Time |
Nick |
Message |
00:07 |
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00:07 |
cg72 |
is there any way to have a HTLM or web link in the main menu? |
00:12 |
cg72 |
BUZZZZZZ!!!!!!! |
00:44 |
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01:14 |
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01:17 |
TriBlade9 |
I've written a basic Java UDP client that can sort of connect, at least get the first packets from the minetest server. |
01:18 |
TriBlade9 |
The idea is to have a intermediary client runnin on the server machine, which forwards the data to a TCP socket, which can then be used by a web-based administration panel. (Since JavaScript can only use TCP sockets) |
01:19 |
cg72 |
all i want is a button that brings up a webpage |
01:20 |
cg72 |
in your broswer |
01:22 |
TriBlade9 |
cg72, Yeah, first you need TCP sockets somehow |
01:22 |
TriBlade9 |
Trying to use Java to read C++ is just a pain though ;_; |
01:22 |
cg72 |
just to open a external broswer like firefox |
01:23 |
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01:24 |
TriBlade9 |
cg72, Wait, what sort of thing are we talking about? |
01:24 |
TriBlade9 |
I'm talking about an administration interface that lets you communicate/chat/run commands with the server |
01:25 |
cg72 |
i want i html like link or button in the main menue of minetest to just send your default broswer to a web page |
01:26 |
TriBlade9 |
Oh okay, nevermind then. |
01:26 |
cg72 |
lol but a skins server would be nice if you could ;) |
01:27 |
acerspyro |
We've talked about that already |
01:28 |
cg72 |
i have a trick for that on my MineTime servers :) |
01:28 |
TriBlade9 |
Meh |
01:28 |
TriBlade9 |
I'm already over my head with this idea |
01:30 |
TriBlade9 |
Oh cg72? |
01:30 |
cg72 |
lol same here but my c++ is embeded not normal os stuff lol |
01:30 |
cg72 |
yes TriBlade9 |
01:30 |
TriBlade9 |
What's your trick? |
01:31 |
cg72 |
my webserver some php and a mod ( buggy atm but kinda works |
01:33 |
TriBlade9 |
Hmm |
01:33 |
TriBlade9 |
How'd you pull off the connection packets? |
01:34 |
cg72 |
i use a prog already on most unix systems |
01:34 |
cg72 |
its my middle man. not up to minetest security standards but meh |
01:38 |
TriBlade9 |
Hmm |
01:38 |
TriBlade9 |
I can't really understand the packet formate well cg72, I'm still trying to implement TOSERVER_INIT |
01:45 |
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01:55 |
TriBlade9 |
Anyone have any idea what "SER_FMT_VER_HIGHEST_READ" is in the TOSERVER_INIT section? |
02:31 |
TriBlade9 |
Jeez, I'm getting to the point where I'd prefer Node.js for this |
02:31 |
TriBlade9 |
Java uses signed bytes, which makes everything harder. -_- |
02:33 |
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02:33 |
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02:47 |
TriBlade9 |
Implemented basic test connection in Node.jhs |
02:47 |
TriBlade9 |
Still trying to get the player connection working |
02:59 |
TriBlade9 |
Gute Lard, this is tricky. |
03:05 |
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03:15 |
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03:18 |
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03:19 |
TriBlade9 |
Woot, got the example uptime system implemented using Node.js |
03:19 |
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03:19 |
TriBlade9 |
Now gotta figure out how all the other messages work. ;_; |
03:33 |
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03:34 |
TriBlade9 |
Starting to get the hang of this... Has packet builders now. Working connect/disconnect system... kinda. |
03:35 |
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09:00 |
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09:14 |
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09:14 |
NrzMT629253 |
Hi all |
09:17 |
kilbith |
hi nerzhul |
09:17 |
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09:36 |
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09:37 |
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09:37 |
NrzMT |
ShadowNinja, i merge your improvements, that's great |
09:42 |
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10:18 |
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10:34 |
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10:38 |
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10:39 |
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11:04 |
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11:04 |
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11:05 |
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11:07 |
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11:10 |
Zeno` |
#2116 |
11:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/2116 -- Optimize vertex calculations (maths), perf improvement by nerzhul |
11:11 |
Zeno` |
can those commits be squashed? |
11:12 |
Zeno` |
but before that.... pos.y -= sin (posYbuf) * WATER_WAVE_HEIGHT + sin (posYbuf / 7.0) * WATER_WAVE_HEIGHT; should be pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; |
11:12 |
Zeno` |
there is no space after a function name and the opening parenthesis |
11:13 |
Zeno` |
s/is/should be |
11:13 |
gregorycu |
... |
11:13 |
gregorycu |
sin(posYbuf / 7.0) |
11:13 |
gregorycu |
What does that even mean? |
11:13 |
Zeno` |
looks like the wave height at that current position |
11:14 |
gregorycu |
/ 7.0 ? |
11:14 |
gregorycu |
What is that? |
11:14 |
Zeno` |
magic |
11:14 |
Zeno` |
good point ;) |
11:15 |
gregorycu |
Anytime I see rational numbers inside sin, I get concerned |
11:15 |
Zeno` |
I don't think any division by 7 can be rational |
11:15 |
Zeno` |
7 is prime |
11:15 |
gregorycu |
No, but 7 is a rational number |
11:16 |
Zeno` |
hmm, yes |
11:16 |
gregorycu |
I'm not being very clear |
11:16 |
Zeno` |
neither am I |
11:16 |
Zeno` |
but there needs to be a comment |
11:16 |
gregorycu |
Also, dividing |
11:17 |
gregorycu |
It just... I don't know |
11:17 |
Zeno` |
yep, so a comment is needed |
11:17 |
Zeno` |
there are too many magic values in minetest already |
11:18 |
gregorycu |
At least divide it by some multiple of PI, that's all I'm saying :) |
11:18 |
Zeno` |
oh,, PI |
11:18 |
Zeno` |
even more magic :) |
11:19 |
Zeno` |
what about phi? |
11:19 |
gregorycu |
Nah, it's better |
11:19 |
Zeno` |
I like phi |
11:19 |
gregorycu |
sin(PI) == sin(0) |
11:19 |
Zeno` |
phi fi foe fum |
11:20 |
Zeno` |
https://github.com/minetest/minetest/pull/1977 |
11:20 |
Zeno` |
is that still not merged? |
11:21 |
nrzkt |
hi Zero |
11:21 |
nrzkt |
zeno* |
11:21 |
Zeno` |
hi there |
11:21 |
nrzkt |
sorry for to be late, i'll look at this |
11:23 |
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11:23 |
gregorycu |
20% of light related calculations is spent inserting into a std::map |
11:24 |
gregorycu |
20% |
11:26 |
gregorycu |
Sorry, a set |
11:30 |
kilbith |
Zeno`, 1977 has been merged but not closed yet : https://github.com/minetest/minetest/commit/800d912b6f93b4e9e6efdc89b9e7a720807f2b1a |
11:32 |
Zeno` |
thanks |
11:32 |
Zeno` |
closed |
11:32 |
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12:02 |
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12:05 |
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12:12 |
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12:21 |
Zeno` |
hmm, I cannot apply #2116 |
12:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/2116 -- Optimize vertex calculations (maths), perf improvement by nerzhul |
12:24 |
Zeno` |
weird |
12:32 |
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12:33 |
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12:33 |
gregorycu |
Zeno`: I'm going to investigate if a pooled_allocator can drastically speed up the places where we use std::set |
12:40 |
Zeno` |
ok #2116 seems fine to me |
12:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/2116 -- Optimize vertex calculations (maths), perf improvement by nerzhul |
12:40 |
Zeno` |
any objections to it being merged? |
12:40 |
nrzkt |
ty :) |
12:42 |
Zeno` |
will merge in 20 minutes if there are no objections |
12:48 |
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12:56 |
jin_xi |
hm. someone tell me if this looks right: a dump of some registered decorations, registered with no name: http://paste.ubuntu.com/9755619/ |
12:57 |
jin_xi |
documentation says they all should have their id as keys, but only [0] shows up. is this because of the way dump works or is there a discrepancy? |
13:20 |
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13:24 |
Zeno` |
will merge #2131 once travis is finished mucking around |
13:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/2131 -- Small tweaking (alignment - client tab) by kilbith |
13:35 |
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13:40 |
nrzkt |
what do you think about project structure ? |
13:41 |
Zeno` |
that it sucks? |
13:41 |
nrzkt |
all sources in one directory, except somes, it's not a proper way no ? |
13:41 |
nrzkt |
why don't do a separation, client sources in one subdir, server sources in one subdir and common sources in one subdir |
13:41 |
nrzkt |
and more, because in CMAKE we have separated compilations, one dir per compilation |
14:00 |
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14:00 |
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14:01 |
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14:05 |
nrzkt |
#2119 rebase done, i tested it, it works perfect |
14:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/2119 -- Rewrite client/server packet handling by nerzhul |
14:05 |
nrzkt |
please test it and merge |
14:06 |
nrzkt |
if needed i can pull master to solve the conflict mentionned by github |
14:06 |
Zeno` |
you didn't add the memcpy() improvement? |
14:06 |
nrzkt |
hmm, forgot it |
14:06 |
nrzkt |
lot's of comments :p |
14:06 |
Zeno` |
heh, yes |
14:06 |
nrzkt |
i add it, test it and merge it if it's valid |
14:07 |
nrzkt |
before, i merge master to avoid conflicts |
14:07 |
Zeno` |
memcpy is (on just about every CPU and OS) much, much faster than a loop |
14:07 |
Zeno` |
ok, I will test |
14:09 |
nrzkt |
github removed comments because commits disappear, can you give me the comment ? i'm not very familiar with memcpy |
14:09 |
Zeno` |
wtf |
14:09 |
Zeno` |
this does not automerge either :/ |
14:09 |
nrzkt |
yes, strange thing, i have the problem before |
14:10 |
nrzkt |
wait i do the patch and rebase |
14:10 |
nrzkt |
hmmm can't rebase on merge commit, but it's on the pr |
14:11 |
Zeno` |
can someone look at why this doesn't merge? |
14:12 |
Zeno` |
unless whitespace errors are the reason... |
14:12 |
Zeno` |
hmm |
14:24 |
nrzkt |
#2119 PR is now complete |
14:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/2119 -- Rewrite client/server packet handling by nerzhul |
14:42 |
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14:47 |
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15:06 |
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15:10 |
gregorycu |
Is there any reason why we don't use boost? |
15:15 |
nrzkt |
http://dev.minetest.net/Code_style_guidelines#Use_STL.2C_avoid_Irrlicht_containers.2C_and_no.2C_Boost_will_not_even_be_considered.2C_so_forget_it |
15:20 |
gregorycu |
I assume it's because of this: "adding new dependencies is considered serious business." |
15:20 |
Wayward_One |
I think there's a problem with this commit, because now when i enable bumpmapping, everything turns red, and the plantlike nodes look weirdhttps://github.com/minetest/minetest/commit/148fffb0f23fa437c67639ff3cc69177fb71d76a (#2116) |
15:20 |
gregorycu |
Goodnight all |
15:21 |
Wayward_One |
err, #2116 |
15:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/2116 -- Optimize vertex calculations (maths), perf improvement by nerzhul |
15:23 |
hmmmm |
boost isn't used becauser it's a mess |
15:23 |
hmmmm |
look at this shit http://www.boost.org/doc/libs/1_55_0b1/libs/geometry/doc/html/geometry/design.html |
15:24 |
hmmmm |
so if you want to triple the compile time while making everything impossible to read, go ahead |
15:24 |
cib0 |
lolboost |
15:26 |
hmmmm |
i think a better question is "what can we gain from boost" |
15:26 |
Zeno` |
gain from boost? |
15:26 |
Zeno` |
nothing but trouble |
15:27 |
hmmmm |
Freeminer is a fork of minetest that adds a lot of crap, and yes they added boost too. maybe you should work on freeminer instead if you think we need boost |
15:31 |
Zeno` |
Wayward_One, reverted |
15:33 |
Wayward_One |
ok, cool :) |
15:35 |
nrzkt |
Wayward_One, that's strange.... somebody else can verify my calculs ? |
15:37 |
nrzkt |
the only thing i see is color |
15:38 |
T4im |
alphachannel was messed up too, thus the weird plants |
15:38 |
nrzkt |
i haven't the problem in local... don't know where does this problem comes from |
15:38 |
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15:39 |
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15:39 |
kilbith |
i confirm : https://lut.im/XW54nky3/7BHE3Amc |
15:39 |
nrzkt |
what's the hell... |
15:39 |
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15:40 |
nrzkt |
what is the difference here: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; => color = (0.05 + diffuse + 0.2 * specular) * base.rgb |
15:40 |
nrzkt |
it's the only thing which can cause the problem |
15:43 |
T4im |
hmm you miss a semicolon |
15:43 |
T4im |
:) |
15:43 |
nrzkt |
oh |
15:43 |
nrzkt |
you are right |
15:43 |
nrzkt |
... |
15:43 |
T4im |
two even |
15:43 |
nrzkt |
yes it's a copy paste |
15:43 |
nrzkt |
i fix it now |
15:45 |
nrzkt |
sorry... |
15:45 |
kilbith |
be very careful before stating a finished PR ;) |
15:45 |
kilbith |
but to err is human |
15:46 |
Zeno` |
To be fair, I should have caught that |
15:46 |
nrzkt |
in fact my client doesn't seem to see this was missing... whereas i do a make clean before relaunch him |
15:46 |
nrzkt |
travis cannot compile shaders ? it will be useful to track those problems |
15:47 |
T4im |
well isn't that executed on the graphics card? maybe some gpu's can handle that |
15:47 |
T4im |
others don't |
15:47 |
nrzkt |
intel GPU like it xD |
15:47 |
T4im |
ati failing here |
15:47 |
T4im |
:D |
15:50 |
T4im |
btw did you consider using mesa's glsl optimizer? |
15:50 |
nrzkt |
me ? |
15:50 |
T4im |
I'd expect it to catch something like that too |
15:50 |
T4im |
https://github.com/aras-p/glsl-optimizer |
15:51 |
nrzkt |
i somes can the the PR now, with semicolon fix and tell me if that's better because Intel GPU cheats ? :p |
15:51 |
T4im |
well the gpu's do optimize their glsl execution.. of course they will do so differently well |
15:52 |
T4im |
mesa's extracted one would be one way to make that independend, but of course that means that it will run slower on some gpu's faster on others than before |
15:52 |
T4im |
iirc then this was more benefitial for mobile gpu's |
15:54 |
T4im |
ah yes, they linked the blogarticle about the background http://aras-p.info/blog/2010/09/29/glsl-optimizer/ |
16:04 |
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16:07 |
T4im |
nrzkt, Zeno`: nerzhul/math_improvements works for me now |
16:10 |
nrzkt |
perfect ! sorry for the inconvenience with ';' |
16:11 |
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17:03 |
hmmmm |
hey, does anybody know why on android, blocks in sqlite need to be read before they are deleted?' |
17:14 |
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17:14 |
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17:15 |
ShadowNinja |
hmmmm: So that they're deleted before they're written. Existence is checked first IIRC. Might be able to skip the check and ignore inexistence errors though. |
17:16 |
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17:16 |
hmmmm |
i was asking if the latter part of what you said is okay.. |
17:18 |
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17:18 |
ShadowNinja |
I don't know, you'd have to look up docs or just try it. |
17:18 |
ShadowNinja |
There might be a DELETE IF EXISTS statement. |
17:22 |
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17:23 |
Krock |
#2095 is still present in current HEAD |
17:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/2095 -- Display (sub)game icons again by SmallJoker |
17:29 |
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17:30 |
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17:30 |
Krock |
looks like irrlicht does not like \\ in paths |
17:31 |
Krock |
I replaced all double-backslashes and solved the icon display problem |
17:31 |
Krock |
*replaced with normal slash |
17:31 |
Krock |
talking about this issue: http://pastebin.com/iSp94uG3 |
17:33 |
kahrl |
I think there is a deeper issue that needs to be fixed |
17:33 |
kahrl |
not just the symptoms hidden |
17:34 |
kahrl |
everything in GUIFormSpecMenu unescapes strings way too often |
17:34 |
kahrl |
(for example, try displaying a \ in a label) |
17:35 |
kahrl |
why wasn't that a problem until recently though? |
17:35 |
hmmmm |
LevelDB doesn't error on block load failure... is this behavior desired? |
17:35 |
Krock |
no idea. I think there was a commit which broke the system |
17:36 |
Krock |
I could say you my latest working build. using bisect is a horror on my system |
17:38 |
kahrl |
actually, I think 3c3887bb19 is the problem |
17:38 |
kahrl |
try reverting what it did to unescape_string |
17:38 |
kahrl |
bbiab |
17:39 |
Krock |
first bad build: 150108 latest good build: 150103 |
17:40 |
Krock |
if 3c388 is in between, then it's the one |
17:44 |
Krock |
yeah. it's in between |
17:46 |
Krock |
https://github.com/minetest/minetest/commit/3c3887bb1#diff-2a505d2691feba087023af2ada625da5L465 |
17:47 |
acerspyro |
http://imgur.com/ http://i.imgur.com/BwvKHmU.png |
17:47 |
acerspyro |
oops, first link failed |
17:47 |
acerspyro |
http://imgur.com/E4pGYeJ |
17:48 |
Krock |
acerspyro, more 3d-like signs? |
17:49 |
acerspyro |
No |
17:49 |
acerspyro |
Menu buttons |
17:49 |
Krock |
we aren't minecraft devs |
17:49 |
acerspyro |
I am aware |
17:49 |
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17:49 |
acerspyro |
But the current buttons are ass |
17:49 |
Krock |
ShadowNinja, https://github.com/minetest/minetest/commit/3c3887bb1#diff-2a505d2691feba087023af2ada625da5L465 is skins all backshashes |
17:49 |
Krock |
*skips |
17:49 |
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17:53 |
Krock |
updated #2095, untested but should work fine |
17:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/2095 -- Display (sub)game icons again by SmallJoker |
17:55 |
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18:08 |
kaeza |
https://github.com/kaeza/minetest/commit/e31096daeed880216a3762756f5cbe4c66c02f5a |
18:08 |
kaeza |
<jordan4ibanez> This is so weird, why am I getting this error? 13:01:21: WARNING: Undeclared global variable "t" accessed at .../jordan/minetest/bin/../builtin/common/serialize.lua:143 |
18:10 |
kaeza |
hmmmm, ShadowNinja ? ^ |
18:10 |
hmmmm |
looks good to me |
18:11 |
hmmmm |
i for one love the strict module. if only lua could have static typing now :( |
18:15 |
kaeza |
test suites could be useful too |
18:16 |
kaeza |
that code path is only taken if an unsupported type is found |
18:16 |
kaeza |
(duh!) |
18:17 |
hmmmm |
this seems to happen constantly with scripting languages |
18:17 |
hmmmm |
undeclared variable gets used in an error case |
18:17 |
hmmmm |
nobody knows about it until the error happens |
18:22 |
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18:36 |
hmmmm |
question: what the hell is the point of the MapBlock reference counting? you're not referencing a mapblock without being envlocked, so I don't understand |
18:39 |
sapier |
ShadowNinja: is there any comforable way to find a suitable icon in that android action bar iconpack? |
18:40 |
Calinou |
can you screenshot where it would be used, sapier? |
18:41 |
Calinou |
we can make them ourselves if neede |
18:41 |
Calinou |
+d |
18:41 |
sapier |
ShadowNinja suggested to use one of those icons for the autohiding settings bar |
18:42 |
hmmmm |
also shouldn't MapSectors be deleted once they're empty? |
18:42 |
sapier |
I made a button myself but that's just a spacer my skills at button design are quite limited. I'd prefere not to merge my spacers as last time I did this noone ever did create a bette icon ;-) |
18:43 |
sapier |
btw can someone explain to me why we move down a ladder on sneak? |
18:44 |
Calinou |
because it's the most obvious key |
18:44 |
Calinou |
Shift by default |
18:44 |
Calinou |
like in first person shooters |
18:45 |
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18:45 |
sapier |
yes but there that button is used for crunch ... and there move down would be logic |
18:58 |
sapier |
still any suggestions for the settings bar button? |
19:01 |
hmmmm |
settings bar button? |
19:01 |
hmmmm |
oh you mean android interface |
19:02 |
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19:03 |
sapier |
yes I made my initial code more generic this way we could add multiple autohiding buttonbars too |
19:04 |
sapier |
e.g. combine inventory, drop and settings in different bars |
19:16 |
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19:17 |
hmmmm |
oh man |
19:17 |
hmmmm |
there's endless minetest crap to work on |
19:17 |
hmmmm |
to improve the liquid flowing situation, I propose: |
19:18 |
hmmmm |
- detecting mass amounts of liquid flow concentrated in a certain area and speeding it up with a voxelmanipulator |
19:18 |
hmmmm |
- not using a UniqueQueue. these are really slow data containers and it's rather hot |
19:18 |
hmmmm |
what's wrong with a prereserved std::vector |
19:20 |
hmmmm |
preallocated... reserved... whatever |
19:29 |
sapier |
hmmm havent UniqueQueues been changed lately |
19:29 |
sapier |
? |
19:30 |
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19:42 |
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19:44 |
Kodexky |
Hi sapier. For the autojump thing. Would be acceptable to expose BS? |
19:44 |
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19:45 |
sapier |
no |
19:45 |
sapier |
BS is a internal value that might change |
19:45 |
Kodexky |
ok |
19:45 |
Calinou |
currently 10 |
19:45 |
Calinou |
save files store position in real units, not node units… |
19:46 |
Calinou |
so changing BS would break at least this |
19:46 |
sapier |
yes and it's actually more node size |
19:46 |
sapier |
guess that's a historic bug |
19:47 |
sapier |
but we shouldn't expose BS |
19:47 |
Kodexky |
stepheight then? |
19:48 |
sapier |
btw I once had a pull request making stepheight a server sent property I just did close it because someone wanted me to fixe some other issues in it ... and it was just a unsuccessfull try to fix another issue |
19:50 |
sapier |
if someone wants to fix the remaining errors in there https://github.com/sapier/minetest/tree/configurable_player_stepheight |
19:51 |
Kodexky |
i'd like to try it. |
19:54 |
sapier |
look for the pull request there are some comments telling what about this wasn't liked |
19:55 |
Kodexky |
once i get back at my pc. i'll close my pr. Didn't expect it to be merged, just wanted to try anyway, sorry. |
19:57 |
sapier |
You can leave it open too it's just my opinion maybe everyone else does have a different one |
19:59 |
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20:15 |
Kodexky |
Ok, well then, i'll let it get more comments. I'll work with your commit meanwhile. Thanks. (I can swear i never saw it go by, got to stop working while exhausted.) |
20:17 |
hmmmm |
humm |
20:18 |
hmmmm |
m_database_delete was never finalized in android |
20:18 |
hmmmm |
this was probably intentional, just interesting |
20:18 |
sapier |
where? |
20:18 |
hmmmm |
no you don't need to |
20:18 |
hmmmm |
you only delete before reading, you never need a finalized delete statement |
20:19 |
hmmmm |
so if all operations pass in theory it should work |
20:19 |
sapier |
well I added a workaround for sqlite on android I did never fully understand why it fails. |
20:19 |
hmmmm |
the only problem with this setup is |
20:19 |
sapier |
as of api it should've worked |
20:19 |
hmmmm |
what if the write fails |
20:19 |
hmmmm |
but the delete does not |
20:19 |
hmmmm |
i realize there's hardly any practical chance of that happening but it's a theoretical problem |
20:20 |
hmmmm |
databases are supposed to be transactional in nature, i.e. ACID |
20:20 |
sapier |
if there's any chance for it to fail we should handle it |
20:21 |
hmmmm |
is it possible to combine delete and insert statements into one statement? |
20:21 |
sapier |
not handling an error was exactly why the android sqlite error wasn't realized till about a day prior release |
20:21 |
sapier |
I don't think we do it that way |
20:21 |
hmmmm |
well it'd be 'handled' as in simply regenerated the next time the load returns nothing, you'd also get a save error |
20:22 |
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20:23 |
sapier |
that's what happened on android ;-) |
20:23 |
hmmmm |
oh right |
20:23 |
hmmmm |
that failure mode that appears at face to be not so problematic is actually horribly problematic |
20:24 |
hmmmm |
but I don't think we ever did find the *root* cause of that fiasco |
20:24 |
sapier |
yes on android it caused mud flowing to float whole map |
20:24 |
sapier |
on android I did |
20:24 |
hmmmm |
and the "fix" I made to voxelmanipulator to prevent that happening caused trees to get chopped off :( |
20:25 |
sapier |
I just don't understand why sqlite behaves different there |
20:25 |
hmmmm |
we need to work on map.cpp a lot. |
20:25 |
sapier |
on android REPLACE doesn't work |
20:25 |
hmmmm |
just because it existed for a long time doesn't mean it's perfect... a lot of those interfaces, frankly, suck |
20:25 |
sapier |
possible |
20:26 |
sapier |
yet leveldb can't even be compiled on mips ;-) |
20:26 |
hmmmm |
=/ |
20:26 |
sapier |
ok it couldn't I haven't checked it recently |
20:27 |
kilbith |
PilzAdam: waiting for your suggestions on game#400 |
20:34 |
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20:48 |
hmmmm |
lol |
20:48 |
hmmmm |
you can't do x = y = 5 in Lua? |
20:49 |
sapier |
I'd not bet on it |
20:49 |
hmmmm |
oh noes :( |
20:50 |
hmmmm |
well i guess this is correct behavior |
20:50 |
hmmmm |
if you delete a block underneath a structure, it'll regenerate the whole chunk, but the structure will block direct sunlight, so dirt_with_grass won't be placed |
20:52 |
sapier |
Any comments on prefixing android only commits by Android: ? |
20:52 |
hmmmm |
i think it's helpful |
20:53 |
hmmmm |
maybe it could be like (Android) component: Fix thingie here |
20:54 |
sapier |
Hmm but "component" doesn't make sense if we don't do this on regular commits too |
20:54 |
hmmmm |
I do |
20:54 |
hmmmm |
the ones I don't do it on are more general commits affecting more than one component, usually |
20:55 |
sapier |
I see, hmm I don't really like using brackets at the beginning, what about "Android, compoent:" |
20:56 |
hmmmm |
i'm not picky |
21:00 |
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21:15 |
sapier |
nope leveldb still doesn't support mips |
21:15 |
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21:21 |
ShadowNinja |
kaeza: serialize() fix pushed. |
21:23 |
hmmmm |
https://github.com/kwolekr/minetest/commit/99de5237c11cf81c72992351b69b758be68f42bc |
21:24 |
ShadowNinja |
hmmmm: I fixed the finalizing bug in my SQLite3 PR. |
21:25 |
ShadowNinja |
(And possibly a few other bugs that I don't remember) |
21:25 |
hmmmm |
oh no, merge conflicts.. |
21:26 |
sapier |
shouldn't you return the retval of sector->deleteBlock in deleteBlock |
21:26 |
sfan5 |
hmmmm: https://github.com/kwolekr/minetest/commit/99de5237c11cf81c72992351b69b758be68f42bc#diff-c6d551e431c1fb79f5cf714da9b6c604R416 the comment here is wrong |
21:26 |
sfan5 |
s/comment/text/ |
21:26 |
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21:27 |
hmmmm |
i thought deleteblock is void |
21:27 |
hmmmm |
oh whoops @sfan5 |
21:27 |
sapier |
you did add it returning bool ;-) |
21:27 |
hmmmm |
i mean sector::deleteblock |
21:27 |
PilzAdam |
hmmmm, the mapblock design is usually hidden in the API |
21:28 |
sapier |
hmm let me check :-) |
21:28 |
PilzAdam |
i.e. mods don't / can't care in what format we store the map |
21:28 |
hmmmm |
it's meant for chat commands |
21:28 |
hmmmm |
gotta be able to repair messed up map |
21:28 |
sfan5 |
hmmmm: minor nitpick: https://github.com/kwolekr/minetest/commit/99de5237c11cf81c72992351b69b758be68f42bc#diff-1305560bd8befb32862f0feeefabd02eR1883 other functions seem to use pos1 instead of p1 |
21:29 |
hmmmm |
ahh ok |
21:29 |
hmmmm |
didn't notice that |
21:33 |
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21:42 |
hmmmm |
sfan5: is that a good way to get a position to begin with? |
21:42 |
hmmmm |
should the person fly into the mapblock they want to delete or aim at it |
21:42 |
sfan5 |
i think the current approach makes the most sense |
21:49 |
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21:49 |
hmmmm |
yeah, MapSector::deleteBlock() has a void return |
21:49 |
hmmmm |
I don't see SN's commit in there that adds the delete finalize |
21:50 |
hmmmm |
no more concerns I don't think |
21:50 |
sapier |
sounds like a design error if database delete can fail and we loose that information till lua api ... but that's obviously not topic of this commit |
21:51 |
hmmmm |
sapier: no, MapSector is not Map |
21:51 |
hmmmm |
maybe I should've named my thing eraseBlock() instead so people don't confuse it for the MapSector method |
21:52 |
hmmmm |
but nobody ever modifies Map so |
21:52 |
sapier |
once you provide it ppl will use it |
21:52 |
hmmmm |
well think of it this way |
21:52 |
hmmmm |
a MapSector post-0.3.x is inherently all in memory |
21:53 |
hmmmm |
whereas a Map is on disk and in memory |
21:53 |
hmmmm |
so if you delete a block from a Map, what should you expect? |
21:58 |
sapier |
I assume you know that code way better then me so if you think it's right this is most likely true |
21:58 |
hmmmm |
i'm just trying to make up a justification |
21:58 |
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21:58 |
hmmmm |
our naming scheme sucks |
21:59 |
acerspyro |
naming scheme? |
21:59 |
acerspyro |
Forniture mod? |
21:59 |
hmmmm |
naming scheme. |
21:59 |
sapier |
naming scheme? |
22:03 |
ShadowNinja |
hmmmm: minetest.string_to_pos may be helpful for that command... |
22:03 |
hmmmm |
possibly |
22:03 |
hmmmm |
i was just following suit with the rest of the command there which use regex |
22:03 |
hmmmm |
commands |
22:04 |
hmmmm |
what do you think about rounding minetest.pos_to_string() to 1 decimal place by default? |
22:04 |
ShadowNinja |
local pos1, pos2 = unpack(param:split(" ")) pos1, pos2 = minetest.string_to_pos(pos1), minetest.string_to_pos(pos2) |
22:04 |
sapier |
I'd use at least 2 |
22:05 |
ShadowNinja |
hmmmm: No, you could add a rounding param though. |
22:05 |
sapier |
ShadowNinja's suggestion is even better |
22:05 |
hmmmm |
yeah i was just going to say that |
22:06 |
hmmmm |
i figured nobody really wants to store like 500000000000000000000 decimal places that are nothing but floating point error anyway |
22:06 |
ShadowNinja |
Conterting to/from strings should result in the same value (with a very slight difference to account for rounding errors and the like). |
22:06 |
sapier |
but someone already complained about lua's precision isn't enough to keep exact positions ;-) |
22:07 |
hmmmm |
lol |
22:07 |
sapier |
it's relevant if you wanna pass positions via formspecs for example |
22:08 |
ShadowNinja |
sapier: Did you tell them about libgmp? ;-) |
22:09 |
hmmmm |
lol, he was being sarcastic |
22:09 |
hmmmm |
oh you had the ;-) too |
22:16 |
hmmmm |
why is string_to_pos in builtin/game but pos_to_string is in builtin/common |
22:19 |
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22:29 |
hmmmm |
deactivateFarObjects: id=22 m_static_exists = true but static data doesn't actually exist in (18,0,-2) |
22:29 |
hmmmm |
hrmm |
22:29 |
hmmmm |
how did four objects get into those blocks? |
22:30 |
sapier |
if you find the reason you're gonna fix a long mysterious issue |
22:30 |
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22:30 |
hmmmm |
well i know the reason |
22:30 |
hmmmm |
i just caused it by deleting a range of mapblocks |
22:31 |
sapier |
ah :-) |
22:31 |
sapier |
that could be an issue |
22:31 |
hmmmm |
so I assume that in the average case when you see this error, the mapblocks are loaded for sure |
22:32 |
sapier |
if you delete mapblocks you'll always have entities beeing stored in there active |
22:32 |
hmmmm |
'cause that would be a rather obvious reason if you didn't cover that base already |
22:32 |
sapier |
at least you always could have |
22:33 |
hmmmm |
agh :( thanks a lot ShadowNinja, I still need to use regexes to extract the positions |
22:33 |
hmmmm |
I wonder if I'll break anything by making parentheses optional |
22:34 |
hmmmm |
%(? %)? |
22:34 |
ShadowNinja |
hmmmm: Why? |
22:34 |
hmmmm |
erm wait a minute |
22:34 |
hmmmm |
it already is |
22:35 |
hmmmm |
this is not working for some reason.. |
22:35 |
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22:36 |
hmmmm |
ahhh... oops |
22:37 |
hmmmm |
well then :) I guess it's not as easy as unpack(string.split(" ")) |
22:37 |
hmmmm |
you can have spaces in between the positions |
22:37 |
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22:38 |
hmmmm |
how do I split (4, 1, 4) (1, 2, 3) |
22:39 |
hmmmm |
blah:split(") (") works but the parentheses are supposed to be optional.. besides, i have to readd the parentheses after the split |
22:41 |
nrzkt |
good night all |
22:41 |
nrzkt |
i need a final review on PR #2119 |
22:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/2119 -- Rewrite client/server packet handling by nerzhul |
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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/ |
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23:15 |
shadowzone |
https://github.com/minetest/minetest/pull/2135 |
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23:31 |
kahrl |
shadowzone: I think it gives the wrong kind of impression if a new player clicks on "Help" and the first thing (after the controls) is how to cheat |
23:32 |
kahrl |
the concept is good though |
23:33 |
shadowzone |
It's not cheating |
23:33 |
kahrl |
so maybe talk about basic gameplay instead; OTOH the gameplay of voxel games might be common knowledge by now |
23:33 |
kahrl |
giving yourself unlimited items is not cheating? |
23:33 |
shadowzone |
In singleplayer it's fine |
23:34 |
shadowzone |
And without the "give" privs they cannot do that. |
23:34 |
kahrl |
it's fine but it's still cheating |
23:35 |
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23:38 |
kahrl |
perhaps the "cheaty" privs should be granted by default in creative mode singleplayer |
23:38 |
hmmmm |
wow that network cleanup is huge |
23:39 |
hmmmm |
soo, who wants to review it |
23:40 |
kahrl |
*tumbleweed* |
23:40 |
VanessaE |
haha |
23:41 |
shadowzone |
I'm gonna sit here and be quiet as you review it. |
23:42 |
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23:44 |
hmmmm |
VanessaE, did you see /deleteblocks?? |
23:44 |
hmmmm |
merry christmas |
23:44 |
VanessaE |
no, I haven't seen it. been working on mesh stuff |
23:44 |
VanessaE |
(see pipeworks and random_buildings/cottages) |
23:45 |
hmmmm |
(= |
23:45 |
hmmmm |
i am a little concerned about environment.cpp:1860 |
23:45 |
hmmmm |
emergeBlock with create_blank == false can possibly return null, and then it's dereferenced without checking a few lines later |
23:45 |
hmmmm |
why haven't we seen any crashes yet |
23:48 |
VanessaE |
what else would it do as opposed to crashing? |
23:48 |
VanessaE |
I mean, theoretically |
23:49 |
hmmmm |
explode |
23:49 |
VanessaE |
heh |
23:49 |
hmmmm |
and burn |
23:49 |
hmmmm |
sometimes it crashes AND burns |
23:52 |
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exio4 joined #minetest-dev |
23:53 |
hmmmm |
jesus christ some people are insane |
23:54 |
shadowzone |
hmmmm, tell me 'bout it. |
23:54 |
shadowzone |
on #minetest |
23:54 |
hmmmm |
heh good point =] |
23:55 |
cg72 |
hmmmm is a fucking cunt who will not see the truth nor is willing to be human towards anyone! he evidently gets off on butchering the code of a 12yo girl instead of trying to point her in the right direction. |
23:55 |
hmmmm |
... |
23:55 |
cg72 |
FUCK YOU AND FUCK ALL THE EGOTISTICAL DEVS HERE |
23:55 |
hmmmm |
please take it to #minetest |
23:55 |
cg72 |
;) |
23:55 |
cg72 |
EAT MY PUSSY YOU FUCKING DOUCHE |
23:56 |
* shadowzone |
facepalms |
23:56 |
VanessaE |
O_o |
23:56 |
hmmmm |
do we have a landmine #2 here or something |
23:56 |
hmmmm |
hahaha |
23:56 |
cg72 |
Hmmmm your luck i have reasons not to come after yo uirl |
23:56 |
hmmmm |
alright seriously, leave now |
23:57 |
cg72 |
i have unlimited ips and nicks i will never leave |
23:58 |
acerspyro |
lol |
23:58 |
acerspyro |
wtf is going on |
23:58 |
hmmmm |
preteen drama, evidently =] |
23:58 |
hmmmm |
if we had a mailing list these problems wouldn't exist |
23:59 |
acerspyro |
lol |
23:59 |
acerspyro |
Mailing list rage |