Time |
Nick |
Message |
00:05 |
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zat joined #minetest-dev |
00:21 |
paramat |
hmmmm, i assume you want mgv5's noises changed to use the 2D and 3D noises that mgv7 uses? currently it is using internal noise buffers and hardcoded noise parameters, and the 3D noise looks 'eased' although i'm not sure about this |
00:24 |
hmmmm |
yeah it is eased |
00:24 |
hmmmm |
i was planning on adding 3d eased noise for quite a while |
00:25 |
hmmmm |
it involves a lot, it's a good idea to make easing and absolute mapgen parameters |
00:36 |
paramat |
okay i'll now work on the mgv5 noises |
00:39 |
paramat |
hmmmm, when lots of biomes are registered in mgv7, they become very small, i recommend at least doubling the spread of the heat/humidity parameters, or perhaps even scaling it by the square root of biome number. i actually prefer larger biomes (500n-1kn) but players are used to 125-250n |
00:40 |
hmmmm |
hrmm |
00:40 |
hmmmm |
i'll have to check that out |
00:40 |
hmmmm |
let's talk more about it sometime later |
00:41 |
hmmmm |
to counteract the effects of having more biomes, shouldn't you be able to increase their size by increasing the spread factor of biome heat and humidity? |
00:45 |
paramat |
yes that's the manual fix i recommend to people, chat later ... |
00:46 |
hmmmm |
oh you wrote that derp |
00:46 |
hmmmm |
not sure what you meant by scaling it by the square root of the biome number |
00:46 |
hmmmm |
when you say biome number, do you mean the internal biome ID? |
00:47 |
hmmmm |
the ID is supposed to be an opaque identifier for a specific biome.. if you want to start adding in contribution factors then a separate 'weight' field should be added |
00:51 |
paramat |
sorry i meant scaling by square root of 'number of biomes' |
00:52 |
paramat |
that will keep biome size roughly constant with any number of biomes |
00:56 |
kahrl |
ugh, I fucking hate edge artifacts, they're the worst http://i.imgur.com/vtDgAjg.png |
00:57 |
VanessaE |
kahrl: they're horribly bad with HDX |
00:57 |
kahrl |
I tried wiggling the vertex and texture coordinates by plus or minus epsilon in any combination I could think of |
00:57 |
kahrl |
it always remained horrible, any ideas? |
00:57 |
VanessaE |
well they shift around depending on the angle of the wield |
00:57 |
VanessaE |
e.g. by walking |
00:57 |
VanessaE |
or at least they did last time I looked. |
00:57 |
kahrl |
yeah |
00:58 |
VanessaE |
all that tells me is it's a precision error at rendering time |
00:58 |
VanessaE |
but otherwise, "I got nuthin', man." |
00:59 |
kahrl |
this is using a different wield mesh than usual though: https://gist.github.com/kahrl/4f2958f9c45e339ca0dc |
00:59 |
kahrl |
it actually seems that this code makes the HD situation better but the 16px situation worse |
01:02 |
kahrl |
setting the resolution to 64 makes most of the artifacts go away, I guess I'll do that |
01:15 |
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01:16 |
OldCoder |
I am testing a new world merge script. As 30+GB are involved this script may prove to be easier than WorldEdit. |
01:17 |
OldCoder |
I also have a theory related to RE-SEND RELIABLE and may eventually submit my own patch to upstream. |
01:17 |
hmmmm |
paramat, ahh sounds like a much better idea |
01:18 |
hmmmm |
i hope you realize that biomes need a lot of work done on them, right? heh heh |
01:18 |
hmmmm |
that was originally supposed to be my job |
01:18 |
OldCoder |
One question. The order of blocks in an SQLite3 dump of a map should not matter, correct? |
01:18 |
OldCoder |
I.e. randomize the order, the resulting map should be the same, I think. |
01:18 |
OldCoder |
Is this true? |
01:18 |
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01:25 |
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01:40 |
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01:48 |
OldCoder |
Zeno`, I think I found the omission in your patch |
01:49 |
OldCoder |
Testing another day |
01:49 |
OldCoder |
I've also got a script that can merge 30+GB of world data |
01:50 |
Zeno` |
Well, I did write it very quickly without testing ;) What was the omission? |
01:50 |
OldCoder |
One moment |
01:50 |
OldCoder |
if (peer->hasForceTimeout()) continue; |
01:51 |
OldCoder |
How about adding that at the start of the broken loop? |
01:51 |
OldCoder |
hasForceTimeout() simply returns the flag that you added |
01:51 |
Zeno` |
I thought I had that |
01:51 |
Zeno` |
so adding that fixes things? |
01:51 |
OldCoder |
No, I added hasForceTimeout myself |
01:51 |
OldCoder |
And I won't know for a few days |
01:51 |
Zeno` |
ok cool :) |
01:52 |
OldCoder |
Note: hasForceTimeout not forceTimeout |
01:52 |
OldCoder |
Does theory make sense? |
01:52 |
OldCoder |
I think |
01:52 |
OldCoder |
the loop is repeating |
01:52 |
OldCoder |
before peers have a chance to be dropped |
01:52 |
Zeno` |
yes I just noticed that. Yes it make sense, so much so that I thought I added it to the patch already heh |
01:52 |
OldCoder |
Ah! |
01:52 |
OldCoder |
My first patch! |
01:52 |
OldCoder |
We will see |
01:52 |
Zeno` |
:) |
01:53 |
OldCoder |
In the interim I am merging four maps, each a partial copy of Redcrab |
01:53 |
OldCoder |
30+GB of data |
01:54 |
Zeno` |
I'm glad you're doing it :) |
01:54 |
OldCoder |
We shall see |
01:54 |
OldCoder |
It is rather dramatic surgery |
01:57 |
Zeno` |
Speaking of dramatic surgery, my cleanup of the_game() should be finished today (fingers crossed) |
01:59 |
VanessaE |
I should hope you won't be coding THAT with crossed fingers! |
02:00 |
Zeno` |
well I can connect and play now |
02:00 |
Zeno` |
the wield hand gets stuck waving though lol |
02:02 |
Zeno` |
and that is now fixed, so I just need to add profiler graph back and debug |
02:09 |
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02:09 |
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03:08 |
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03:59 |
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04:34 |
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04:59 |
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05:03 |
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05:23 |
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07:13 |
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07:13 |
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07:18 |
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07:30 |
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07:37 |
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07:40 |
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07:42 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1746 |
07:42 |
RealBadAngel |
kahrl, hmmmm are you ok with it? |
07:43 |
hmmmm |
well i don't really know much about collision boxes |
07:43 |
hmmmm |
i see you made a typo in the commit message though |
07:44 |
RealBadAngel |
they are nodeboxes |
07:44 |
RealBadAngel |
before they were copied from nodeboxes itself or set to full cube size in case there were no nodeboxes defined |
07:44 |
hmmmm |
https://github.com/RealBadAngel/minetest/commit/7af9205bbd4110ee665a1b2f0d70f37f03926488#diff-fc3a9401529179dd3b1e55306363c6a4R360 this could be cleaner by making the second parameter a ternary expression |
07:45 |
hmmmm |
hrmmm |
07:45 |
hmmmm |
the selection box is different frmo the collision box |
07:45 |
RealBadAngel |
selection box has nothing to do with collisions |
07:45 |
hmmmm |
that kind of strikes me as being odd. |
07:46 |
RealBadAngel |
you can point a flower but it doesnt have collision boxes at all |
07:49 |
hmmmm |
heh that's true |
07:49 |
hmmmm |
but that's a special case, is it not? |
07:50 |
hmmmm |
wouldn't it be better if you could specify a flag to turn off collision with a node, even though it can be selected? |
07:50 |
hmmmm |
I mean, I'm just trying to come up with other scenarios where the selection box would not be the same as the collision box |
07:51 |
RealBadAngel |
walkable |
07:51 |
RealBadAngel |
^^ thats the flag |
07:52 |
hmmmm |
then am i missing something |
07:52 |
hmmmm |
is the node box the same as the selection box? |
07:52 |
RealBadAngel |
can be |
07:52 |
hmmmm |
what is the node box |
07:53 |
RealBadAngel |
if you do not define selection box, it will be copied from nodebox |
07:53 |
RealBadAngel |
same with collision |
07:53 |
RealBadAngel |
lemme point you the code |
07:53 |
hmmmm |
so what's the point of having a custom collision box exactly? |
07:55 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/mapnode.cpp#L163 |
07:56 |
RealBadAngel |
meshes need that, theyre not boxes |
07:56 |
RealBadAngel |
so collision box cannot be copied from def because there are no nodeboxes |
07:56 |
RealBadAngel |
and they will always get full cube |
07:57 |
RealBadAngel |
also, if you have complex nodebox, lets say made of 20 boxes, collision box is in fact a list of 20 boxes |
07:57 |
Zeno` |
Hi, is anyone able to review: https://github.com/minetest/minetest/pull/1729 ? I'm trying to check some other things and it not being merged is confusing things |
07:57 |
RealBadAngel |
while one would do in most cases |
07:57 |
Zeno` |
After RBA's issue of course |
07:58 |
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07:58 |
hmmmm |
so it's just a naming convention |
07:58 |
RealBadAngel |
having many complex nodebox slows down collision code |
07:59 |
hmmmm |
i'm sorry it's just that i'd like to avoid having too many fields or too many copies of the same data |
07:59 |
RealBadAngel |
same? |
07:59 |
hmmmm |
well, yeah. |
07:59 |
RealBadAngel |
we want different data |
07:59 |
RealBadAngel |
so nodeboxes can be different from collision boxes |
07:59 |
RealBadAngel |
thats the point |
08:00 |
RealBadAngel |
nodeboxes can be list of 20 boxes, while collision could be just one box |
08:00 |
hmmmm |
okay, that makes sense |
08:00 |
RealBadAngel |
ofc if modder will define it |
08:00 |
RealBadAngel |
if not, collision box will be copied over from nodeboxes as before |
08:00 |
hmmmm |
yeah I can see the use for this |
08:01 |
hmmmm |
approved |
08:01 |
RealBadAngel |
well, not really copied, just used |
08:02 |
RealBadAngel |
thats the code you linked, if selection box is empty then nodebox is get |
08:10 |
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08:12 |
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08:26 |
Zeno` |
RBA, care to take a look? |
08:32 |
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08:38 |
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08:45 |
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08:45 |
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08:45 |
kilbith |
RBA : are you aware of this lighting issue ? https://cdn.mediacru.sh/zHrao8syuQ7V.png |
09:07 |
Zeno` |
not sure I like the look of that |
09:09 |
OldCoder |
Sokomine, kaeza, VanessaE, the Redcrab merge is done. Please see if things you built before are present. |
09:10 |
OldCoder |
celeron55, I may have a patch at last for the connection issue. Need a few more days to test. |
09:10 |
OldCoder |
Others, I have a script in progress that specified pieces of worlds more easily than WorldEdit. |
09:47 |
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10:08 |
Zeno` |
sfan5, can you review https://github.com/minetest/minetest/pull/1729 again please? |
10:08 |
Zeno` |
I'd like the valgrind errors fixed so I can focus on, well, different ones |
10:14 |
Zeno` |
can anyone review it? |
10:51 |
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11:18 |
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11:22 |
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11:30 |
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12:00 |
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12:01 |
sfan5 |
Zeno`: #1729 looks good |
12:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/1729 -- Various unitialised variable fixes by Zeno- |
12:02 |
Zeno` |
thanks |
12:05 |
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12:07 |
sfan5 |
someone please look at #1725 and #1609 |
12:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/1725 -- Update the cURL the buildbot uses to 7.38.0 by sfan5 |
12:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/1609 -- Search for subgames using $MINETEST_SUBGAME_PATH. by davexunit |
12:10 |
sfan5 |
^ kahrl, nore, PilzAdam, RealBadAngel |
12:11 |
Zeno` |
FWIW I've looked at 1609 and think it's ok now |
12:12 |
kahrl |
Zeno`: about 1729, wouldn't it be easier to always initialize m_highlight_node_color than introduce another bool variable? |
12:12 |
kahrl |
s/node/mesh |
12:13 |
Zeno` |
kahrl, you'd think so, and I tried that first but I couldn't work it out. I asked RBA to look at that part of the code as well |
12:13 |
Zeno` |
i.e. I tried initialsing to 0 |
12:13 |
Zeno` |
if you can make it better then I'd really appreciate it |
12:14 |
Zeno` |
I don't like the extra bool either :( |
12:15 |
sfan5 |
somebody plz look at #1725 |
12:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/1725 -- Update the cURL the buildbot uses to 7.38.0 by sfan5 |
12:15 |
sfan5 |
it's only 7 changed lines |
12:16 |
kahrl |
Zeno`: my valgrind doesn't complain about anything related to m_highlight_mesh_color |
12:17 |
Zeno` |
have you got enable_node_highlighting = true? |
12:18 |
kahrl |
yeah |
12:18 |
kahrl |
should I disable the hud? |
12:18 |
Zeno` |
false then? |
12:18 |
Zeno` |
I can't remember... I know I wouldn't have added it unless valgrind was complaining |
12:18 |
Zeno` |
hmm |
12:19 |
kahrl |
let me try |
12:20 |
kahrl |
still nothing with enable_node_highlighting = false |
12:20 |
Zeno` |
I'll try as well then |
12:22 |
Zeno` |
oh, from memory it's not *directly* related to that |
12:22 |
Zeno` |
but... let me find it |
12:27 |
Zeno` |
i need a faster computer heh |
12:29 |
Zeno` |
it's related to final color blend |
12:29 |
Zeno` |
and night |
12:30 |
Zeno` |
rg += emphase_yellow_when_artificial[night/16]; <--- that line |
12:30 |
Zeno` |
so for some reason that I cannot work out night is not initialised properly |
12:31 |
kahrl |
but isn't that the reason for the "static const ..." rather than having anything to do with m_highlight_mesh_color? |
12:31 |
Zeno` |
nah I added static const just as a matter of style |
12:32 |
kahrl |
oh, ok |
12:32 |
Zeno` |
this is what confused me so much at first (I have to admit it took me about an hour to track this thing down) |
12:32 |
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12:35 |
Zeno` |
I'd like to work out why night is using an unitialised object but I couldn't and .. well, I dunno.. I added the bool |
12:36 |
kahrl |
how is m_highlight_mesh_color even related to night? |
12:36 |
Zeno` |
well it shouldn't be, but my method was to backtrack the code and that's where I ended up :/ |
12:37 |
kahrl |
heh |
12:37 |
Zeno` |
which is probably why I got very confused |
12:37 |
kahrl |
also shouldn't all members of MeshMakeData be initialized according to the C++ standard |
12:37 |
Zeno` |
the other fixes were easy... that one had me stumped (I admit) |
12:38 |
kahrl |
it's a non-POD type (because of the VoxelManipulator) so any missing initializers in the constructor should be added by the compiler |
12:38 |
kahrl |
12.6.2.4 |
12:38 |
Zeno` |
maybe my gcc is broken then? |
12:38 |
Zeno` |
$ g++ --version |
12:38 |
Zeno` |
g++ (GCC) 4.8.3 20140911 (Red Hat 4.8.3-7) |
12:39 |
kahrl |
probably :P |
12:39 |
Zeno` |
grrrr |
12:39 |
Zeno` |
I doubt it though |
12:39 |
kahrl |
but I got those valgrind errors at rg += emphase_yellow_when_artificial[night/16]; too |
12:40 |
Zeno` |
yeah, and add that bool thingy and it will go away |
12:40 |
kahrl |
g++ (Gentoo 4.7.3-r1 p1.4, pie-0.5.5) 4.7.3 |
12:40 |
Zeno` |
if you can init it "properly" please fix :) |
12:40 |
Zeno` |
'cause I wanna see the answer as well lol |
12:40 |
kahrl |
it's weird because it doesn't happen every time |
12:41 |
Zeno` |
yeah I think it's when it's pointing at a node |
12:41 |
Zeno` |
not really sure... hard to kind of experiment with valgrind running (too slow) |
12:43 |
kahrl |
yeah |
12:45 |
kahrl |
ah, it stopped happening when I set enable_node_highlighting = false |
12:46 |
Zeno` |
yeah that might be the case. I can't remember which setting (true/false) I used to trigger it |
12:49 |
Zeno` |
well, I have to go to bed (sort of, but not really.... actually I will just read my book) but I hope this can be sorted out |
12:51 |
kahrl |
ah, I see the finalColorBlend that depends on m_highlight_mesh_color now |
12:51 |
kahrl |
derp ;) |
12:52 |
kahrl |
Zeno`: good night |
12:52 |
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12:53 |
Zeno` |
O/ |
12:54 |
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12:54 |
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13:02 |
kahrl |
Zeno`: this seems to fix all the valgrind warnings in finalColorBlend and mapblock_mesh_generate_special: https://gist.github.com/kahrl/dfb0cfae62a8a68d6e03 |
13:03 |
kahrl |
with both enable_node_highlighting = true and false |
13:04 |
Zeno` |
hmm, would you mind pulling my change and changing it to that? Otherwise I'll do it tomorrow |
13:05 |
kahrl |
yeah, I would |
13:05 |
kahrl |
not mind doing that |
13:05 |
Zeno` |
ok thank you |
13:05 |
kahrl |
sfan5: ok with that? |
13:05 |
Zeno` |
I'm glad it's sorted out. nice find! |
13:06 |
sfan5 |
kahrl: yep |
13:15 |
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13:39 |
kahrl |
apparently I misread 12.6.2.4 in the C++ standard, it just says member "of class type" are guaranteed to be initialized in non-POD classes |
13:39 |
kahrl |
members* |
13:41 |
Zeno` |
ahh and it's a struct? |
13:41 |
Zeno` |
thank you, btw |
13:41 |
kahrl |
well MeshMakeData is non-POD because of the VoxelManipulator which has virtual methods |
13:42 |
Zeno` |
doh! |
13:42 |
Zeno` |
yes, I see now |
13:43 |
Zeno` |
oh crap, I closed my tv show after viewing the merge :( |
13:44 |
kahrl |
the merge is more important anyway :P |
13:45 |
kahrl |
valgrinding also revealed this little gem: https://gist.github.com/kahrl/96128ae53a81c53d662d |
13:45 |
kahrl |
in this case minetest crashed right after clicking the Play button |
13:46 |
kahrl |
could this be related to the OnPostRender crashes? (#1512) |
13:46 |
Zeno` |
It very well might be |
13:52 |
Zeno` |
there is also another strange thing that I have come across but I don't know if i's me doing something wrong or... or something else. It's related to this: https://github.com/minetest/minetest/blob/master/src/guiFormSpecMenu.cpp#L134 |
13:53 |
Zeno` |
If you try my refactor_the_game branch, open pause menu and click the close button (of the Window Manager) you will see |
13:53 |
Zeno` |
I have no idea what m_ext_ptr is for; I was planning on looking at it tomorrow |
13:54 |
Zeno` |
anyway, I am asleep! |
13:54 |
Zeno` |
can't work out why I am still typing |
13:55 |
sfan5 |
kahrl: can look at #1725? |
13:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/1725 -- Update the cURL the buildbot uses to 7.38.0 by sfan5 |
13:56 |
kahrl |
sfan5: I did but I have no clue about the buildbot at all |
13:56 |
sfan5 |
well I'd like to merge it |
13:56 |
kahrl |
I gathered :P |
13:57 |
Zeno` |
wget http://sfan5.pf-control.de/libcurl-$curl_version-win32.zip is required? |
13:58 |
kahrl |
who uses the buildbot? |
13:58 |
sfan5 |
me |
13:58 |
sfan5 |
Zeno`: how else are you going to download a file? |
13:58 |
kahrl |
anyone else? |
13:58 |
Zeno` |
:) |
13:58 |
sfan5 |
possibly somebody else |
13:58 |
Zeno` |
Just checking |
13:58 |
sfan5 |
someone reported some issues with buildbot some time ago |
13:58 |
Zeno` |
The changes look consistent so if I had a vote I'd say yes |
13:59 |
sfan5 |
so at least 1 other person uses it |
13:59 |
kahrl |
ah it was kaeza |
13:59 |
sfan5 |
2 people then |
14:00 |
sfan5 |
https://github.com/minetest/minetest/issues/1389 |
14:00 |
sfan5 |
so. can I merge that pull? |
14:00 |
kahrl |
if he's fine with those changes, merge them |
14:00 |
sfan5 |
who? |
14:00 |
sfan5 |
kaeza? |
14:00 |
kahrl |
kaeza |
14:00 |
sfan5 |
last time I check kaeza wasn't a core dev |
14:01 |
kahrl |
sure |
14:01 |
sfan5 |
and kaeza wanted me to fix the cURL link, this is what I did (by upgrading to a new cURL version) |
14:01 |
sfan5 |
kk |
14:01 |
sfan5 |
merge incoming |
14:01 |
kahrl |
? |
14:01 |
sfan5 |
? |
14:01 |
kahrl |
I just wanted someone to test the changes |
14:01 |
sfan5 |
I obviously tested them |
14:01 |
kahrl |
doesn't matter if it's a core dev or not |
14:02 |
kahrl |
someone with a possibly different environment than who wrote the changes |
14:02 |
sfan5 |
*sigh* |
14:03 |
sfan5 |
Zeno`: install mingw (w32 and w64), change toolchain_muingw{,64}.cmake accordingly and run ./buildwin{32,64}.sh |
14:04 |
sfan5 |
mingw* |
14:04 |
Zeno` |
already installed... one sec |
14:04 |
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14:07 |
Zeno` |
well it built |
14:08 |
sfan5 |
that fast? |
14:08 |
Zeno` |
yes |
14:08 |
sfan5 |
kahrl: can I merge it now? |
14:08 |
kahrl |
yes |
14:08 |
Zeno` |
full build takes about 10seconds |
14:08 |
sfan5 |
wow |
14:08 |
Zeno` |
and I think it took about 20 seconds to download something or other |
14:08 |
sfan5 |
how many cores? |
14:08 |
Zeno` |
8 |
14:08 |
sfan5 |
o |
14:09 |
sfan5 |
more like, which CPU? |
14:09 |
Zeno` |
well, 4 |
14:09 |
sfan5 |
it only uses -j2 |
14:09 |
Zeno` |
I changed that :p |
14:09 |
Zeno` |
I can't abide waiting |
14:09 |
Zeno` |
I can do it again with -j2 if you like |
14:09 |
Zeno` |
-j8 is much nicer |
14:09 |
sfan5 |
no, it's fine |
14:09 |
sfan5 |
pushed |
14:10 |
sfan5 |
now, what about #1609? |
14:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/1609 -- Search for subgames using $MINETEST_SUBGAME_PATH. by davexunit |
14:10 |
Zeno` |
ok, and it runs in Wine so I guess all is ok |
14:11 |
Zeno` |
I might start using that :) |
14:11 |
Zeno` |
didn't know it existed |
14:11 |
sfan5 |
the 0.4.10 mingw builds are done using that |
14:12 |
sfan5 |
hm |
14:12 |
Zeno` |
oh ok... I've been doing it the hard way then :/ |
14:12 |
sfan5 |
maybe I should update the cURL in my local buildbot copy too... |
14:12 |
kahrl |
any potential security issues from #1609? |
14:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/1609 -- Search for subgames using $MINETEST_SUBGAME_PATH. by davexunit |
14:12 |
kahrl |
I mean, things like LD_PRELOAD have a horrible security history |
14:13 |
sfan5 |
I can't think of any issue with that |
14:20 |
Sokomine |
please don't forget about #1732 i'd really like to see that added |
14:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/1732 -- Add (optional) client-side saving of server map to disk by sfan5 |
14:20 |
Zeno` |
I think I am blind... where is LD_PRELOAD ? |
14:21 |
Zeno` |
oh, nvm... I'm too tired |
14:26 |
kahrl |
I guess as long as minetest isn't setuid root the environment variable isn't a problem |
14:26 |
kahrl |
(and if you do that, ...) |
14:27 |
kahrl |
ShadowNinja: do you see any potential security problems with #1609? |
14:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/1609 -- Search for subgames using $MINETEST_SUBGAME_PATH. by davexunit |
14:28 |
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14:59 |
rubenwardy |
#1744 |
14:59 |
rubenwardy |
Only set the camera update keymap when using a debug build - https://github.com/minetest/minetest/pull/1744 |
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15:42 |
rubenwardy |
Add lua errors to error dialog - https://github.com/rubenwardy/minetest/commit/5a57fde119035108886fb276eaf5984a95df1b01 |
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16:08 |
rubenwardy |
Any suggestions? Add lua errors to error dialog (WIP) - https://github.com/minetest/minetest/pull/1748 |
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17:03 |
RiZom-91 |
hi everyone! |
17:05 |
gravgun |
hi |
17:05 |
RiZom-91 |
I'd like to improve the line_of_sight function by adding glass, fence, etc nodes |
17:06 |
Calinou |
maybe use the sunlight_propagates setting for that |
17:06 |
Calinou |
if true, then it's ignored in line_of_sight |
17:07 |
RiZom-91 |
What is the best node property to do that? sunlight_propagates ? |
17:07 |
RiZom-91 |
yes that what i was thinking about |
17:08 |
RiZom-91 |
but for example I noticed that fences let the sunlight goes through even if there are not registered with this param |
17:09 |
RiZom-91 |
(in minetest_game/mods/default/nodes.lua |
17:09 |
RiZom-91 |
)* |
17:10 |
RiZom-91 |
how is it possible ? |
17:11 |
RiZom-91 |
is this >> paramtype = "light" responsible ? |
17:11 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1746 |
17:12 |
RealBadAngel |
kahrl, Calinou, sfan5 ? |
17:12 |
sfan5 |
RealBadAngel: docs |
17:13 |
RealBadAngel |
sure, i can add that, thats not the problem |
17:14 |
Calinou |
paramtype = "light" means the node may store light info |
17:14 |
RealBadAngel |
i mean the code |
17:14 |
Calinou |
sunlight_propagates = true lets lights pass through |
17:14 |
Calinou |
RealBadAngel, I'm not a core dev, but I don't see anything wrong with it |
17:15 |
RealBadAngel |
that code in my opinion can speed up game a lot |
17:15 |
Calinou |
can collision box be wallmounted? |
17:15 |
Calinou |
like selection box |
17:15 |
RealBadAngel |
can be any list of boxes of modders wish |
17:15 |
RealBadAngel |
but point is can be a single box even when nodebox is complex |
17:16 |
RealBadAngel |
before 100 boxes nodebox have same collison boxes list |
17:16 |
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17:17 |
RealBadAngel |
now modder can define one collision box (rather bounding box) for the node |
17:18 |
RiZom-91 |
Calinou: I understand, but why nodes not registered with sunlight_propagates = true lets lights pass through ? |
17:18 |
RealBadAngel |
because maybe its default? |
17:19 |
RealBadAngel |
can be, just check default contentfeatures values |
17:19 |
Calinou |
it does |
17:19 |
Calinou |
I was telling you to modify the code so that these nodes are not counted in line_of_sight |
17:20 |
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17:22 |
RealBadAngel |
sfan5, so just the docs? |
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17:46 |
RealBadAngel |
sfan5, added the field to the docs |
17:47 |
RiZom-91 |
Calinou : Thx. I couldn't find where are written the default value of sunlight_propagates but I will try with this parameter anyway |
17:47 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1746/files#diff-1305560bd8befb32862f0feeefabd02eR411 |
17:47 |
RealBadAngel |
RiZom-91, nodedef.cpp |
17:47 |
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17:47 |
RealBadAngel |
but its set to false |
17:49 |
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17:59 |
RealBadAngel |
sfan5, ? |
18:03 |
Calinou |
by default it's false, RiZom-91, but glass has it set to true |
18:14 |
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18:25 |
sfan5 |
RealBadAngel: looks good |
18:32 |
RealBadAngel |
sfan5, ok |
18:33 |
proller |
who lock it https://forum.minetest.net/viewtopic.php?f=14&t=7864 ? |
18:33 |
proller |
and why he still have this privs ? |
18:43 |
RealBadAngel |
kahrl, are you around? |
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19:29 |
RealBadAngel |
kahrl i need a method to get scenemanager and i find igamedef very confusing |
19:30 |
RealBadAngel |
why the heck it is reimplemented at so many places? |
19:36 |
RealBadAngel |
i need only client side function, i tried to copy the getMesh function but keep getting weird errors |
19:36 |
RealBadAngel |
/home/realbadangel/minetest-meshes/src/main.cpp:1253:10: error: cannot declare variable ‘server’ to be of abstract type ‘Server’ |
19:36 |
RealBadAngel |
/home/realbadangel/minetest-meshes/src/server.h:166:7: note: because the following virtual functions are pure within ‘Server’: |
19:36 |
RealBadAngel |
/home/realbadangel/minetest-meshes/src/gamedef.h:67:32: note: virtual irr::scene::ISceneManager* IGameDef::getSceneManager() |
19:37 |
RealBadAngel |
so the the question is: WTF? ;) |
19:50 |
RealBadAngel |
i found out that getTextureSource etc are reimplemented on the server side to be just dummy calls |
19:51 |
RealBadAngel |
but getMesh is done just client side, in client.cpp |
19:52 |
RealBadAngel |
or it overwrites irrlicht one maybe? |
19:53 |
RealBadAngel |
even if so, why the fuck code for server and client is not splitted? |
19:54 |
RealBadAngel |
celeron55, can you answer that? |
19:59 |
RealBadAngel |
imho client side calls should be defined just for client |
20:00 |
RealBadAngel |
re adding the dummy functions on the server side is waste of bytes |
20:00 |
RealBadAngel |
and is causing such idiotic problems |
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