
The commit message is updated isn't it? |
09:49 |
sapier |
true, so it's only pull request description |
09:50 |
sapier |
thanks |
09:50 |
Zeno` |
I've updated |
09:51 |
Zeno` |
I'm sorry about the confusion/cross-over between 1545 and 1543 |
09:52 |
Zeno` |
err ignore that |
09:54 |
Calinou |
https://github.com/minetest/minetest_game/pull/305 |
09:54 |
Calinou |
safe to merge |
09:55 |
Calinou |
makes minetest_game much more… bearable |
09:59 |
sapier |
well "game" is game team so it's you nore and blockmen for what I remember |
10:00 |
Calinou |
you?! not at all |
10:00 |
Calinou |
BlockMen wouldn't want me in minetest_game team at all |
10:00 |
Calinou |
I don't maintain Carbone without reason :P |
10:01 |
nore |
sapier, it's sfan5, Blockmen and me |
10:02 |
sapier |
oh sfan5 sorry |
10:02 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/commit/031e9091779afdf6bd468b783df382e15bc5ce32 |
10:02 |
sapier |
do we have this written down somewhere? |
10:02 |
RealBadAngel |
here you go with 18 characters limit |
10:02 |
sapier |
for ppl with bad memory like me ;-) |
10:03 |
Calinou |
nore, did you look at my PR? |
10:03 |
sapier |
RealBadAngel: that's just same crapy workaround there has to be a reason why minetest behaves that bad and that one is a REAL bug |
10:03 |
Calinou |
only changes 3 variables |
10:04 |
RealBadAngel |
this is not workaround |
10:04 |
sapier |
it is |
10:04 |
RealBadAngel |
its limitation |
10:04 |
sapier |
that's nature of a workaround |
10:04 |
RealBadAngel |
no its not |
10:04 |
Calinou |
limits aren't necessarily bad though |
10:04 |
sapier |
limit it so that buggy input can't happen |
10:04 |
nore |
Calinou, I don't use sound :) so I don't care whether the PR is merged/not merged, ask sfan5 and BlockMen their thoughts on it (2 of us have to agree for the PR to be merged), and you can count what I'm saying as agreeing |
10:05 |
sapier |
yet the reason why minetest can't handle 19 character names will still persist and as noone ever investigated why this happens we can't even be sure 18 characters will work in any situation |
10:05 |
Calinou |
ok, so I need 1 agreement? |
10:06 |
sapier |
e.g. in case of 19 beeing just as much to overwrite some critical data while even 16 are too long ... we just don't know |
10:06 |
Zeno` |
minetest can't handle 19 character names? |
10:06 |
sapier |
at best get nore's agreement calinou |
10:07 |
nore |
^ he already has :) now he needs either sfan5's or BlockMen's |
10:08 |
Zeno` |
char m_name[PLAYERNAME_SIZE]; <-- Could that be the reason? :/ |
10:09 |
Zeno` |
and snprintf(m_name, PLAYERNAME_SIZE, "%s", name); |
10:09 |
Zeno` |
I don't get the problem |
10:17 |
RealBadAngel |
#define PLAYERNAME_SIZE 20 |
10:17 |
RealBadAngel |
this is max allowed size |
10:18 |
RealBadAngel |
so builtin mods should truncate the names to this size too |
10:18 |
Zeno` |
it shouldn't matter if the mods use the member function to set the name |
10:19 |
RealBadAngel |
no, they dont use any specific functions |
10:19 |
RealBadAngel |
just common setting_get, setting_set |
10:19 |
Zeno` |
ahh ok |
10:20 |
RealBadAngel |
so atm its possible to enter name of any length |
10:21 |
RealBadAngel |
but in memory theres place for fixed length one only |
10:22 |
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Ritchie left #minetest-dev |
10:22 |
RealBadAngel |
sapier, so the limitations are ok imho, as we already do have such in the engine. so mods have to follow it |
10:23 |
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proller joined #minetest-dev |
10:27 |
Zeno` |
seems the real problem is in settings.h then |
10:28 |
RealBadAngel |
you would like to add for common function check for specific name and then apply tuncation? |
10:28 |
RealBadAngel |
not the right way at all |
10:28 |
RealBadAngel |
entering the name is the right time to take care of it |
10:28 |
Zeno` |
I'd truncate all names to PLAYERNAME_SIZE-1 |
10:29 |
RealBadAngel |
whenever you enter anything into input field its the right time to validate it |
10:29 |
RealBadAngel |
and nobody dare to say im wrong |
10:30 |
Zeno` |
Personally I think core.setting_set("name", fields["te_name"]) should do it |
10:30 |
Zeno` |
heh |
10:30 |
Zeno` |
I dared! |
10:30 |
RealBadAngel |
:P |
10:31 |
RealBadAngel |
Zeno`, your way will make common function check for usage of one specific setting |
10:32 |
RealBadAngel |
and thats hell wrong way |
10:32 |
RealBadAngel |
because check will be performed on every attempt to set/get anything |
10:33 |
RealBadAngel |
setting_get is used in the engine about 500 times |
10:33 |
RealBadAngel |
so it would mean about 498 nonsense checks |
10:34 |
Zeno` |
but, but, all error checking should be in the lowest function possible! (j/k) |
10:34 |
sapier |
RealBadAngel: ok so our limit is 20 bytes 19 chars ... why does it fail at 19? |
10:35 |
RealBadAngel |
hmm, wstrings? |
10:35 |
RealBadAngel |
arent they a bit longer? |
10:35 |
RealBadAngel |
quick guesss, idk really |
10:35 |
sapier |
btw mainmenu is wrong location for that fix as you don't have to pass mainmenu. It'd be better to catch in core and pass back a message about "name to long". This way you'd even get a error message dialog without having to code anything ;-) |
10:36 |
sapier |
hmm if someone abuses a char array to save a wchar we've got a more severe issue |
10:36 |
proller |
and it was solved in freeminer/next - no limits and utf in names |
10:36 |
RealBadAngel |
oh cmon, input validation is used everywhere |
10:36 |
RealBadAngel |
why should we be DIFFERENT? :) |
10:36 |
sapier |
as we couldn't be sure 18 is small enough |
10:37 |
sapier |
RealBadAngel: case you add this to mainmenu you'd still have to add exactly same to core because of ppl can join without using mainmenu ;) |
10:37 |
RealBadAngel |
not to mention we used to organize extremaly long debates on things that could be coded and pushed in 5 minutes |
10:38 |
sapier |
and same code catching the non mainmenu mode will catch the mainmenu variant too so why do it twice? |
10:38 |
sapier |
RealBadAngel: if you did push this in 5 min you did only fix half of that issue |
10:38 |
RealBadAngel |
and thats half job done |
10:38 |
RealBadAngel |
now locate read of it in the engine and cut it there too |
10:39 |
sapier |
no that's worth nothing as you'll forget about it and next time the other half pops up noone knows what's going on |
10:39 |
RealBadAngel |
fixed, next issue plz ;) |
10:39 |
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10:39 |
sapier |
still why 18 not 19? ;-) |
10:39 |
RealBadAngel |
i will check it now, hold on |
10:43 |
sapier |
correct location would be main.cpp L 1814 ... there you can prevent any invalid player name to be used |
10:43 |
sapier |
sad thing is you'd have to change some code in order to get the error message |
10:43 |
Zeno` |
server.cpp for(u32 i=0; i<PLAYERNAME_SIZE-1; i++) {} playername[PLAYERNAME_SIZE-1] = 0; |
10:44 |
Zeno` |
should probably be for(u32 i=0; i<PLAYERNAME_SIZE-1; i++) {} playername[PLAYERNAME_SIZE] = 0; |
10:44 |
sapier |
no |
10:44 |
sapier |
that'd be out of index in c++ Zeno` |
10:44 |
Zeno` |
err yes, no |
10:45 |
Zeno` |
if (playername[PLAYERNAME_SIZE-1] != 0) playername[PLAYERNAME_SIZE-1] = 0; |
10:45 |
Zeno` |
why is it a loop not strcpy() anyway? |
10:46 |
sapier |
strncpy in this case but I was about asking same |
10:46 |
RealBadAngel |
line #1344 is the place where name is read |
10:46 |
RealBadAngel |
ofc main.cpp |
10:47 |
Zeno` |
yes, but strncpy() fills all the remaining characters with '\0'; the if may be more efficient. Shrug |
10:47 |
sapier |
yes but that's command line mode only rba |
10:47 |
RealBadAngel |
here also it checks if name was given in cmd line |
10:47 |
RealBadAngel |
no |
10:47 |
RealBadAngel |
std::string playername = g_settings->get("name"); |
10:47 |
RealBadAngel |
if (cmd_args.exists("name")) |
10:47 |
RealBadAngel |
playername = cmd_args.get("name"); |
10:47 |
sapier |
well then that code is useless ;-) because reading from mainmenu is done later |
10:48 |
sapier |
wait no it ain't useless ... it's probably default value passed to mainmenu |
10:48 |
RealBadAngel |
no its not |
10:48 |
RealBadAngel |
yeah, exactly |
10:48 |
RealBadAngel |
so my part in mainmenu will prevent entering too long names |
10:48 |
sapier |
yes but we need to check it past mainmenu and that's main.cpp L1814 |
10:49 |
sapier |
we don't need that part RealBadAngel |
10:49 |
RealBadAngel |
we do |
10:49 |
sapier |
no |
10:49 |
sapier |
because you can still enter to long names |
10:49 |
RealBadAngel |
with my patch you cant enter too long names |
10:50 |
RealBadAngel |
its impossible |
10:50 |
sapier |
you can ... they're just truncated on clicking any button |
10:50 |
RealBadAngel |
thats called validation |
10:50 |
sapier |
if you don't click a button they're not truncated |
10:50 |
sapier |
and you don't even get told why it's truncated |
10:51 |
RealBadAngel |
so add a warning on too long name |
10:51 |
sapier |
so you add 200 lines of code instead of 5 in main.cpp? |
10:52 |
Zeno` |
anyway that loop in server.cpp is wrong |
10:52 |
Zeno` |
bbiab |
10:52 |
RealBadAngel |
listen. 1st you shouldnt be allowed to enter too long in main menu |
10:52 |
RealBadAngel |
2nd, the place in main menu is the place to truncate ones read from config or command line |
10:52 |
sapier |
you can't prevent entering |
10:52 |
RealBadAngel |
OFC i cant |
10:52 |
sapier |
we don't have size limited textboxes |
10:53 |
RealBadAngel |
that is how input fields work |
10:53 |
sapier |
no you can't you can only truncate on button click |
10:53 |
RealBadAngel |
you have to take care of what luser put there |
10:53 |
RealBadAngel |
see, thats is how we are lately working |
10:54 |
RealBadAngel |
on even simplest thing to take care of, we start to argue for hours and imagining extremaly complicated code for that |
10:54 |
RealBadAngel |
just fuckin cut it and problem solved |
10:55 |
RealBadAngel |
its not worth the time spent |
10:56 |
sapier |
we don't argue it's just plain wrong to do this in mainmenu |
10:56 |
sapier |
it's not catching the full issue |
10:56 |
RealBadAngel |
issue is that you let too long names to be stored |
10:57 |
RealBadAngel |
and you have to prevent such situation |
10:57 |
sapier |
and why is this an issue? |
10:57 |
RealBadAngel |
because you have reserved 20 bytes for it |
10:57 |
sapier |
not in settings.conf |
10:57 |
sapier |
minetest.conf |
10:57 |
RealBadAngel |
damn you |
10:57 |
sapier |
there size is unlimited |
10:57 |
RealBadAngel |
setting_set does it |
10:57 |
RealBadAngel |
and it is in main menu |
10:58 |
sapier |
btw 19 chars work fine |
10:59 |
RealBadAngel |
ofc |
10:59 |
RealBadAngel |
19 + 0 = 20 |
10:59 |
RealBadAngel |
20 names long name will cause problems |
10:59 |
RealBadAngel |
*characters |
11:00 |
sapier |
https://gist.github.com/sapier/87e1332c54c130c24a7c this one ... ok it's 6 lines instead of 5 but provides error message and prevents sending of more then 19 chars in any situation |
11:01 |
RealBadAngel |
too late |
11:01 |
RealBadAngel |
you have that already stored |
11:01 |
sapier |
which ain't any problem |
11:02 |
RealBadAngel |
in fact you have informed the player that something is already overwritten by too long name |
11:02 |
sapier |
no it ain't |
11:02 |
RealBadAngel |
you are checking for already stored name |
11:02 |
sapier |
at that point in code where the check is done everything is handled by std::string or std::wstring |
11:03 |
RealBadAngel |
in player structure |
11:03 |
sapier |
we've store it in minetest.conf where ain't a length limitation |
11:03 |
sapier |
there ain't a player structure by that time |
11:03 |
sapier |
it's gonna be created within the_game |
11:04 |
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11:05 |
RealBadAngel |
wheres is this code of yours located? |
11:05 |
RealBadAngel |
nobel for one that could read the diffs :P |
11:06 |
sapier |
it's in main.cpp right before creating the game, here we know what name is supposed to be used no matter of how that name is specified |
11:06 |
sapier |
L1812 ;-) |
11:07 |
sapier |
maybe adding gettext around the message would be a good idea ;-) |
11:08 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/main.cpp#L1812 |
11:08 |
RealBadAngel |
you have something messed up then |
11:09 |
sapier |
at this code it'd be 1845 |
11:09 |
sapier |
guess I didn't updated to latest master recently |
11:10 |
sapier |
mm |
11:10 |
sapier |
no even after uptating lines are same |
11:10 |
sapier |
wtf |
11:12 |
sapier |
ahhh |
11:12 |
sapier |
ok I'm not at master but my font handling patch |
11:14 |
RealBadAngel |
so, to the conclusion, your way is a workaround only |
11:14 |
sapier |
no it ain't because it fixes client to connect to server in any cases |
11:14 |
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11:14 |
RealBadAngel |
it doesnt take care of too long names it just pops up funny message and then cuts it down |
11:14 |
RealBadAngel |
it doesnt handle them properly by dont letting storing them |
11:14 |
sapier |
AND it is able to use the same define causing the limitations while mainmenu variant easyly runs out of sync |
11:15 |
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11:16 |
sapier |
if you don't want them to be stored in minetest.conf you have to handle this in settings as you never can prevent e.g. a mod to write it there |
11:16 |
RealBadAngel |
proper one is to dont let storing too long ones (thats mainmenu), 2nd cut too long ones on line #1344 (given by command line or config) |
11:16 |
sapier |
and you have to check it on startup too as it could#ve been changed manually |
11:16 |
sapier |
all of this would be out of mainmenu |
11:17 |
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11:17 |
RealBadAngel |
cut on 1344 will efectively cut that in config too, because it will be automagically stored back on exit |
11:18 |
sapier |
https://gist.github.com/sapier/87e1332c54c130c24a7c against current master |
11:18 |
sapier |
no it won't as there's no need to even start mainmenu |
11:19 |
sapier |
if you insist in cutting down that patch will be 7 lines instead of 6 ;-) |
11:19 |
sapier |
I'd not have a problem with it ;-) |
11:22 |
sapier |
https://gist.github.com/sapier/87e1332c54c130c24a7c better? now the cut variant is even passed back to mainmenu |
11:23 |
sapier |
oh ... last doesn't work ... let me check why :-) |
11:24 |
RealBadAngel |
hehe |
11:24 |
sapier |
to many playernames in there |
11:25 |
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11:25 |
sapier |
ok new variant works |
11:26 |
RealBadAngel |
ok then, let it be that way |
11:27 |
sapier |
merge it that way? |
11:27 |
RealBadAngel |
not my way, but it should work safely |
11:28 |
sapier |
I still wonder why this got server confused, because this fix wouldn't defend servers from old clients |
11:28 |
RealBadAngel |
so make the cut for the server too |
11:29 |
RealBadAngel |
just so |
11:29 |
sapier |
imho server should denie players with too long names |
11:29 |
RealBadAngel |
hmm i think one more thing should be checked |
11:29 |
RealBadAngel |
communication |
11:30 |
RealBadAngel |
the name is being sent/received |
11:30 |
RealBadAngel |
here lenght can fuck up things propably |
11:31 |
sapier |
well we do prevent names to long on server side |
11:31 |
sapier |
server.cpp L1458 |
11:32 |
sapier |
guess we should be more picky there and deny the client instead of just truncating |
11:37 |
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11:41 |
sapier |
well .. i get a "wrong password" message |
11:43 |
sapier |
https://gist.github.com/sapier/87e1332c54c130c24a7c RealBadAngel do you agree to the serverside improvement too or shall I revert it? |
11:48 |
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11:49 |
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12:19 |
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12:21 |
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12:32 |
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12:38 |
kahrl |
sapier: https://github.com/sapier/minetest/commit/aff52e785cb5c04979349f7a7131531e6131b920#diff-ad60d65b34e16a3319296bb5d683acd6R1453 |
12:38 |
kahrl |
wouldn't this read invalid memory if the client sends a message without any nul bytes? |
12:38 |
kahrl |
I'd use strnlen just in case |
12:39 |
sapier |
hmm |
12:39 |
kahrl |
oh, or does data comes from a std::string |
12:39 |
kahrl |
in that case it would be fine |
12:39 |
sapier |
you're right that could be an issue |
12:40 |
Zeno` |
It's not an issue |
12:40 |
kahrl |
Zeno`: why not? |
12:41 |
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12:41 |
Zeno` |
strncpy() stops when the src idx is PLAYERNAME_SIZE-2 and places '\0' at PLAYERNAME_SIZE-1 |
12:41 |
kahrl |
Zeno`: it's not about strncpy |
12:41 |
Zeno` |
what's it about? |
12:41 |
kahrl |
strlen just happily continues reading memory until there is a nul byte |
12:41 |
sapier |
strlen could read up to next random 0 in warst case |
12:41 |
Zeno` |
yes |
12:42 |
sapier |
that's at least ugly |
12:42 |
Zeno` |
so strlen isn't appropriate |
12:42 |
kahrl |
in principle, we can't guarantee there is even one nul byte in the memory following "data", so it could lead to a read from an invalid page |
12:42 |
kahrl |
crashing minetest |
12:43 |
sapier |
guess the only way is really doing a for loop to check it |
12:43 |
kahrl |
well, there is strnlen |
12:43 |
kahrl |
oh, but POSIX only? |
12:43 |
Zeno` |
yes it's a POSIX function |
12:43 |
Zeno` |
I wouldn't use it |
12:44 |
sapier |
windows does support it too |
12:44 |
kahrl |
newer visual c runtimes do, yes |
12:44 |
Zeno` |
I still wouldn't use it... I dislike non-standard functions |
12:44 |
kahrl |
POSIX is non-standard? :P |
12:44 |
Zeno` |
well, yes, in a way :) |
12:45 |
Zeno` |
it's not part of the C or C++ standard |
12:45 |
sapier |
actually windows even claims to be posix compliant (at least some version) |
12:45 |
Zeno` |
it's easy enough to use a loop so why not |
12:45 |
sapier |
Zeno`: general aversion against checking strings by loop? ;-) |
12:46 |
Zeno` |
sapier, I do have reservations about that yeah |
12:46 |
Zeno` |
glibc and I assume other clibs are very optimised |
12:46 |
Zeno` |
but... |
12:47 |
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12:47 |
Zeno` |
I'd rather use a loop (in a custom function) than a non-standard function TBH |
12:47 |
kahrl |
we could simply have cmake check for strnlen, and if not found provide our own |
12:47 |
Zeno` |
yep, that'd work |
12:49 |
kahrl |
http://hg.pdclib.e43.eu/pdclib/src/5f0380e9617189054589c2639e5bc8a2bd7924f7/functions/string/strnlen.c?at=default |
12:49 |
kahrl |
a CC0 implementation of it |
12:50 |
Zeno` |
I suppose that's ok |
12:51 |
Zeno` |
not how I'd write it, but meh |
12:53 |
sapier |
better the new way? |
12:55 |
kahrl |
yeah that works |
12:56 |
kahrl |
I guess you don't need the check in line 1462, but meh |
12:57 |
sapier |
well without that check I can keep the old version ;-) |
12:58 |
kahrl |
really? |
12:58 |
sapier |
hmm no probably not guess break and regular exit past 20th character get different value |
12:59 |
kahrl |
yeah, playername_length == PLAYERNAME_SIZE implies playername[PLAYERNAME_SIZE - 1] != 0 because of the first loop |
12:59 |
sapier |
oops |
12:59 |
sapier |
it's wrong anyway |
12:59 |
sapier |
no its < not <= |
13:02 |
sapier |
ok fixed and squashed |
13:03 |
kahrl |
oh, s/lenght/length in commit message and line 1460 |
13:05 |
sapier |
:-) I don't know why I always write length wrong |
13:06 |
kahrl |
"height" confusingly has it the other way around ;) |
13:07 |
sapier |
hmm that might be a explanation :-) |
13:07 |
sapier |
+n |
13:07 |
sapier |
btw does anyone know why our icon image bug is back? |
13:08 |
kahrl |
what bug? |
13:09 |
sapier |
that one messing up the inventory icons |
13:09 |
sapier |
I see it especially on games with a lot of textures |
13:09 |
kahrl |
I guess more GPU memory usage in general |
13:09 |
kahrl |
making the bug more likely to get triggered |
13:10 |
sapier |
probably do we miss a check about successfully loading a texture? |
13:10 |
kahrl |
perhaps |
13:10 |
kahrl |
I've never seen this bug personally |
13:13 |
sapier |
quite simple get vanessae's dreambuilder game ;-) |
13:14 |
PenguinDad |
sapier: I don't get that bug here with dreambuilder :/ |
13:14 |
sapier |
how much gpu memory? |
13:16 |
PenguinDad |
I have got 1024 MB gpu memory |
13:19 |
sapier |
hmm not thatmuch more then I have |
13:25 |
Zeno` |
how do I tell how much GPU mem I have? |
13:26 |
Zeno` |
(linux) |
13:27 |
sapier |
nvidia-settings shows it but there's no generic way to tell |
13:28 |
sapier |
hmm reading some error reports this could be a irrlicht 1.7 bug too |
13:28 |
PenguinDad |
Zeno`: you could look at your gpu specs |
13:29 |
Zeno` |
2048MB |
13:29 |
sapier |
https://github.com/minetest/minetest/issues/334 what do you guys think about that one? it should be quite easy to implement |
13:29 |
sapier |
yet I'd prefere phone numbering to number block variant ... other opinions? |
13:31 |
VanessaE |
use 10-key numbering. |
13:32 |
VanessaE |
because it's right there in front of the user on their keyboard. |
13:32 |
sapier |
10 key numbering? |
13:32 |
Zeno` |
I don't have a tab key on my c64 |
13:32 |
VanessaE |
sapier: the keypad on the right |
13:32 |
VanessaE |
it's referred to as a "10-key" in some regions. |
13:32 |
sapier |
that's what I suggested not to use because it's more like reading a text up there |
13:32 |
VanessaE |
those who use a phone/tablet won't have a keyboard to immediately refer to anyway, and they won't have a phone keypad either because, well, they're playing the game :P |
13:33 |
sapier |
and texts start from 1 |
13:33 |
sapier |
not from x |
13:33 |
VanessaE |
so the only way that makes sense is to use the same number pattern as is on the user's physical keyboard. |
13:33 |
sapier |
but they're still used to start reading a text on topleft (unless beeing arabic or chinese= |
13:34 |
VanessaE |
yes but numbers aren't text.\ |
13:34 |
sapier |
VanessaE: why is this logic? there's no connection between those keys and inventory slots at all? |
13:34 |
VanessaE |
most people are accustomed to reading number patterns starting with 1 in the lower left |
13:34 |
sapier |
which ppl? |
13:35 |
VanessaE |
anyone who works in the data entry or customer service industries. because that's how they expect to key things in on a calculator or computer keyboard |
13:35 |
sapier |
I don't start reading bills on lower left |
13:35 |
VanessaE |
I said number *patterns*, not figures :) |
13:35 |
sapier |
nor do I start reading any other document lower right |
13:35 |
VanessaE |
there's a difference :P |
13:35 |
Zeno` |
I do, because that's where the bad news is |
13:35 |
VanessaE |
patterns, dude |
13:36 |
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13:36 |
sapier |
numpad style would only be usefull if there was a connection but imho numpad numbering is quite counter intuitive |
13:36 |
VanessaE |
sapier: tell that to ...everyone else :P |
13:37 |
VanessaE |
sorry, the computer industry says you're wrong. |
13:37 |
VanessaE |
the phone industry says the computer industry is wrong too though |
13:37 |
VanessaE |
but these are the same guys who couldn't even figure out to put "ABC" on the "1" key. |
13:37 |
VanessaE |
or that "Q" and "Z" exist. |
13:38 |
VanessaE |
sorry, I choose a computer keyboard for a computer game any day. |
13:38 |
VanessaE |
:) |
13:38 |
sapier |
no only calculator industry does say this ;-P |
13:38 |
sapier |
locations on keyboards are for ergonomic reasons, I don't see any ergonomy benefit on doing that strange numbering on screen ;-) |
13:39 |
VanessaE |
hand-eye coordination :) |
13:39 |
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13:39 |
VanessaE |
maybe some day the inventory slots will be associated directly with keypad keys? |
13:39 |
sapier |
show me how you place your icons in inventory by numpad |
13:40 |
sapier |
quite unlikely as there's no rule to have exactly 9 inventory slots ;-) |
13:40 |
VanessaE |
yeah but I thought the idea of a workbench with more than 9 slots was shot down? ;) |
13:40 |
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13:40 |
VanessaE |
inb4 I have to tell proller to shut up ;) |
13:40 |
sapier |
not adding it to main game doesn't tell we don't support it |
13:41 |
VanessaE |
I was kidding :P |
13:41 |
VanessaE |
anyways, it just makes sense imho |
13:41 |
sapier |
yet I see we need more opinions on this as it seems to be quite subjective what feels right and wrong |
13:41 |
VanessaE |
the user has a keyboard in front of them, they can use it as a visual reference.. "where was slot 8? OH, top center" |
13:42 |
VanessaE |
they don't have that reference with the phone-style layout. |
13:42 |
sapier |
sorry vanessae but typical user does use numpad as often as parallel printer port ;-) |
13:42 |
VanessaE |
um |
13:42 |
VanessaE |
where do you live that the user has a keypadless keyboard? |
13:42 |
sapier |
everyone has one, most ppl could live without and wouldn't even notice ;-) |
13:42 |
VanessaE |
even laptops have an embedded numpad |
13:43 |
VanessaE |
(via the "Fn" key or similar) |
13:43 |
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13:43 |
sapier |
yes so no keys and noone misses them ;-) |
13:43 |
VanessaE |
grrrr |
13:43 |
VanessaE |
now you're just fucking with me :) |
13:44 |
sapier |
come on ther could be children reading this ... or your husband ;-P |
13:44 |
Zeno` |
actually, my laptop has a full kybd (including num pad) heh |
13:44 |
kahrl |
wait, why do we need this? I don't understand why talking about the "bottom-right slot" is a problem |
13:44 |
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13:44 |
sapier |
we don't need this we're just discussing how it should be if we'd implement it |
13:45 |
VanessaE |
personally I don't need it either - I use "top center", "bottom left" and so on, but I can see the argument for it and indeed it needs to be hammered out |
13:46 |
VanessaE |
sapier: maybe we could just go in a spiral then ;) |
13:46 |
VanessaE |
1 2 3 |
13:46 |
VanessaE |
8 9 4 |
13:46 |
VanessaE |
7 6 5 |
13:46 |
Zeno` |
:-o |
13:47 |
sapier |
or intermitting |
13:47 |
sapier |
1 9 2 |
13:47 |
sapier |
8 3 7 |
13:47 |
sapier |
4 6 5 |
13:49 |
kahrl |
or corners: the elements (fire, air, water, earth); sides: properties of every pair of elements (hot, wet, cold, dry); the center: "life" |
13:49 |
kahrl |
"put a stick in the fire slot" |
13:49 |
PenguinDad |
lol |
13:49 |
sapier |
would be |
13:49 |
sapier |
1 16 2 15 |
13:49 |
sapier |
3 14 4 13 |
13:49 |
sapier |
5 12 6 11 |
13:49 |
sapier |
7 10 8 9 |
13:50 |
VanessaE |
kahrl: what about the other four slots? |
13:50 |
sapier |
kahrl: doesn't work for bigger slots |
13:50 |
VanessaE |
would the one between fire and earth make mud then? ;) |
13:50 |
kahrl |
VanessaE: that one would be "dry" |
13:50 |
VanessaE |
er not fire and earth |
13:50 |
VanessaE |
I meant water and earth :P |
13:50 |
kahrl |
http://en.wikipedia.org/wiki/Classical_element#mediaviewer/File:Four_elements_representation.svg |
13:50 |
sapier |
and next semi dry |
13:51 |
VanessaE |
fire + water = steam ;) |
13:51 |
kahrl |
for a 4x4 grid add more elements: light, darkness, lightning, heart |
13:51 |
kahrl |
:P |
13:52 |
VanessaE |
kahrl: you can't add heart. Captain Planet already established that one as the 5th element. |
13:52 |
sapier |
well guess we should drop that feature ;-P |
13:52 |
VanessaE |
of course The Fifth Element (movie) says that's love :P |
13:53 |
VanessaE |
any second now c55 is gonna show up and lambaste us for discussing everything non-core-related here. |
14:13 |
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14:31 |
VanessaE |
sapier: |
14:32 |
VanessaE |
[08-22 10:32] <GrandChaos9000MTZB> the plasma tv doesn't even fit the texture |
14:32 |
VanessaE |
[08-22 10:32] <GrandChaos9000MTZB> http://i.imgur.com/Mde0GUK.png |
14:32 |
VanessaE |
but that texture fits just fine in PC clients of course. |
14:32 |
sfan5 |
VanessaE: the mobile upscales it to 2^n potency size |
14:32 |
VanessaE |
I know. that's one of my photographs of Historic US Route 66 that is being displayed on the plasma screen. |
14:33 |
VanessaE |
sfan5: then it's breaking because they're animated |
14:33 |
VanessaE |
because they're 16px wide on each node |
14:33 |
sfan5 |
hm |
14:33 |
VanessaE |
I'm looking at the files now :) |
14:33 |
VanessaE |
16 x 160 px, 10 frame animation |
14:34 |
VanessaE |
(used to produce a slide show) |
14:34 |
sfan5 |
can you do 160 with 2^n? |
14:34 |
sapier |
sorry but I can't fix the lack of non npot2 support on some devices so in case this is really reason for it I don't see a way to fix it |
14:34 |
VanessaE |
sapier: but it's an *animation* |
14:35 |
VanessaE |
the individual frames are pow2 textures |
14:35 |
sfan5 |
VanessaE: IIRC the animations work like the texture atlas |
14:35 |
VanessaE |
then it's clearly being done wrong |
14:35 |
sfan5 |
no |
14:35 |
sfan5 |
thats the most efficent way to do animations |
14:35 |
VanessaE |
you can't pad to pow2 at load time, you'll break every animation in existence. |
14:36 |
VanessaE |
unless the animation is exactly pow2 # of frames also |
14:36 |
sapier |
if I don't you're not gonna se any of those textures at all |
14:36 |
VanessaE |
sapier: then pad at display time? |
14:36 |
sapier |
I can#t |
14:36 |
sfan5 |
VanessaE: you can't pad if you use that method |
14:36 |
VanessaE |
or split the animation apart, pad, then put it back together. |
14:36 |
sfan5 |
that won't work |
14:36 |
VanessaE |
why not? |
14:36 |
sfan5 |
16x is npot2 |
14:36 |
VanessaE |
suddenly you can't cut images apart? |
14:37 |
VanessaE |
um, 16x16 pixels is a power of 2. |
14:37 |
sapier |
it might work but at least on first glance it's a lot of work usefull for a couple of devices only |
14:37 |
sfan5 |
10 frames of 16x are 16x160 which isn't npot2 |
14:37 |
* VanessaE |
grumbles |
14:38 |
VanessaE |
sfan5: obviously. so pad the LENGTH of the animation? |
14:38 |
VanessaE |
and just don't use the extra "frames"? |
14:38 |
sapier |
it's basicaly rewriting whole animation code |
14:38 |
sfan5 |
hmmm |
14:38 |
sfan5 |
VanessaE's approach will probably work |
14:38 |
sfan5 |
and is not a rewrite of the whole code |
14:39 |
sapier |
well feel free to do because I don't even know exactly where to start right now ;-) |
14:39 |
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14:39 |
VanessaE |
pad to 16x256 px, logically cut it at 160px when animating it, since you already knew the resolution when you loaded the file. done. |
14:39 |
sapier |
assuming you know original size at time of doing animation |
14:40 |
VanessaE |
you knew it when you loaded the file |
14:40 |
VanessaE |
come on, you already depend on libpng |
14:40 |
VanessaE |
it can tell you the file's resolution |
14:40 |
sapier |
that's completely different location in code |
14:40 |
VanessaE |
this isn't rocket science :P |
14:40 |
VanessaE |
hell, you don't even need THAT much |
14:41 |
VanessaE |
there's code in signs_lib that extracts the image resolution from a texture file. |
14:41 |
sapier |
no it ain't it's just not thought to be done therefore I expect to see major code consistency issues there ;-) |
14:41 |
VanessaE |
(as in, in Lua. without an external lib) |
14:41 |
VanessaE |
ok good :) |
14:41 |
sfan5 |
VanessaE: we don't depend on libpng, irrlicht does |
14:41 |
sapier |
yet I'll not do it anytime soone because it's a quite rare case |
14:41 |
sfan5 |
>animations |
14:42 |
sfan5 |
>rare case |
14:42 |
sfan5 |
yes |
14:42 |
sapier |
we've got way more anoying issues out there ... animations + android device without npot2 support |
14:42 |
sfan5 |
let's drop android support |
14:42 |
sapier |
non npot2 support ... who the hell did invent that name |
14:43 |
sfan5 |
khronos |
14:44 |
sapier |
VanessaE: I suggest writing an issue for this so it doesn't get lost but as I said I don't consider it to be a priority topic |
14:44 |
VanessaE |
actually sapier it's not that rare of a case |
14:44 |
VanessaE |
but I won't go so far as to say it's common either |
14:45 |
VanessaE |
perhaps 20% of the cross section of devices and game/server content will run into this issue at most, I would guess |
14:45 |
sapier |
I agree it is something to be fixed within reasonable time but it'd be no desaster if it was 0.4.12 instead of 0.4.10 |
14:45 |
sapier |
0.4.11 |
14:46 |
VanessaE |
oh sure, this isn't a "fix it NOW!" sorta thing |
14:46 |
sapier |
all speaking of my opinion ;-) if someone feels like having to fix it before I'm quite sure noone will prevent that fix from beeing merged. |
14:47 |
Calinou |
https://github.com/minetest/minetest_game/pull/305 |
14:47 |
Calinou |
this is broken |
14:47 |
Calinou |
how do you completely delete a commit? |
14:47 |
Calinou |
to commit the new thing in a branch |
14:47 |
Calinou |
to make separate pull requests |
14:48 |
sfan5 |
git reset HEAD~<n> --hard |
14:48 |
sfan5 |
git push --force origin <branch> |
14:49 |
Calinou |
thanks! |
14:49 |
sapier |
but never ever do a --force to minetest master repository (I don't talk about the exceptions on purpose) |
14:50 |
sfan5 |
"(I don't talk about the exceptions on purpose)" |
14:50 |
sfan5 |
that doesn't make any sense |
14:50 |
sfan5 |
you just talked about the exception |
14:50 |
VanessaE |
first rule of fight club? |
14:50 |
sapier |
hehe ... well if I didn't add that addition I would've gotten som "but ... " response ;-) |
14:51 |
sfan5 |
you get one anyway: |
14:51 |
sfan5 |
but Calinou does not have push rights, |
14:51 |
sfan5 |
S/,/./ |
14:52 |
sapier |
still "--force" on minetest master is evil, if you do evil things you have the hell be sure you're right ;-) |
14:54 |
Calinou |
OK, great |
14:54 |
Calinou |
I learned something new in Git ;) |
14:55 |
sapier |
Calinou: guess it's not gonna be the last thing ;-) I find out new things too after using it for 3 years now |
14:57 |
sfan5 |
sapier: https://coderwall.com/p/euwpig << more git stuff |
14:58 |
Calinou |
sapier, https://github.com/minetest/minetest_game/pull/306 |
14:58 |
Calinou |
here's PR |
14:58 |
Calinou |
sfan5, :( that site overrides selection colour |
14:58 |
sfan5 |
*sigh* |
14:59 |
Calinou |
I use “tig†as Git log viewer |
14:59 |
Calinou |
shows date, author in compact way, displays branches and detailed info |
15:06 |
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15:11 |
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15:20 |
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15:43 |
sapier |
https://github.com/minetest/minetest/pull/1574 should finally fix the chat overlaying formspecs issues |
15:46 |
VanessaE |
sapier: insert "but wait...no, this over here doesn't fit with this other obscure feature" |
15:46 |
VanessaE |
;) |
15:46 |
VanessaE |
AH! |
15:47 |
VanessaE |
you fixed it? |
15:47 |
VanessaE |
(I read that as "text overlaying text issues" e.g. the previous formspec work) |
15:52 |
sapier |
(almost) not related to any other work from before ... prior merge I'd suggest merging font engine anyway as it'd make this code more clean ... but it's not necessary |
15:53 |
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15:54 |
VanessaE |
there was so much mishegas surrounding the font engine and formspec scaling that I finally got lost. where does that stand now? |
16:00 |
VanessaE |
sapier: that chat patch seems to work |
16:06 |
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16:23 |
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16:40 |
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16:47 |
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16:53 |
sapier |
can someone check https://github.com/minetest/minetest/pull/1475 please? VanessaE is running it for almost 2 weeks now. It's gonna be a major improvement in felt lag |
16:54 |
VanessaE |
sapier: I'd say that one's good to merge. |
16:54 |
VanessaE |
meanwhile, will SOMEONE please fix "error in error handling"? :) |
16:55 |
VanessaE |
that's like "meanwhile, we got a 404 while trying to show you the 404 page" |
16:56 |
sapier |
ok someone := ShadowNinja or kahrl or hmmmm or BlockMen or RealBadAngel or nore or someone I forgot ... not orderd by anything except pure chance |
17:00 |
sapier |
VanessaE: I didn't mention you because I'd prefere someone to read the code because some sorts of bugs are easier to discover this way |
17:01 |
VanessaE |
no worries |
17:01 |
VanessaE |
I can read C++ somewhat, but understanding Minetest's internals? pfft. I may as well try to read the man page for tar. :) |
17:07 |
sapier |
actually the basic version of tar file format is quite simple ... did implement it once ;-) |
17:09 |
Krock |
sapier, looks okay when looking at the codes |
17:12 |
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17:13 |
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17:36 |
Calinou |
man gcc, VanessaE |
17:36 |
Calinou |
longest man page ever |
17:36 |
Calinou |
http://paste.ubuntu.com/8115929/ |
17:36 |
Calinou |
heh |
17:36 |
Calinou |
in man tar |
17:38 |
sfan5 |
-> #minetest |
17:41 |
sapier |
sfan5: are you sure you're gonna be able to fix all those bugs you flagged 0.4.11? |
17:42 |
sfan5 |
did I say I plan to fix them? |
17:42 |
sapier |
RealBadAngel: might this be fixed with your changes https://github.com/minetest/minetest/issues/125 ? |
17:42 |
sfan5 |
I added them to the milestone because they should ideally be fixed for 0.4.11 |
17:43 |
sapier |
Well as you flagged them to be done for 0.4.11 I assumed you did volonteer? ;-) |
17:43 |
sfan5 |
umm.. no |
17:44 |
sapier |
well imho flagging (less important) bugs for next release is a little bit useless work as we're gonna have to reflag them quite often till someone will implement it |
17:54 |
rubenwardy |
#1576 |
17:56 |
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17:56 |
sapier |
levelled? really? |
17:59 |
rubenwardy |
oops, en_gb. |
18:00 |
sapier |
well I don't know if we use en_gb or en_us |
18:01 |
VanessaE |
looks like en_us. color, neighbor, etc. |
18:01 |
rubenwardy |
fixed |
18:02 |
sapier |
ok merging |
18:03 |
VanessaE |
check also for to/too. |
18:03 |
sapier |
not merging? |
18:03 |
rubenwardy |
true |
18:03 |
rubenwardy |
I wil |
18:03 |
rubenwardy |
l |
18:03 |
sapier |
ok in this case I'm gonna wait |
18:03 |
kahrl |
is gameplay really written as game play? |
18:03 |
VanessaE |
that username-too-long patch had a typo that I didn't get a chance to mention |
18:03 |
VanessaE |
kahrl: no |
18:03 |
kahrl |
thought so |
18:04 |
sapier |
VanessaE: what typo? |
18:04 |
VanessaE |
it's gameplay even if spell checkers reject that word |
18:04 |
VanessaE |
sapier, "name to long" instead of "too" |
18:04 |
VanessaE |
unless the name is going to long beach or long island or some other "long" destination ;) |
18:04 |
sapier |
ok fixing it |
18:07 |
sapier |
kahrl: can you check https://github.com/minetest/minetest/pull/1475 I'd like to get rid of it |
18:08 |
kahrl |
sapier: I'll try |
18:08 |
sapier |
thanks, VanessaE tested it for some time, but some errors are more obvious on reading then testing |
18:10 |
rubenwardy |
fixed "game play" there are no "to/too" misuses. |
18:10 |
sapier |
so ready to merge? |
18:11 |
rubenwardy |
Found a too misuse in readme.androis |
18:12 |
VanessaE |
not ready to merge ;) |
18:12 |
rubenwardy |
all good now |
18:13 |
sapier |
guess I'm gonna wait another 5-10 minutes ;-) |
18:15 |
sapier |
RealBadAngel: can you merge https://github.com/minetest/minetest/pull/1545? You're the only one who can have a final look at it. |
18:17 |
Miner_48er |
sapier is there a way to enable debug on a tablet? |
18:17 |
rubenwardy |
How easy would it by to change this to threshold, without breaking support? https://github.com/minetest/minetest/blob/70074800a207974a0c1383275186cefe6955f297/src/script/lua_api/l_mapgen.cpp#L485 |
18:17 |
sapier |
what exactly do you mean with "debug"? |
18:18 |
Miner_48er |
F5 |
18:18 |
sapier |
rubenwardy: you'd have to handle both |
18:18 |
sapier |
Miner_48er: no there ain't a way to enable F5 information |
18:19 |
sapier |
it's planed to be added by special menu in a later version ... but that's not even started |
18:20 |
Miner_48er |
ok could it be added as a check box in settings? |
18:21 |
kahrl |
sapier: https://github.com/sapier/minetest/commit/68c8ca26165be6bcd60775fcbdb17369223e6357#diff-a2a82fe964a7b85f20cd5239d386184aR2360 |
18:21 |
kahrl |
how can the current time be less than the absolute send time? overflow? |
18:21 |
sapier |
Miner_48er: no we'd need to add a lua api to enable first |
18:22 |
Miner_48er |
so the only way to enable it now is to add enable_debug = true to conf? |
18:23 |
sapier |
that's what I intended to prevent there kahrl yes ... it's quite unlikely true but would most likely cause a major time difference |
18:23 |
kahrl |
sapier: ah. perhaps add a comment there saying this |
18:23 |
rubenwardy |
Settings are still used by the client, right? |
18:23 |
sapier |
ok |
18:24 |
kahrl |
that commit seems good otherwise (I don't know a lot about the inner workings of connection.cpp, though) |
18:25 |
sapier |
I tried to improve the rtt algorithm the old one was very very very simplistic |
18:25 |
sapier |
the now one is only simplistic ;-) |
18:27 |
kahrl |
https://github.com/sapier/minetest/commit/65b7711daa551486618370d3d79f0eeb386beb8d#diff-27330fe8b12f281b2b6d288458912306R55 |
18:27 |
kahrl |
I would probably rename that function to ResendBlockIfOnWire or something like that |
18:28 |
kahrl |
otherwise it's not clear how this is different to SetBlockNotSent |
18:30 |
kahrl |
also it makes the intention of code that calls this function more clear |
18:31 |
sapier |
really? does server need to know what client instance does in case of a block beeing modified? |
18:32 |
sapier |
someone could decide to handle this case different later for example |
18:32 |
kahrl |
well if I saw that function name I'd assume it would unconditionally cause this block to be sent as soon as possible |
18:32 |
kahrl |
but it turns out that the function does nothing if the block hadn't already been sent and is on the wire right now |
18:32 |
sapier |
hmm |
18:33 |
sapier |
that's not correct |
18:33 |
sapier |
if the block is on wire it is requeued |
18:34 |
sapier |
because in this situation we're about to tell client a wrong state right at that very moment |
18:34 |
kahrl |
oh sorry, my last sentence had a horrible structure :P |
18:34 |
sapier |
no problem my sentences often are even worse ;) |
18:35 |
kahrl |
I meant: if the block isn't on the wire right now, i.e. hadn't been sent at all so far or has been acknowledged, then the function does nothing |
18:35 |
sapier |
ahh :-) ok so we're talking about same thing ;) |
18:36 |
sapier |
yes because RemoteClient knows about not beeing necessary to tell. If there wasn't client side prediction we'd need to send |
18:36 |
sapier |
Yet if it's that name alone I'm just gonna change it |
18:37 |
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18:37 |
sapier |
CheckBlockSendRequired ? |
18:38 |
kahrl |
NotifyBlockModified doesn't really imply the modification was caused by that same client with prediction |
18:39 |
sapier |
it does as it's called for the RemoteClient instance |
18:39 |
kahrl |
well functions called Check* always sound to me like they don't modify state |
18:39 |
sapier |
hmm |
18:40 |
sapier |
I'm trying to avoid writing "ifonwire" to function name ;) |
18:40 |
kahrl |
I got that ;) |
18:41 |
kahrl |
I think it wouldn't hurt in this case though |
18:42 |
sapier |
for this very special case yes but there are a lot of discussions about improved prediction handling ... chances it's gonna be wrong aren't that small ... |
18:44 |
kahrl |
anyone else have opinions on this? or ideas? |
18:45 |
sapier |
BlockSendConditional? |
18:45 |
sapier |
quite non telling ... |
18:48 |
sapier |
well as noone has better suggestions and I don't care enough about names to spend more time to this I'm just gonna use your name ... and gonna blame you about the ugly name in case it's gonna be wrong soon ;-) |
18:48 |
kahrl |
lol |
18:51 |
kahrl |
ok, this commit seems good otherwise too |
18:54 |
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18:57 |
sapier |
ok changed |
18:57 |
sapier |
I'm gona wait for travis build to succeed and merge it then |
19:06 |
kahrl |
#1573 - is there a way to make this more language independent? (i.e. get this string into weblate) |
19:13 |
sapier |
merging https://github.com/minetest/minetest/pull/1475 now |
19:15 |
sapier |
next this one as it's already reviewed https://github.com/minetest/minetest/pull/1572 |
19:17 |
kahrl |
the commit message still has "lenght" </pedantic> |
19:18 |
sapier |
fixed :-) |
19:19 |
sapier |
74 open pulls ... do we get below 70 today? ;-) |
19:20 |
kahrl |
should be easily doable if we work in GMT :) |
19:21 |
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19:22 |
sapier |
are you sure? isn't it 22:30 gmt? |
19:23 |
kahrl |
19:22 |
19:23 |
sapier |
oh :-) |
19:23 |
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19:24 |
PenguinDad |
kahrl: UTC [/pedantic] :P |
19:24 |
sapier |
https://github.com/minetest/minetest/pull/1575 what about this one, msvc is picky about passing this pointer in constructor |
19:25 |
sapier |
actually in initializer list not constructor |
19:25 |
kahrl |
PenguinDad: I prefer astronomy over particle physics ;) |
19:27 |
kahrl |
sapier: that doesn't really make sense |
19:27 |
kahrl |
why would it complain about one but not the other |
19:27 |
sapier |
it does make sense |
19:27 |
sapier |
while initializer list is run you can't be sure all members are initialized correct |
19:28 |
kahrl |
oh, I thought the idea behind the warning is that "this" is not the correct fully subclasses type |
19:28 |
kahrl |
subclassed* |
19:28 |
sapier |
no it's because of missing member initialization, had to look it up too |
19:28 |
sapier |
in our case it's not an error, but it's quite easy to become an error |
19:29 |
kahrl |
I don't really like making the code more verbose just to shut up some compilers |
19:29 |
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19:30 |
kahrl |
but if you say it could become problematic then it's okay |
19:30 |
kahrl |
if it's tested, merge it |
19:31 |
kahrl |
at a glance, the commit seems good |
19:41 |
sapier |
a possible error scenario is someone dereferenciating that this pointer within constructor, we don't do this but having a pointer you can't really use is easy to forget |
19:47 |
VanessaE |
error_message = wgettext("Player name to long."); |
19:47 |
VanessaE |
FAIL |
19:47 |
VanessaE |
too, not to. |
19:47 |
sapier |
fixed wrong text? |
19:48 |
VanessaE |
this should read "Player name too long" |
19:48 |
VanessaE |
also line 1462. |
19:57 |
sapier |
https://github.com/minetest/minetest/pull/1189 that one seems to be good to merge too, if noone disagrees I'm gonna merge it in a few minutes |
20:01 |
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20:07 |
sapier |
funny you can ban yourself |
20:11 |
VanessaE |
heh |
20:12 |
sapier |
hmm 3 more pulls to get below 70 ... that's gonna be hard |
20:13 |
kahrl |
what about #1569? |
20:15 |
sapier |
not sure, I don't care about the times but this is that type of pull causing a lot of discussion |
20:16 |
kahrl |
eh |
20:16 |
kahrl |
let them discuss |
20:17 |
kahrl |
but 10 seconds really is too long |
20:17 |
sapier |
true |
20:17 |
sapier |
ok lets merge it |
20:18 |
sapier |
can you add a comment ? ;-) |
20:18 |
kahrl |
to the code or the PR? |
20:18 |
sapier |
to pr |
20:18 |
kahrl |
sure |
20:19 |
kahrl |
should I merge it? |
20:19 |
sapier |
what about https://github.com/minetest/minetest/pull/1483 just tried doesn't seem to have obvious sideeffects |
20:20 |
sapier |
I only have to press enter to merge ;-) |
20:20 |
sapier |
talking about red screen |
20:20 |
sapier |
if you merge it I have to comment ;-) |
20:22 |
kahrl |
merge it then :) |
20:22 |
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20:22 |
VanessaE |
eh... |
20:22 |
sapier |
don't stop our merging spree VanessaE ;-P |
20:22 |
VanessaE |
ok ok |
20:22 |
VanessaE |
merge it |
20:22 |
VanessaE |
I guess I can always uncap it in .conf ;) |
20:23 |
sapier |
well of course if you have serious concerns about some feature |
20:23 |
VanessaE |
naw go ahead, seems fine to me |
20:23 |
VanessaE |
I was only giving you a hard time ;) |
20:23 |
sapier |
https://github.com/minetest/minetest/pull/1483 this one? |
20:24 |
VanessaE |
yeah |
20:24 |
sfan5 |
while everyone is at it: can we merge https://github.com/minetest/minetest/pull/1523 ? |
20:25 |
sapier |
is it tested? |
20:25 |
sfan5 |
do you expect me not to test a texture modifer? |
20:25 |
VanessaE |
what's it do? |
20:25 |
sfan5 |
yes ofc |
20:25 |
sapier |
how much additional memory usage will this cause? ;-) |
20:25 |
sfan5 |
if you don't use only the amount of code gcc created |
20:25 |
sfan5 |
creates* |
20:25 |
sfan5 |
VanessaE: https://github.com/minetest/minetest/pull/1523/files#diff-1305560bd8befb32862f0feeefabd02eR261 |
20:26 |
VanessaE |
sfan5: already reading that now |
20:26 |
VanessaE |
I thought we already had that feature? |
20:26 |
sfan5 |
no |
20:26 |
sfan5 |
[makealpha is different |
20:26 |
sfan5 |
this allows applying masks safely for any image |
20:26 |
VanessaE |
hm. |
20:27 |
sapier |
if it's a binary addition imho it should be called that way |
20:27 |
sfan5 |
if you only want a cut-out of cobble you needed to rely on the cobble texture not containing the color you used for the mask |
20:27 |
VanessaE |
ok. |
20:27 |
sfan5 |
what? |
20:27 |
sfan5 |
it's AND not addition |
20:27 |
sfan5 |
you can't apply a mask using addition |
20:27 |
sapier |
sorry then I understand even less what is this supposed to do? |
20:28 |
sfan5 |
example 1: take wood texture, remove the left side of it |
20:28 |
sfan5 |
example 2: take cobble texture, remove green channel |
20:28 |
kahrl |
sfan5: what happens if baseimg and the mask don't have the same dimensions |
20:29 |
sfan5 |
hm |
20:29 |
sapier |
and why don't you make irrlicht do the masking? there are functions to do this |
20:29 |
sfan5 |
there are? |
20:30 |
sapier |
I'm not exactly sure but I remember seeing functions that could be used while implementing line by line stereo mode |
20:31 |
sapier |
In the end I didn't use them because A 1 dim loop was slightly faster ... yet you do a two dim loop there |
20:31 |
sfan5 |
kahrl: depends on setPixel and getPixel |
20:31 |
sfan5 |
if they are no-op when out of range nothing happens |
20:32 |
kahrl |
the docs just say "Returns a pixel." / "Sets a pixel." |
20:32 |
kahrl |
so I wouldn't rely on it |
20:32 |
sapier |
if I remember correct stencil buffer is the right keyword to have a look at |
20:32 |
sfan5 |
sapier: I didn't know we supported people running Minetest on 300MHz pentium IIIs |
20:33 |
sfan5 |
(come on, this is 2014, we don't need to optimize two loops into one) |
20:33 |
sapier |
we don't but we support 1ght arm ;-P |
20:33 |
sfan5 |
kahrl: [combine relies on it too, that should be fixed then |
20:33 |
kahrl |
sfan5: yeah |
20:34 |
sfan5 |
if you want me to use one for loop instead of two please provide benchmark that show significant improvement |
20:34 |
sfan5 |
+a |
20:34 |
sfan5 |
+s |
20:34 |
sapier |
you can't there as you need both dimensions for line by line 3d mode I didn't |
20:34 |
sapier |
that's why the loop was faster |
20:34 |
kahrl |
well the implementations of getPixel/setPixel perform range checks |
20:34 |
kahrl |
but I don't know if that might change |
20:35 |
sfan5 |
sapier: 1) what does line by line 3D have to do with this? 2) I can still use a single for loop |
20:36 |
sfan5 |
hm |
20:36 |
sfan5 |
might be tricky with {get,set}Pixel |
20:36 |
sfan5 |
so two for loops is the only option |
20:36 |
sapier |
I just wanted to give you a hint where I did use it ;-) |
20:37 |
kahrl |
I guess if they remove a range check in a function like this there'll be some kind of notice |
20:37 |
kahrl |
so it's fine |
20:37 |
sfan5 |
does that mean I can merge it? |
20:38 |
kahrl |
if sapier isn't against it |
20:39 |
sapier |
I'd still prefere a more sophisticated way of doing this to doing a silly 2d loop ... still I'll not block it ... but if someone complains about performance for this I'll just tell "talk to sfan5" ;-) |
20:40 |
sfan5 |
I don't think someone will complain about the performance of a function that is used rarely |
20:40 |
sfan5 |
and please tell me how to implement it in 1 for loop |
20:40 |
sfan5 |
merging now btw |
20:41 |
sapier |
I already told you have a look at stencil buffer |
20:42 |
sapier |
I'll not gonna do the work for everyone beeing to lazy to check for hints that may help |
20:42 |
sfan5 |
how does the stencil buffer help me with this? |
20:42 |
sapier |
because a stencil buffer is exactly what you call mask |
20:42 |
sapier |
just a two bit image used to cut something |
20:43 |
sfan5 |
it's not two bit |
20:43 |
sfan5 |
A8R8G8B8 |
20:43 |
sapier |
you can save 2 bits in A8R8G8B8 too |
20:43 |
sfan5 |
ofc you can |
20:44 |
sfan5 |
but I designed [mask to be able to utilize all bits |
20:44 |
sapier |
and what's the difference to combine or alpha in this case? |
20:45 |
sapier |
sorry you should at least improve doc drastically so others can use that feature too |
20:45 |
sfan5 |
what should I write in the doc? |
20:45 |
sfan5 |
the difference.. |
20:46 |
sfan5 |
diff. to [combine: everything, diff. to [makealpha: |
20:46 |
sapier |
what does it do? a binary and can be done on bits only |
20:46 |
sapier |
or do you remove every color part not beeing part of mask? |
20:46 |
sfan5 |
<sfan5> this allows applying masks safely for any image |
20:46 |
sfan5 |
<sfan5> if you only want a cut-out of cobble you needed to rely on the cobble texture not containing the color you used for the mask |
20:46 |
sfan5 |
what do you think a binary AND does? |
20:46 |
sapier |
depends on what you do |
20:47 |
sfan5 |
"dst_c.color &= mask_c.color;" |
20:47 |
RealBadAngel |
sapier, https://github.com/minetest/minetest/pull/1545 going to check how it works and then will merge it. it looks fine for me but checking doesnt hurt |
20:47 |
sfan5 |
everything else wouldn't make sense |
20:47 |
sapier |
so if I use a fully red map only red parts of color will remain? |
20:48 |
sfan5 |
exactly |
20:48 |
sapier |
ok that's not what I'd have understood by mask |
20:48 |
sapier |
I'd have interpreted it as cut a shape |
20:49 |
sfan5 |
it can be used for that purpose |
20:49 |
RealBadAngel |
btw, guys, what do you think about highlighting selected node instead of selection boxes? it looks pretty neat in darkrose's fork |
20:49 |
sapier |
yes but quite inefficient |
20:50 |
sfan5 |
hows that inefficent? |
20:50 |
sfan5 |
a setting could be added |
20:50 |
sapier |
gull color comparison to optimized gpu functions ;-) |
20:51 |
sapier |
but for the color thingy there ain't gpu functions I know so it's most likely fine ... despite the docs ;-) |
20:53 |
kahrl |
guys, what should we do with all those translation pull requests |
20:54 |
sapier |
good question kahrl |
20:54 |
sapier |
weblate is still offline isn't it? |
20:54 |
sfan5 |
if someone tells me how to easily set up weblate I'll host it |
20:54 |
kahrl |
yes |
20:59 |
kahrl |
weblate also provides hosting |
20:59 |
kahrl |
http://weblate.org/en/hosting/ |
21:03 |
kahrl |
ugh, but so slow (thank you jquery?) |
21:06 |
kahrl |
could we use a weblate alternative that is not bloated with javascript crap? |
21:06 |
sfan5 |
does one exist? |
21:06 |
kahrl |
dunno |
21:06 |
kahrl |
that's why I asked |
21:08 |
sfan5 |
how about this? http://pootle.translatehouse.org/index.html |
21:10 |
kahrl |
well according to the weblate creator pootle isn't that nicely integrated with git |
21:10 |
kahrl |
http://blog.cihar.com/archives/2012/02/28/looking-pootle-alternative/ |
21:12 |
sfan5 |
soo.. what do we use then? |
21:18 |
kahrl |
ah, it works fine if I block javascript |
21:18 |
kahrl |
so weblate is okay |
21:19 |
kahrl |
(why do web developers insist on bloating their website with tons of javascript when the same website works fine without it?) |
21:19 |
kahrl |
ok, rant over |
21:25 |
kahrl |
should I contact them to request hosting? |
21:29 |
sapier |
https://github.com/minetest/minetest/pull/1495 should fix the possible out of bounds access |
21:29 |
sapier |
ahh |
21:30 |
sapier |
now |
21:30 |
kahrl |
http://i.imgur.com/uw80F1e.png |
21:32 |
kahrl |
sapier: seems good to me now |
21:32 |
kahrl |
sapier: oh, the field is called dd_video_mode, should be dd_video_driver |
21:33 |
sapier |
ok |
21:33 |
kahrl |
and video_mode_string of course should be video_driver_string, etc |
21:33 |
sapier |
settings tab is supposed to be rewritten soon but I'll fix it anyway |
21:33 |
kahrl |
of course there's the usability question: |
21:34 |
kahrl |
what if someone selects a driver that causes minetest to crash on startup, and doesn't know how to edit minetest.conf? |
21:34 |
sapier |
delete and reinstall |
21:34 |
kahrl |
I guess, yeah |
21:36 |
kahrl |
oh duh, yeah MYMIN is better than MYMAX ;) |
21:36 |
sapier |
well that the crazy thing if you hav in mind "maximum that value" |
21:37 |
kahrl |
yeah right? |
21:37 |
sapier |
... but not more ... |
21:46 |
sapier |
hmmm I guess tooltips need some bugfixing too |
21:46 |
sapier |
for dropdowns you have to point exactly at the black frame around them to see a tooltip :) |
21:48 |
kahrl |
heh |
21:52 |
sapier |
RealBadAngel: didn't you want to push the l-systems fix? |
21:53 |
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21:58 |
sapier |
any reason not to merge https://github.com/minetest/minetest/pull/1495 ? |
22:00 |
VanessaE |
good idea |
22:00 |
VanessaE |
so long as it doesn't break the menu itself |
22:00 |
VanessaE |
e.g. if a bad driver setting doesn't suddenly make the menu useless |
22:00 |
sapier |
well if you set to "Null" menu will be broken |
22:00 |
VanessaE |
per......haps "null" shouldn't be among the options then ;) |
22:00 |
sapier |
it's been an example |
22:01 |
sapier |
if a driver is broken minetest will just crash on startup |
22:01 |
sapier |
for me this happens on "software" |
22:01 |
sapier |
burningsvideo wotks |
22:01 |
sapier |
works |
22:03 |
VanessaE |
hm |
22:03 |
VanessaE |
well if the client crashes before it can return to the menu, I suppose the setting won't be saved. |
22:03 |
sapier |
no it's gonna be saved |
22:03 |
sapier |
because setting will take effect on next restart only |
22:03 |
VanessaE |
oh ok, I didn't see that here |
22:03 |
VanessaE |
I guess that's fine then |
22:03 |
VanessaE |
no sudden surprises |
22:04 |
sapier |
actually there will be a surprise on restart ;-) |
22:04 |
VanessaE |
I wonder if a special "emergency/recovery" key might be in order, e.g. like GRUB if you hold shift, you get the boot menu |
22:04 |
VanessaE |
(have it default to opengl or something) |
22:05 |
sapier |
it does ... but we don't detect minetest crash |
22:05 |
sapier |
and e.g. for android opengl would be a problem |
22:05 |
VanessaE |
nono I mean because you know some nitwit is gonna set it to null and then wonder why it's busted. |
22:06 |
sapier |
I think Null isn't shown, but there's still a chance some driver is broken |
22:07 |
sapier |
on windows for example even opengl could be broken |
22:07 |
VanessaE |
looks to me like it would be shown. |
22:07 |
sapier |
I don't see it in list |
22:08 |
VanessaE |
no matter, it's just a thought. |
22:08 |
sapier |
running minetest |
22:08 |
VanessaE |
oh yeah I see here now |
22:08 |
VanessaE |
didn't catch the if == 0 comparison. |
22:09 |
VanessaE |
sell, seems good then |
22:09 |
VanessaE |
well* |
22:11 |
kahrl |
sapier: tested #1574, works fine |
22:13 |
sapier |
ok then I'm gonna merge 1574 first as it's way less problematic then the video_driver thingy |
22:14 |
kahrl |
I hope noone's workflow relies on seeing error messages in the chat log ;) |
22:14 |
sapier |
they're still there |
22:14 |
kahrl |
I mean in the game window |
22:15 |
sapier |
chat_log_error_buf was never used for anything |
22:15 |
kahrl |
huh? |
22:15 |
kahrl |
it was certainly used in the lines you removed |
22:15 |
sapier |
unless |
22:16 |
sapier |
hmm |
22:16 |
sapier |
ok I could've missinterpreted this |
22:16 |
sapier |
ok fixing it :-) |
22:22 |
sapier |
ok now error log should be shown again too |
22:27 |
kahrl |
sapier: yeah, works |
22:27 |
kahrl |
I think it can be merged now |
22:27 |
sapier |
ok merging |
22:28 |
sapier |
that annoying issue was there way to long ;-) |
22:28 |
kahrl |
indeed! |
22:45 |
kahrl |
I didn't make a pull request for it, but could the command for spawning multiple dummyballs be merged? |
22:45 |
kahrl |
https://gist.github.com/kahrl/e46c91e1e27188fa7cf4 |
22:46 |
kahrl |
it helps tremendously in tracking down bugs like the player deletion |
22:46 |
kahrl |
because you can simply say /dummyball 50 to fill up a mapblock with objects |
22:51 |
sapier |
ok |
22:51 |
sapier |
merge it |
22:53 |
kahrl |
done |
22:54 |
sapier |
https://github.com/minetest/minetest/graphs/contributors can someone explain to me why I don't show up there? :) |
22:57 |
kahrl |
github hates your guts |
22:57 |
kahrl |
seriously though, wtf? |
22:58 |
VanessaE |
you're in here though, https://github.com/minetest/minetest/network/members |
22:59 |
kahrl |
heh, ShadowNinja has deleted about as many lines as he added |
22:59 |
sapier |
https://github.com/sapier there's written I did 913 contributions to minetest/minetest |
22:59 |
kahrl |
and sfan5 deleted over 10 times as many lines as he added :O |
22:59 |
sapier |
well guess if I was there I'd have added 10 times as many lines as I removed ;-) |
23:00 |
sapier |
but kahrl 167 commits? doesn't really fit does it? |
23:01 |
kahrl |
hmm |
23:01 |
sapier |
>>excluding merge commits<< I always do merge commits as it's supposed to be |
23:01 |
sapier |
guess this is a list of failures ;-) |
23:02 |
sapier |
hmm |
23:02 |
kahrl |
actually git log|grep "Author: Kahrl"|wc -l prints 168, so almost right |
23:02 |
kahrl |
it didn't count the newest one yet, I guess |
23:03 |
sapier |
for me it's 249 |
23:03 |
sapier |
don't have any idea how github is counting |
23:12 |
sapier |
https://github.com/minetest/minetest/pull/1495 shall I merge it ? |
23:27 |
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23:50 |
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23:53 |
kahrl |
sapier: yeah seems good |
23:56 |
sapier |
ok merging |