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IRC log for #minetest-dev, 2014-10-18

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Time Nick Message
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01:39 RealBadAngel i added collision boxes to nodedef
01:39 RealBadAngel i can merge that into meshes pull or make a separate commit with it after meshes got merged
01:41 VanessaE separate pull I think
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02:14 paramat hmmmm, i have the mgv7 biome API working in mgv5 https://github.com/paramat/minetest/commits/mgv5 perhaps sometime you could review my commits? https://cdn.mediacru.sh/EHEmPPVfI0FS.png
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02:31 paramat big freaking dig mapgen in mgv5 https://cdn.mediacru.sh/YMssAZefdaBQ.png
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03:22 OldCoder http://minetest.org/141017-patch.txt
03:22 OldCoder Zeno`, ^ as promised. Other devs, please consider commenting on negative sequence numbers.
03:22 OldCoder Those do not seem normal
03:39 hmmmm hey paramat, I will do that right away but not tonight
03:39 hmmmm sorry
03:40 hmmmm i've been gone all week on a business trip and had literally no time for anything
03:41 hmmmm i'm gonna need to put some of my minetest todos on hold and get biomes fixed because right now they're a bunch of shit
03:41 hmmmm and the primary reason why there aren't any biomes defined by default
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04:04 paramat hmmmm, no problem
04:07 paramat yes some basic biomes for mgv7 and eventually mgv5 would be good, i intend to get needles, pine treetrunk and pinewood nodes added to default so we can have snowy biomes too
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06:37 RealBadAngel hmmm, opinions on https://github.com/minetest/minetest/pull/1738 ?
06:39 RealBadAngel hmmmm, ^
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08:49 RealBadAngel no other devs around?
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09:00 RealBadAngel 1738 is complete, i need to get that merged for another stuff - i do have custom collision boxes pull ready too, but it depends on previous one
09:01 RealBadAngel i quit my last job and will start another next month, so i have a bit spare time
09:02 RealBadAngel i can code some stuff now but need it merged
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10:15 RealBadAngel kahrl, here?
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10:42 RealBadAngel celeron55, ?
10:43 RealBadAngel sfan5 ?
10:43 RealBadAngel ShadowNinja, ?
10:43 Zeno` RealBadAngel ?
10:43 RealBadAngel youre not a dev yet ;)
10:44 Zeno` Didn't say I was. I just wanted to say your name
10:44 RealBadAngel lol
10:44 RealBadAngel shit i dont like sitting unproductive
10:44 Zeno` re-organising the_game() is 70% complete
10:45 RealBadAngel its not green anymore? ;)
10:45 Zeno` wield hand seems to get stuck waving and I haven't added profiler graph back yet
10:45 Zeno` no it's not green now :)
10:45 Zeno` I can connect and play (sort of) now
10:45 PenguinDad Zeno`: in how many moons will it be finished? :D
10:45 Zeno` oh I need to add status text back as well
10:46 Zeno` PenguinDad, probably tomorrow
10:46 PenguinDad nice
10:47 Zeno` maybe the day after.. it's still a mess
10:47 Zeno` https://github.com/Zeno-/minetest/blob/refactor_the_game/src/game.cpp#L2072
10:48 Zeno` well, 2129 is basically the loop
10:48 Zeno` I need to move that other stuff somewhere else at some point
10:49 Zeno` err ignore line 3610 :-o
10:49 Zeno` that's just temporary ROFL
10:53 sol_invictus is it possible to determine if an entity (player) is in a free fall?
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11:04 iqualfragile sol_invictus: yes: if True:
11:09 sol_invictus iqualfragile: very helpful
11:10 iqualfragile sol_invictus: what are you trying to archive?
11:10 iqualfragile don't you want to check the velocity?
11:11 sol_invictus that's that came to my mind first
11:12 sol_invictus just not sure if it's the simplest way
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13:43 RealBadAngel PilzAdam, are you ok with mergeing meshnodes pull?
13:43 PilzAdam haven't looked at the code
13:44 RealBadAngel if you could then
13:44 PilzAdam but I generally agree to the idea that nodes can have meshes
13:44 PilzAdam I don't have time for this now, sorry :-/
13:44 RealBadAngel kahrl already reviewed the code
13:45 RealBadAngel he had some suggestions and i already changed the code
13:46 RealBadAngel PilzAdam, point is i have days off, i do have pulls waiting in line already, and cant code anything new
13:46 RealBadAngel im blocked for 2 days already
13:47 RealBadAngel since 2 days im sitting here and just waiting
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13:57 RealBadAngel hi nore
13:57 nore hi
13:57 RealBadAngel do you have some time to review meshnodes?
14:00 nore hm.. sorry, not now
14:03 RealBadAngel damn, anybody then?
14:03 RealBadAngel whats wrong with you guys???
14:03 proller 8)
14:05 Krock RealBadAngel, I like it.
14:09 Zeno` Does anyone have time to review #1739
14:09 ShadowBot https://github.com/minetest/minetest/issues/1739 -- Move pause menu buttons upwards to accommodate for new configure keys button by Zeno-
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14:17 sfan5 Zeno`: looks good
14:17 RealBadAngel sfan5, what about you?
14:17 Zeno` cool, I'll leave it then
14:17 sfan5 RealBadAngel: ?
14:17 RealBadAngel https://github.com/minetest/minetest/pull/1738
14:18 RealBadAngel Zeno`, you have already 2 votes. will merge your pull in a moment
14:19 sfan5 RealBadAngel: https://github.com/minetest/minetest/pull/1738/files#r19053887
14:19 Zeno` oh ok. Thanks
14:20 RealBadAngel sfan5, what wrong with style here?
14:21 RealBadAngel not to mention its a copy of existing code
14:22 sfan5 RealBadAngel: "In case your function parameters don't fit [...]. Indention for follow up lines is EXACTLY two tabs."
14:22 sfan5 for(std::vector<aabb3f>::iterator
14:22 sfan5 +i = boxes.begin();
14:22 sfan5 ..
14:22 sfan5 is 4 tabs, not 2
14:22 sfan5 and on line 542 it is indented without a reason
14:25 RealBadAngel sfan5, indeed, fixed it
14:25 RealBadAngel anything more?
14:25 sfan5 *looks*
14:26 sfan5 fixed it, where?
14:26 RealBadAngel local, shall i push it?
14:26 RealBadAngel i was just waiting for anything else
14:26 sfan5 yes
14:26 sfan5 well
14:26 sfan5 I can't tell if you missed anything without seeing the changes
14:27 RealBadAngel ok, plz hold on a sec
14:28 RealBadAngel pushed
14:30 sfan5 looks good
14:31 RealBadAngel are you ok with commit then?
14:31 sfan5 sure
14:32 RealBadAngel good. and thx
14:32 RealBadAngel in a 15 minutes im going back with next one
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15:24 iqualfragile yay, meshnode drawtypes!
15:24 iqualfragile thanks RealBadAngel!
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16:03 kahrl since the in game key change menu was merged (or even before?), the mouse cursor is no longer on the disconnect button when you open the pause menu
16:03 kahrl this should be fixed
16:12 kahrl actually that might have happened when the pause menu was changed to be a formspec
16:14 kahrl ok, I guess if nobody complained since then, nobody relied on that feature
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16:38 Calinou “Comments should follow English grammar rules, this means starting with a capital letter, using commas and apostrophes where appropriate, and ending with a period.” → great
16:38 Calinou exactly what I'm doing :P
16:38 Calinou British English or American English?
16:42 PenguinDad Calinou: Most likely American
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16:47 RealBadAngel https://github.com/minetest/minetest/pull/1746
16:47 RealBadAngel ^^ this adds custom collision boxes for nodes
16:47 RealBadAngel defined the same way as nodeboxes
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16:49 rubenwardy Comments? Only set the camera update keymap when using a debug build - https://github.com/minetest/minetest/pull/1744
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16:54 gravgun Node meshes are merged, yay :) @sfan5: is the custom drawtype VM still a good idea?
17:16 sfan5 gravgun: possibly
17:16 gravgun Generally the VM works
17:16 gravgun Haven't secured some over/undlerflows though
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17:17 gravgun Right now I'm working on ProgramState saving/loading, Program save/load is already done
17:17 gravgun Well IDK if we'll need ProgramState (de)serialization
17:17 Calinou <RealBadAngel> ^^ this adds custom collision boxes for nodes
17:17 Calinou thanks thanks thanks thanks thanks
17:17 Calinou now we can have proper non-jumpable fences and such :P
17:17 Calinou without small nodebox hacks
17:18 Calinou propety → property though
17:18 RealBadAngel fixed already
17:18 RealBadAngel just edited that ;)
17:18 Calinou problem with your nodebox → meshnode conversion, RealBadAngel: if you spin nodes using screwdriver, the lighting on them is spun too…
17:19 rubenwardy Calinou: https://cdn.mediacru.sh/2A-0DjVpbj8B.png
17:19 rubenwardy Is that better?
17:19 rubenwardy The text doesn't stand out with yellow
17:20 RealBadAngel rubenwardy its a static text?
17:20 rubenwardy Huh
17:20 rubenwardy It uses fgettext, so can be tranlated
17:20 rubenwardy Oh, it is label[]
17:20 RealBadAngel i mean propably using a tooltitp
17:20 RealBadAngel that would be better imho
17:21 RealBadAngel Calinou, i wont fix that propably
17:21 RealBadAngel we are a few steps to get real lighting
17:22 Calinou https://cdn.mediacru.sh/m6Uqkkr2BrS6.png
17:22 Calinou RealBadLighting :p
17:22 RealBadAngel 500 Internal Server Error
17:22 Calinou rubenwardy, yes, good
17:22 RealBadAngel i coded that? ;)
17:22 Calinou way less dramatic
17:23 Calinou I understand it doesn't stand out with yellow
17:23 Calinou RealBadAngel, that bug is almost a blocker :/
17:23 RealBadAngel not rly
17:23 RealBadAngel i fixed that issue already
17:24 RealBadAngel now have to do that again, thx to caching
17:24 RealBadAngel not a big problem tho
17:24 RealBadAngel its a few liner
17:24 RealBadAngel and code to do that is already in core
17:25 Calinou I get a good 130 - 220 FPS with view range 130 currently
17:25 Calinou (placed a lot of slabs)
17:25 rubenwardy 22 FPS ?
17:25 rubenwardy * 220 FPS?
17:25 RealBadAngel try to place a lot of mushrooms
17:26 RealBadAngel anyway theres no difference between meshes and nodeboxes now
17:26 RealBadAngel both will need more time when more complicated
17:26 proller Calinou proof screenshot with f5 f5 info
17:27 RealBadAngel but stairs for example on my box are more than 10x faster
17:28 RealBadAngel now r2d2 model is as quite fast as stairs were before
17:28 PenguinDad Dreambuilder is much faster with that nodebox -> mesh conversion
17:28 rubenwardy Well done, RBA
17:28 rubenwardy I have gone from 35 - 55 to 50 - 60
17:28 rubenwardy in FPS.
17:29 rubenwardy Or it might be chance
17:29 RealBadAngel theres still lots to do
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17:50 Calinou proller, https://cdn.mediacru.sh/JJY4I6S4LFiA.png
17:50 Calinou less high than I thought in forest
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18:03 Sokomine hm. why does my mt version number stick to 0.4.9, although git seems to think it's up to date? (apart from desired local modifications). also, git status says "Your branch is ahead of 'origin/master' by 465 commits." while it should be equal to master (apart from the tiny local modifications)
18:03 rubenwardy git fetch ?
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19:18 kilbith fbfg
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19:37 Calinou can we use texturable sun and moon in game textures now (outside of texture packs)
19:38 proller Calinou, but on your screen not real 130 range
19:38 Calinou walked around to load terrain
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20:00 RealBadAngel Calinou, the issue with lighting is trivial
20:01 RealBadAngel http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_mesh_manipulator.html#a8dba16b7eedeac07761c9c1247944429
20:01 RealBadAngel that has to be added after rotation
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20:08 Sokomine RealBadAngel: ah, that would be good. i just checked with a small hut, and the lighting problem became obvious. though it did look well on its own
20:08 RealBadAngel its shading the faces problem
20:08 Sokomine it's very nice that we have those meshes now :-) hope the roofs will soon be changed
20:09 RealBadAngel meshes are copied, rotated but i forgot to recalculate normals
20:09 Sokomine well, i rotated a wooden planks slab upside-down. the wood became darker. which didn't look bad in that case
20:09 RealBadAngel and shading is basing on it
20:10 Sokomine ah, ok. then hopefully other devs can approve of your patch so that it may get added
20:11 RealBadAngel this is bugfix, i will merge it as soon as previous one gets it
20:12 RealBadAngel https://github.com/minetest/minetest/pull/1746/
20:12 RealBadAngel this one waits in line
20:13 RealBadAngel btw, nodes are using node_box, collision_box, selection_box
20:14 RealBadAngel why objects use selectionbox ?
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20:20 Calinou I'd like ability to use different collision_box, selection_box for entities
20:20 Calinou currently it's collisionbox, not collision_box
20:21 Sokomine hm, yes, collision box does not have to be as detailed as selection box. someone said it'd be a problem if there are too many/detailed collusion boxes
20:33 RealBadAngel nodeboxes do copy their boxes for selection boxes
20:33 Calinou your PR lets nodeboxes have separate collision and selection boxes, which is a good thing
20:34 Calinou (too many collision boxes cause glitches)
20:34 RealBadAngel yes
20:34 Calinou there should be as few as possible selection and collision boxes
20:34 RealBadAngel now modder can simplyfy it in case of complex ones
20:34 Calinou :( I've been looking in Git history, I see no mention of SmoothTranslator being added
20:34 Calinou (the process)
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20:39 OldCoder The RE-SEND RELIABLE lockup strikes *again*
20:40 * OldCoder is very appreciative of any help for this issue which is arguably the most serious bug MT has
20:40 Calinou but no one of us had it ;)
20:40 OldCoder Others outside have had it
20:40 OldCoder And the log suggests a genuinely serious issue
20:40 OldCoder http://minetest.org/lockup.txt
20:40 OldCoder Tell me this is normal ^
20:41 OldCoder I have now tried multiple patches and updating git and random poking at the code
20:41 OldCoder I have even tried ripping out Sapier commit as proller suggested
20:41 OldCoder But could not get the latter version to compile
20:41 OldCoder I have dozens of players eager for the world and no world to give them
20:42 OldCoder This is the most significant issue I have seen with the code in 2.5 years here
20:47 jin_xi maybe its an issue with the world?
20:47 OldCoder If so, it is an issue with the world that is triggering a core bug
20:47 OldCoder I have millions of resends
20:47 OldCoder Most who review the logs agree that this is very unusual
20:47 jin_xi i know
20:48 OldCoder I think that if something happens at exactly the wrong time, something is corrupted
20:48 OldCoder But it must be too fast or too slow just right; therefore, it is not reproducible
20:48 OldCoder But what *can* cause millions of resends?
20:48 OldCoder Surely the large number is a clue
20:48 * OldCoder has literally millions and millions of resends
20:48 jin_xi no need to resend that info
20:49 OldCoder Hm?
20:49 OldCoder Resend which info?
20:49 OldCoder Looks like 925,000 resends so far for today
20:49 jin_xi you stated the issue many times
20:50 OldCoder D:
20:50 OldCoder thank you for the informative remark
20:50 OldCoder I feel that periodic requests for help are reasonable jin_xi
20:50 OldCoder I have made my own contributions to the project for 2.5 years, small though they may be
20:50 jin_xi Hey dont be offended
20:51 jin_xi it was just a bad joke
20:51 jin_xi i apologize
20:51 OldCoder If you are offended that a contributor seeks to be helpful to the kids, this is your privilige
20:51 OldCoder Accepted
20:51 OldCoder But understand, I am behind in real life work that I need badly
20:51 OldCoder I had a flood of actual kids to this world and do not wish to disappoint them
20:51 jin_xi but my suggestion would be at this point to go look at the world in question and maybe methodically make it smaller/simpler to see if something changes
20:52 OldCoder jin_xi, this is RedCrab. Are you familiar with the world?
20:52 jin_xi oh. i see
20:52 OldCoder yes
20:52 OldCoder I suppose I will go poke at the code. But one position is firm:
20:52 OldCoder It is foolish
20:52 OldCoder for the project to have code that is so important, the connection code
20:52 OldCoder That only one person understands
20:53 OldCoder A project that does this is not viable in the long term. Believe me when I say that I have experience with this point.
20:53 OldCoder
20:53 Miner_48er Who develops this area of the core?
20:53 OldCoder Sapier, apparently
20:53 OldCoder I have looked and looked and not seen him
20:54 OldCoder For 1.5 weeks
20:54 Amaz Does this happen only on the SilverCrab world?
20:54 OldCoder I think it happens to others, possibly including you, but much more rarely
20:54 OldCoder Many factors may be involved including size
20:54 OldCoder This is a very large world and I still have 30GB to add
20:55 Miner_48er what's the current size?
20:55 OldCoder Hang on
20:55 OldCoder Actually, the *current* size is small. The SQLite3 is just 400MB.
20:56 OldCoder It is a *wide* world
20:56 OldCoder as opposed to physically large
20:56 OldCoder Wide and complex
20:56 OldCoder I will try doubling the minimum timeout *again*
20:57 OldCoder ACKed packet not in outgoing queue
20:57 OldCoder Opinions on that part vary ^
20:57 OldCoder Most feel it is not the issue
20:58 OldCoder
20:58 OldCoder I don't think people can test, more than one person needs to understand this code.
20:58 OldCoder Otherwise, proller the troller is correct.
20:59 proller not always
20:59 OldCoder Hm?
20:59 OldCoder I got it to compile partway proller
20:59 OldCoder But there was a new Address class that messed things up
20:59 OldCoder Could not continue with the old code
20:59 Miner_48er proller what is your opinion?
20:59 OldCoder * can contest
21:00 celeron55 i personally hate sapier's version of the connection too
21:00 OldCoder I tried to revert
21:00 OldCoder Spent an hour on it
21:00 celeron55 but can't really do anything to it unless someone throws an unarguably better version at my face
21:00 OldCoder No lockups is better
21:01 Miner_48er what was the results of the revert?
21:01 OldCoder celeron55, you are more objective than proller... what is it that you dislike about the commits?
21:01 OldCoder Miner_48er, failure to compile
21:01 celeron55 it's too complex to be maintainable
21:01 OldCoder Agreed
21:01 celeron55 the issue is simple as that
21:02 OldCoder proller, Miner_48er I was able to handle the obvious missing symbol errors. But there was a class change that seemed fundamental.
21:02 OldCoder Going from u16 for "address" to an Address class that had both a 32 bit address and a port number
21:02 OldCoder The correct changes were not clear
21:03 celeron55 can't you just copy-paste the stuff from an old version instead of trying any kind of merge?
21:03 OldCoder I reverted Sapier's commit as proller suggested
21:03 OldCoder Then tried to patch the result up to compile
21:03 OldCoder The Address class seems to be needed
21:03 celeron55 yeah i mean don't use git
21:03 OldCoder Go on
21:04 OldCoder The interface between the connection code and the rest breaks regardless
21:04 celeron55 just take the code from an old version and manually replace stuff with it in HEAD
21:04 celeron55 does it break so much?
21:04 OldCoder Not for a knowledgeable core dev
21:04 celeron55 i would imagine it's pretty much intact
21:04 OldCoder I don't know what to do with this one Address class
21:05 OldCoder If anybody can comment on that I may try again
21:06 celeron55 i can't comment anything based on this information
21:06 OldCoder I figured, thanks
21:06 Miner_48er I wonder what would happen if you have saved the world with WE and pasted it in a new world since SC is you only world experiencing this
21:06 OldCoder Others are
21:06 celeron55 if you can point me to a commit or compiler errors, then maybe
21:06 Miner_48er *your
21:06 OldCoder And you yourself have seen reports elsewhere
21:06 OldCoder celeron55, I will research further and report back
21:06 OldCoder Address &address
21:06 OldCoder That class seems to be new
21:07 celeron55 the Address class has always existed
21:07 OldCoder There is breakage related to that. I will research further.
21:07 celeron55 it just has had some extra functionality added to it
21:07 OldCoder One question only, then
21:07 OldCoder If there is code that formerly used u16 for address and now uses Address, how do I reconcile that?
21:08 celeron55 i'm not aware of code that has used u16 for an address, that doesn't make sense to me
21:08 OldCoder I will withhold further questions for now, then. However, thank you.
21:08 celeron55 do you mean a peer id?
21:09 proller OldCoder, you can look to freeminer/next - it have fully replaced connection
21:09 OldCoder No, I don't think so. This happened after the revert and there were parameters for addresses. I will wait until there is a specific error message again to show.
21:09 OldCoder But it isn't compatible with MT, is it?
21:09 OldCoder If I got up to speed, I could port it
21:09 proller no, but you can look how anything ported
21:09 OldCoder But I'm already a week behind with work in real life. All right, that is all for now.
21:09 celeron55 well, proller has to publish it under LGPL first
21:10 OldCoder There is a license dispute, I take it
21:10 OldCoder But concepts are free
21:10 celeron55 yes of course
21:10 proller celeron55, look != commit to minetest
21:10 celeron55 there's just a much larger amount of work than concepts
21:10 OldCoder Indeed
21:11 OldCoder error: no matching function for call to âAddress::Address(irr::u16&)
21:11 OldCoder This is the sort of error I'm seeing
21:14 proller 85fe75d1cbaf372f0a98558adcd5a612a0e19602
21:14 OldCoder ?
21:14 OldCoder Is that different than the other one?
21:15 proller ups, miss
21:15 OldCoder proller, give me Sapier's commit again please
21:15 OldCoder I can't find it in scrollback
21:15 OldCoder Ah
21:15 OldCoder there it is
21:24 jin_xi hm, whats up with lines 412/413 in connection? its just whitespace but looks very wrong
21:24 jin_xi https://github.com/minetest/minetest/blob/master/src/connection.cpp#L412
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21:31 kahrl jin_xi: probably because of crazy people who think a tab is 4 spaces :P
21:36 proller its wrong from line 40 to line 3126
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21:41 OldCoder proller, yes, we get your feelings about that. I am trying again to revert.
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22:51 OldCoder for argument 1 from âirr::u16 {aka short unsigned int}â to âAddress
22:51 OldCoder celeron55, this is what I was referring to ^
22:51 OldCoder How do I convert an irr:u16 to an Address?
22:55 OldCoder Hm
22:55 OldCoder Pasting old code
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23:24 OldCoder I am unable to revert Sapier's changes but found a possible gap in the code
23:24 OldCoder Trying a new patch
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