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15:02 |
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15:02 |
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Topic for #minetest-dev is now 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/ |
15:06 |
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15:26 |
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15:30 |
ShadowNinja |
Zeno`: The disadvantage is that mods might do something like "if minetest.version[1] == 0 and minetest.version[2] == 4 and minetest.version[3] == 9 then <0.4.9 specific code> end" which would cause issues when it ran on a fork like freeminer. The full version string would be usefull for informational purposes though. |
15:32 |
ShadowNinja |
Eg, minetest.version_string = "0.4.9-123-gabcdef" and minetest.project_name = "Minetest" |
15:37 |
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15:40 |
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15:41 |
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15:44 |
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16:03 |
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16:19 |
ignacio |
you can just tell people not to do that |
16:19 |
ignacio |
this way, they still do it but with silly workarounds |
16:22 |
ShadowNinja |
ignacio: I've argued that before, others have insisted that users will ignore the warnings. |
16:23 |
* ShadowNinja |
rebases his get_version patch. |
16:40 |
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16:40 |
ShadowNinja |
kahrl, sfan5: Comments on https://github.com/minetest/minetest/pull/1673? |
16:41 |
ShadowNinja |
(in-game key change menu) |
16:45 |
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16:47 |
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16:56 |
ShadowNinja |
ignacio: https://github.com/minetest/minetest/pull/1689 |
16:58 |
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17:07 |
Krock |
ShadowNinja, what's the exact target of this function`? |
17:11 |
Krock |
I would prefer a "minetest.features" because it would be much easier to use. Also, it's not possible to get the features of a -dev version |
17:11 |
ShadowNinja |
Krock: Use you mean? |
17:11 |
Krock |
yeah |
17:11 |
ShadowNinja |
Krock: The version is **NOT** to be used for feature detection! |
17:11 |
ShadowNinja |
Krock: It's informational, look at the text of the issue. |
17:12 |
ShadowNinja |
It mentions /CTCP MinetestServer VERSION. |
17:12 |
ShadowNinja |
Which is currently only possible with:... |
17:13 |
Krock |
I see |
17:13 |
Krock |
Still, it does not look like a world-chaning feature |
17:14 |
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17:15 |
ShadowNinja |
Hmmm, I had a mod that looked for the minetest binary, opened it, and looked for "VER=" in it (minetest_build_info). |
17:15 |
Krock |
Okay, but for me it does not look like a much used feature (except of IRC). Many information are already on the serverlist |
17:15 |
ShadowNinja |
Not sure where it is now though. |
17:15 |
ShadowNinja |
Krock: And it doesn't have to be major. |
17:16 |
ShadowNinja |
The server list should actually use version_hash IMO. |
17:17 |
sfan5 |
why that? |
17:17 |
Krock |
it's easier to read the current format than a hash |
17:19 |
ShadowNinja |
sfan5: Becuase it's more detailed. |
17:19 |
sfan5 |
0.4.10-dev is precise enough |
17:19 |
Krock |
^ for normal users |
17:24 |
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17:25 |
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18:15 |
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18:22 |
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18:37 |
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18:38 |
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18:58 |
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19:02 |
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19:18 |
jin_xi |
ShadowNinja: i got some very basic (particle vs plane) collision affector working |
19:18 |
jin_xi |
http://paste.ubuntu.com/8435086/ |
19:19 |
Krock |
how about https://github.com/minetest/minetest/pull/1690 ? |
19:21 |
VanessaE |
jin_xi: yay! |
19:35 |
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19:51 |
Krock |
Could someone please explain me those errors? http://pastebin.com/x97PXt4h |
19:51 |
sfan5 |
1) fix your compiler 2) fix your compiler! |
19:52 |
Krock |
3) ignore _very_ helpful messages |
19:52 |
Krock |
seems like something with the chars and strings is broken |
19:53 |
sfan5 |
did you try reverting the settings const change? |
19:54 |
Krock |
the. what? |
19:54 |
Krock |
https://github.com/minetest/minetest/commit/cd64a92a8cde573404e8af9e220d4e1c6ce6453e ? |
19:55 |
sfan5 |
yes |
19:56 |
Krock |
I'll try |
20:02 |
Krock |
"fatal: Your index file is unmerged" >.< |
20:04 |
Krock |
meh. Have to revert all the commits |
20:29 |
Krock |
ehm. wrong channel |
20:40 |
* Krock |
slaps ShadowNinja with #1691 |
20:42 |
Calinou |
git push --force |
20:42 |
Calinou |
(don't do that on public repositories) |
20:46 |
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20:59 |
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21:14 |
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21:21 |
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21:23 |
Megaf |
Hi all, is the second time that I get this crash |
21:23 |
Megaf |
*** glibc detected *** ./minetestserver: malloc(): smallbin double linked list corrupted: 0xa0ee3828 *** |
21:23 |
Megaf |
Aborted |
21:25 |
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21:27 |
Megaf |
and again we have theses meaningless error messages |
21:28 |
VanessaE |
blame the folks who work on glibc then |
21:28 |
VanessaE |
they're the ones who came up with that error message, not Minetest |
21:28 |
VanessaE |
it's still a Minetest bug, obviously |
21:46 |
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21:54 |
Calinou |
error messages can't always be meaningful |
21:55 |
Calinou |
“segmenation fault†isn't meaningful to the beginner |
22:15 |
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22:30 |
kaeza |
diemartin> what is the general opinion in splitting `minetest.conf` into sections? This would a) enable the user to quickly know which settings are used by server/client/both, and b) I think it would lead to faster lookup in most cases |
22:30 |
kaeza |
. of course, for backwards compat, settings in the "root" section would be used if the setting doesn't exist in the wanted section |
22:31 |
kaeza |
sorry for repeating, but there are no logs from yesterday/early today |
22:31 |
Megaf |
minetest.conf? No need to split it! |
22:31 |
Megaf |
Just dont split it! |
22:34 |
RealBadAngel |
veto for splitting idea |
22:34 |
VanessaE |
veto for splitting, but vote in favor of having a different default filename for the server if one is found, e.g. minetest-server.conf or so |
22:35 |
VanessaE |
if not found, get everything from minetest.conf as usual. |
22:35 |
VanessaE |
I've had to field a few support requests from users setting up servers where stuff didn't work exactly right because they had client-side settings in a server config. |
22:36 |
RealBadAngel |
what we do really need is reorganized menu, with more common settings aviable in GUI |
22:36 |
RealBadAngel |
rest of them are hardcore, freaks will find a way on how to use them |
22:37 |
RealBadAngel |
atm we dont have a single cell aviable to add any more settings |
22:37 |
kaeza |
my proposed format is like this: https://gist.github.com/kaeza/1866cbca9a06cf7ba9a2 |
22:37 |
kaeza |
(simplified) |
22:37 |
VanessaE |
kaeza: oh G*d no |
22:37 |
VanessaE |
ANYTHING but that method |
22:38 |
RealBadAngel |
at this point im rising what c55 proposed, simplified menu with single player/multi/settings at the beggining |
22:38 |
VanessaE |
(note: "ANYTHING" does not imply allowing for json or XML or anything similar :P ) |
22:38 |
RealBadAngel |
and get rid of those stupid tabs |
22:38 |
kaeza |
VanessaE, what is wrong with it? |
22:38 |
VanessaE |
kaeza: in practice, I find it hard to read, hard to find stuff within such a file when it gets long |
22:39 |
VanessaE |
not enough visual separation between the sections and their content |
22:39 |
RealBadAngel |
config file is not a newspaper |
22:39 |
RealBadAngel |
and shouldnt be touched without knowledge |
22:39 |
VanessaE |
we have a filesystem - let it do its job. just like these damn apps with MDI. we have a desktop that can do the same thing - let the window manager do its job! |
22:39 |
kaeza |
well, the current way is harder to read, with options pertaining to client and/or server intermixed |
22:40 |
RealBadAngel |
current way is a nerd way |
22:40 |
VanessaE |
kaeza: no argument there - all lumped into one disorderly file IS harder to read, I'll grant you. |
22:40 |
RealBadAngel |
and it shall stay so |
22:40 |
VanessaE |
kaeza: I'm saying we'd be better off with a minetest-client.conf, minetest-server.conf, minetest-modfoo.conf, etc. |
22:41 |
VanessaE |
if we split at all |
22:41 |
kaeza |
another option could be #include config-server.conf <_< |
22:41 |
RealBadAngel |
all what is safely useable for greenhorns shall be aviable in main menu |
22:41 |
VanessaE |
RealBadAngel: even the well-seasoned can get confused by a poorly-laid-out config file :P |
22:43 |
kaeza |
also related: <diemartin> my main concern with settings is traversing an entire hashtable of maybe 100s of settings is waaay slower than say, look up a section in a list of maybe 10s of sections (at most), followed by a lookup in a table of say < 10 settings in most cases (with exception of [server] or [client] maybe) |
22:43 |
RealBadAngel |
as i said, no reason for them to dig in files |
22:43 |
kaeza |
nevermind the "traversing the hashtable" thing |
22:44 |
RealBadAngel |
instead of making nerd way more nerd friendly we need greenhorns friendly way |
22:44 |
RealBadAngel |
and i keep repeating this since quite a while |
22:44 |
RealBadAngel |
mt is totally unfriendly for newbies |
22:45 |
RealBadAngel |
ie mod names and folders |
22:45 |
kaeza |
^this, 100% agree |
22:45 |
VanessaE |
hear hear, |
22:45 |
VanessaE |
this needs solved. |
22:46 |
RealBadAngel |
theres an easy solution, i already said that |
22:46 |
RealBadAngel |
single file within mods folder containin its name |
22:47 |
RealBadAngel |
so folder name wont matter at all |
22:47 |
VanessaE |
yep |
22:47 |
kaeza |
hence #1062 |
22:48 |
RealBadAngel |
and i will veto any try to release .11 until its done |
22:48 |
VanessaE |
https://github.com/minetest/minetest/pull/1062 |
22:48 |
VanessaE |
btw, where is that damn bot? |
22:48 |
kaeza |
(with changes suggested, of course) |
22:49 |
RealBadAngel |
not that way kaeza |
22:49 |
RealBadAngel |
obtain the name from the specified file, thats the right way |
22:49 |
RealBadAngel |
cutting the folders name is risky |
22:50 |
kaeza |
>Allows mod authors to provide a mod.conf file, to specify the mod name directly (and can later be used for other information about mods). |
22:50 |
RealBadAngel |
make it obligatory |
22:50 |
RealBadAngel |
and remove cutting part |
22:50 |
kaeza |
no way |
22:51 |
RealBadAngel |
thats the way |
22:51 |
kaeza |
there are TONS of mods which won't be updated accordingly |
22:51 |
RealBadAngel |
ofc |
22:51 |
RealBadAngel |
but later on everything will work |
22:52 |
kaeza |
I could agree with making it obligatory for e.g. .12 or .13, while showing a warning from .11 onwards |
22:53 |
RealBadAngel |
next xmas? forget it |
22:53 |
RealBadAngel |
we dont have so much time |
22:53 |
RealBadAngel |
folks are running away from mt because of such DUMB things |
22:53 |
kaeza |
but there's just too many "bug reports" about "foomod-master not working!!!!1!!"; do you want to make it worse? |
22:54 |
RealBadAngel |
yes i do, for a short period of time |
22:54 |
RealBadAngel |
all the old mods, unmaintained shall go to old mods section |
22:54 |
VanessaE |
better to reject the mod out of hand as "just doesn't work anymore" |
22:54 |
RealBadAngel |
active modders will update own quickly |
22:54 |
VanessaE |
than to make users think it's minetest that's what's bugging out |
22:55 |
RealBadAngel |
and active mods shall go immediately into modstore |
22:55 |
RealBadAngel |
period |
22:55 |
VanessaE |
and it would not be at all hard for those of us here to fork and fix |
22:55 |
VanessaE |
we're just talking about a single file that can be added to any mod |
22:55 |
VanessaE |
fix it, post to the forum, get a forum moderator to add it to the first post in lieu of the original repo |
22:55 |
jin_xi |
so, here are my results with collision enabled irrlicht particles: http://youtu.be/51-OZOSNSqs |
22:55 |
VanessaE |
simple. |
22:56 |
RealBadAngel |
VanessaE, yes its as simple as that |
22:56 |
VanessaE |
yes it's a lot of mods, but this is something that should be fixable in a couple of afternoons if a few of us work together on it |
22:56 |
jin_xi |
but i dont really understand. geometry is weird, and they still fall after some bounces. |
22:56 |
RealBadAngel |
jin_xi, thats nice |
22:57 |
RealBadAngel |
can you make them replace our ones? |
22:57 |
jin_xi |
thats why im trying this |
22:57 |
VanessaE |
jin_xi: do I read this correctly that those affectors aren't really having a huge effect on your fps? |
22:58 |
jin_xi |
i don't think so, but then its just a single plane to check for now |
22:58 |
RealBadAngel |
jin_xi, also you should take care of lighting for particles |
22:58 |
RealBadAngel |
read light at pos and apply that for particles |
22:59 |
jin_xi |
this experiment showed me some weird stuff, water and clouds are rendered in front of particles |
22:59 |
jin_xi |
and yes, light needs fixing too |
23:00 |
jin_xi |
the clouds thing makes a really trippy effect, its like in an escher drawing |
23:01 |
RealBadAngel |
propably wrong rendering order |
23:02 |
RealBadAngel |
btw, with my recent changes it seems i get like 2x frame rate |
23:03 |
VanessaE |
what changes? |
23:03 |
RealBadAngel |
i rewrote mapblock mesh |
23:03 |
VanessaE |
ohh |
23:03 |
jin_xi |
nice |
23:04 |
RealBadAngel |
its buggy but its working |
23:04 |
RealBadAngel |
speed up is amazing anyway |
23:04 |
VanessaE |
got the code somewhere? :)_ |
23:05 |
RealBadAngel |
yup, here ;) |
23:05 |
VanessaE |
weisenheimer :P |
23:05 |
RealBadAngel |
i will make it aviable in a few days |
23:05 |
RealBadAngel |
its too much on revolution |
23:13 |
jin_xi |
anyways whatever it is im doing with particles, i am gonna need help. |
23:15 |
RealBadAngel |
jin_xi, how can i help you? |
23:16 |
jin_xi |
well, regarding particles collisions code, problem is that i do not really understand it... |
23:17 |
RealBadAngel |
me neither, mainly because i havent saw it even ;) |
23:17 |
RealBadAngel |
any links to the code you have saw/used? |
23:17 |
jin_xi |
http://paste.ubuntu.com/8435086/ this is the whole affector |
23:18 |
jin_xi |
but as you can see in the video particles somehow still fall trough the plane after a while |
23:19 |
jin_xi |
also i dont get the geometries involved with BS |
23:22 |
VanessaE |
jin_xi: my first thought is a rounding error |
23:23 |
VanessaE |
(or rather a precision error) |
23:30 |
VanessaE |
wait, could it be possible that your assignment at line 13 is turning out to be ever so slightly negative every so often? |
23:30 |
VanessaE |
er line 18? |
23:30 |
VanessaE |
(in your paste) |
23:30 |
VanessaE |
I get the impression that getIntersectionWithLimitedLine() wants its two line coords to be in order |
23:33 |
jin_xi |
what this function does is return (getIntersectionWithLine(linePoint1, linePoint2 - linePoint1, ... |
23:35 |
VanessaE |
hm |
23:36 |
VanessaE |
just making guesses. |
23:56 |
RealBadAngel |
im reading the docs now |
23:57 |
RealBadAngel |
http://irrlicht.sourceforge.net/docu.net/Irrlicht.Core.Plane3D.GetIntersectionWithLimitedLine.html |
23:57 |
RealBadAngel |
2nd point shall be next position of particle |
23:58 |
RealBadAngel |
so the line will be current pos -> next pos of particle |
23:58 |
RealBadAngel |
if line will intersect with plane it will return true and fill the intersection point |