Time |
Nick |
Message |
00:34 |
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00:39 |
OldCoder |
Comments please on http://minetest.org/crash.txt |
00:44 |
VanessaE |
so... critical regression here and no one's gonna look at it? |
00:55 |
* OldCoder |
relates |
00:57 |
OldCoder |
VanessaE, any thoughts on that log? Sokomine, RealBadAngel > |
00:57 |
OldCoder |
? bbs |
01:06 |
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04:12 |
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04:32 |
VanessaE |
bump #2877 |
04:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/2877 -- Player files corrupting with "blank" items |
04:32 |
VanessaE |
for G*d sakes someone please take a look at this, it's fucking up player inventories in ways they can't fix |
04:37 |
AnotherBrick |
looks like somehow items count is decreared below zero and since it's unsigned word you got something near 65535 |
04:37 |
VanessaE |
yeah but notice the blank spaces |
04:37 |
VanessaE |
there's no item name |
04:38 |
VanessaE |
afaik a mod can't do that |
04:39 |
VanessaE |
and players are reporting items "disappearing" from inventories as well |
04:39 |
VanessaE |
stuff that was there at one point, will be gone or reduced significantly the next time they login |
04:39 |
AnotherBrick |
can it be caused by some bugged android client? |
04:39 |
VanessaE |
I don't see how |
04:40 |
VanessaE |
a client doesn't directly access/write a server's player file does it? |
04:40 |
AnotherBrick |
it doesn't |
04:43 |
AnotherBrick |
it might probably perhaps send inventory action, like "take 26 items for that cell and put there" and if nothing really in that cell and server perform that operation you'll got -26 = 65510 empty items |
04:44 |
AnotherBrick |
i don't really know how that works, but it probably might perhaps be caused by similar scenario |
04:44 |
VanessaE |
in which case the server ought to be denying the action I'd think |
05:14 |
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05:22 |
cheapie |
AnotherBrick: But if you have 1, say, cobble, and you take away 2, you should then have 65535 /cobble/ instead of 65535 nothings, right? |
05:22 |
AnotherBrick |
yeah, probably |
05:23 |
AnotherBrick |
but if you have zero of nothing and takes one out, u'll got 65535 nothings |
05:29 |
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05:33 |
cheapie |
OK, so I guess we have two problems here. |
05:34 |
cheapie |
Items are turning into nothing, and there's no underflow detection. |
06:15 |
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06:16 |
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06:40 |
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06:49 |
VanessaE |
cheapie: I can reproduce my bug with vanilla minetest_game + gloopblocks (only used because it uses the replacements feature of the crafting grid) |
06:49 |
VanessaE |
see the revised description |
07:23 |
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07:29 |
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08:00 |
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08:07 |
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08:48 |
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09:06 |
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09:13 |
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09:27 |
crazyR |
could someone add a minetest.is_dir method to the engine so that we dont need to use os.execute() to do the checks |
09:30 |
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09:33 |
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09:36 |
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09:36 |
TeTpaAka |
VanessaE, does #2878 fix the problem for you? |
09:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/2878 -- Fix missing check for 0 in craft replacements by TeTpaAka |
09:37 |
VanessaE |
I have not tested it yet. |
09:37 |
TeTpaAka |
Ok |
09:38 |
VanessaE |
building it now. |
09:41 |
VanessaE |
TeTpaAka: that seems to have fixed it. |
09:41 |
TeTpaAka |
Good. |
09:41 |
VanessaE |
from a quick test anyway |
09:47 |
crazyR |
hmm, seems that in a sense is_dir already exists... i think someone needs to update the dev wiki methods section. minetest.get_dir_list() needs documenting |
09:56 |
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10:16 |
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10:58 |
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11:17 |
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11:30 |
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12:27 |
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12:28 |
est31 |
pushing trivial fix #2878 in 15 minutes. hmmmm pinging you so that you know that I push |
12:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/2878 -- Fix missing check for 0 in craft replacements by TeTpaAka |
12:29 |
est31 |
also after that I would like to go over all the for loops inside that file, and replace iterators over vectors with actual number counting |
12:29 |
est31 |
look at that for loop, the iterator is even postincremented |
12:29 |
est31 |
(the fix has nothing to do with that) |
12:30 |
est31 |
I will push that second commit too in ~15 mins |
12:32 |
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12:38 |
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12:46 |
est31 |
RealBadAngel, adding information to the nodedef whether its seamless or not is not the way to fix |
12:46 |
est31 |
because there will be still a bias |
12:51 |
est31 |
but RBA is right, thats how parallax mapping works |
12:51 |
est31 |
look at this vid https://commons.wikimedia.org/w/index.php?title=File%3AParallax_mapping.ogg |
12:52 |
est31 |
the texture is |
12:52 |
est31 |
biased depending on the angle |
12:53 |
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12:55 |
est31 |
I wonder whether we can move it back without losing the effect |
13:26 |
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14:01 |
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14:05 |
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14:23 |
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14:25 |
est31 |
ok last chance to stop the two commits https://github.com/est31/minetest/commit/286fb9ece884c72c56d98c6cc141f9e199fddb8f |
14:25 |
est31 |
and https://github.com/est31/minetest/commit/87b9cdab07f70a7f2dd6531650242b0893eb5930 |
14:26 |
est31 |
5 minutes now |
14:26 |
est31 |
(two hours later) |
14:30 |
est31 |
pushed |
14:33 |
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14:34 |
est31 |
that one gets pushed in 15 minutes https://github.com/minetest/minetest/pull/2880 |
14:35 |
twoelk |
are you sure any of those it concerns can hear you? |
14:36 |
est31 |
twoelk, should I ping hmmmm? |
14:36 |
kilbith |
we don't really need him for everything |
14:37 |
Calinou |
does Irrlicht support relief mapping, or better, tesselation? |
14:37 |
kilbith |
this heavy stranglehold is kind of strangling |
14:40 |
twoelk |
hehe, so there are more awake than I thought |
14:55 |
RealBadAngel |
est31, relief mapping doesnt use bias, parallax mapping do |
14:56 |
RealBadAngel |
Calinou, irrlicht supports material with parallax mapping, but |
14:56 |
RealBadAngel |
if parallax then no shaders |
14:56 |
est31 |
RealBadAngel, did I say something wrongß |
14:56 |
est31 |
? |
14:56 |
est31 |
I've only said its paralax mapping |
14:56 |
RealBadAngel |
we do have parallax mapping with slope information and relief mapping |
14:57 |
RealBadAngel |
only the first use bias |
14:57 |
est31 |
yes but why not reverse the bias, depending on angle |
14:57 |
est31 |
that should be possible, no? |
14:57 |
RealBadAngel |
im trying with no luck for now |
14:58 |
RealBadAngel |
propably the solution could be inverted heightmap |
14:58 |
RealBadAngel |
we will see |
14:59 |
RealBadAngel |
btw, we do really need info on texture properties |
14:59 |
est31 |
for what |
14:59 |
RealBadAngel |
connected textures will also need that info |
14:59 |
est31 |
well thats another discussion |
14:59 |
RealBadAngel |
and i could use it to solve parallax problems |
14:59 |
est31 |
no |
15:00 |
est31 |
I mean what would you do? |
15:00 |
RealBadAngel |
because now either non tiling textures do work or seamless |
15:00 |
est31 |
disable parallax mapping for non tiling textures? |
15:00 |
est31 |
but what about tiling textures? |
15:00 |
RealBadAngel |
shaders do not know what kind of texture is given |
15:00 |
est31 |
there its still broken |
15:00 |
RealBadAngel |
no, not disable |
15:00 |
RealBadAngel |
offset the effect |
15:00 |
est31 |
why not always offset |
15:01 |
RealBadAngel |
or as vanessae said, glue texture to non tiling edge |
15:02 |
RealBadAngel |
whatever offset i tried theres some texture visible on opposite edge |
15:02 |
RealBadAngel |
so that damn asphalt node with white border stripes has stripes on both sides |
15:04 |
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15:04 |
SopaXT |
Hi |
15:04 |
SopaXT |
Where can I find the detailed specs on the game protocol |
15:05 |
est31 |
SopaXT, in the code |
15:05 |
SopaXT |
:< |
15:05 |
est31 |
there are some pages on the wiki |
15:05 |
est31 |
but they are mostly outdated |
15:05 |
SopaXT |
Is it well documented? |
15:05 |
est31 |
what do you want to find out |
15:05 |
SopaXT |
I want to impoement a server |
15:06 |
est31 |
ok |
15:06 |
est31 |
you will have to either target one protocol version, or have compatibility with multiple ones |
15:07 |
est31 |
but the protocol isnt documented at all at that detailed grade |
15:07 |
est31 |
http://dev.minetest.net/Network_Protocol |
15:16 |
SopaXT |
Ok, thank uou |
15:37 |
Calinou |
custom servers often die early and have little support |
15:42 |
AnotherBrick |
SopaXT : what's your reason for implementing new server instead of improving current one? |
15:42 |
SopaXT |
My interediotism. |
15:42 |
SopaXT |
Just for fun |
15:44 |
AnotherBrick |
oh. good luck then :-) |
15:45 |
est31 |
too bad hermatite uses the minecraft protocol, not the minetest protocol |
15:45 |
est31 |
while we all know that its fundamentally flawed, because modding happens on the client, not the server |
15:48 |
Calinou |
hermatite? |
15:48 |
est31 |
man Calinou you know it |
15:48 |
est31 |
http://hematite.piston.rs/ |
15:48 |
Calinou |
oh right |
15:48 |
Calinou |
that server thing is new |
16:05 |
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16:15 |
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16:25 |
est31 |
the minecraft protocol isnt that bad after all |
16:30 |
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16:31 |
Calinou |
it's still TCP for a real time game |
16:31 |
Calinou |
using UDP we can achieve lower pings, provided we do it right... I wish Minetest used enet from the beginning |
16:32 |
est31 |
enet is no magic "super fast" formula |
16:32 |
est31 |
it depends on the skills of the person who implements it |
16:32 |
est31 |
uses* |
16:44 |
est31 |
what i didnt understand is how they transmit y data for "chunks" |
16:59 |
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17:05 |
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17:17 |
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17:17 |
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17:20 |
giacomo986 |
hello everyone, just downloaded minetest-master and compiled, it start, I create a new world but i can't enter in it, the client freeze when it is creating the server |
17:20 |
giacomo986 |
version 0.4.12-dev |
17:20 |
est31 |
giacomo986, there is a current regression, I'm working on it |
17:21 |
giacomo986 |
ok, happy that you know it |
17:21 |
est31 |
giacomo986, can you put your debug.txt to a pastebin? |
17:21 |
giacomo986 |
sure |
17:22 |
Sokomine |
giacomo986: yes, same problem here. debug.txt won't be particulary helpful i'm afraid... |
17:22 |
Sokomine |
it's a problem of latest git head |
17:22 |
est31 |
Sokomine, might or might not |
17:23 |
est31 |
I have that gamedef bug |
17:23 |
est31 |
and it does give a hang in "creating server" for singleplayer |
17:24 |
giacomo986 |
http://pastebin.com/mmkR5Rwi |
17:24 |
est31 |
ok |
17:24 |
est31 |
there is an error, see? |
17:24 |
est31 |
o sorry |
17:24 |
est31 |
no error |
17:25 |
giacomo986 |
i was trying some mods but it is the same without ods |
17:25 |
giacomo986 |
the game freeze so it wont write anything on debug |
17:26 |
Sokomine |
yes. the server does not fire up properly. calinou reported that as well |
17:26 |
est31 |
its a regression since 8a85e5e5 |
17:26 |
Sokomine |
must have happened very recently, yes |
17:27 |
giacomo986 |
I installed official build trough rmp and it work nicely |
17:27 |
Sokomine |
yes. it's a problem with the very current version. slightly older builds will work fine |
17:30 |
est31 |
seems to be my fuckup |
17:30 |
est31 |
yes, its my fault |
17:31 |
est31 |
fixing now |
17:31 |
est31 |
(when I've found the cause) |
17:31 |
giacomo986 |
wow, I did not expect this speed |
17:38 |
est31 |
well I have the bug now |
17:39 |
est31 |
pretty stupid from me |
17:39 |
giacomo986 |
what was? |
17:39 |
est31 |
dumb replacing |
17:40 |
est31 |
what can possibly go wrong here https://github.com/minetest/minetest/commit/96989e0a6aa3ab069b5aeeab44a6280d6d51364a#diff-05fc0edba5ae83586559fef2fca70b47R244 |
17:40 |
est31 |
(and cause an endless loop) |
17:40 |
hmmmm |
use size_t instead of std::vector<std::string>::size_type |
17:41 |
est31 |
why is that better |
17:41 |
hmmmm |
well for one, it's shorter |
17:41 |
est31 |
vector<T>::size_type uses allocator<T>::size_type |
17:42 |
hmmmm |
this way you can fit all of it on the same line, reducing clutter and making a for loop and its semantics quickly noticable |
17:42 |
hmmmm |
in practice everything is going to be an unsigned integral type of sufficient capacity. |
17:43 |
hmmmm |
moreover, you're implicitly guaranteed through the standard that sizeof(size_t) >= sizeof(*::size_type) |
17:43 |
est31 |
is it guaranteed size_t is always larger than allocator<T>::size_type? |
17:43 |
est31 |
lol |
17:43 |
est31 |
ok |
17:44 |
est31 |
pushing this now, ok hmmmm ?: https://github.com/est31/minetest/commit/64dc0532098ceeaa8a9de01984bd6a309578ec1e |
17:44 |
hmmmm |
sure. |
17:45 |
est31 |
pushed |
17:45 |
hmmmm |
so |
17:45 |
hmmmm |
on expressiveness |
17:45 |
hmmmm |
more compact or expressive does not necessarily mean better |
17:46 |
est31 |
then I'll use size_t in future because of shortness |
17:46 |
hmmmm |
it is better when it enhances the ability of expressions to be quickly recognized in their form |
17:46 |
hmmmm |
when you see for (int i = 0; i != blah; i++) { you instantaneously know what this form does |
17:46 |
hmmmm |
when it's on several lines... you force the reader to actually look at the loop conditions and what not |
17:46 |
est31 |
that has been my thought with using ::size_type instead of size_t |
17:47 |
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17:47 |
giacomo986 |
Can I try it now? |
17:47 |
est31 |
giacomo986, bug fixed |
17:48 |
giacomo986 |
nice, ty |
17:48 |
hmmmm |
so, that commit you made that caused the regression |
17:48 |
hmmmm |
who +1ed it? |
17:50 |
est31 |
I have announced to do it in chat |
17:50 |
est31 |
hours before |
17:50 |
est31 |
even pinged you |
17:50 |
hmmmm |
but... who +1ed it? |
17:51 |
est31 |
no "I want to see it" from you |
17:51 |
hmmmm |
that's a mistake that I would've caught |
17:51 |
giacomo986 |
It works! |
17:51 |
est31 |
nobody, it was triviality rule |
17:52 |
hmmmm |
then maybe we should redefine "trivial" |
17:52 |
hmmmm |
or remove it |
17:52 |
hmmmm |
the "trivial" exception was put there to not totally piss off developers |
17:53 |
est31 |
so you want to totally piss off devs? |
17:53 |
est31 |
(using your words) |
17:53 |
hmmmm |
yeah I think it's better than having that happen |
17:53 |
hmmmm |
we need to accept the reality that the bleeding-edge devel version is what most people use |
17:54 |
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17:54 |
hmmmm |
and it needs a higher standard of stable |
17:54 |
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paramat joined #minetest-dev |
17:54 |
est31 |
I think even more people use the stable releases |
17:54 |
hmmmm |
haven't we gathered statistics on this? |
17:55 |
est31 |
but they complain less on irc |
17:55 |
kilbith |
sfan5 has the stats |
17:55 |
est31 |
^ |
17:55 |
hmmmm |
ahh good it's sfan |
17:55 |
hmmmm |
i thought it was xyz |
17:56 |
Sokomine |
it's ok if the bleeding edge version has trouble sometimes. irc is helpful to report such problems |
17:57 |
paramat |
i'll push #2875 later |
17:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/2875 -- Mgv7: Lower base of mountain generation to -112 and define constant by paramat |
17:57 |
hmmmm |
well |
17:58 |
hmmmm |
paramat: if you find yourself making lots of commits that don't add functionality, but adjust parameters, maybe that should be configurable |
17:59 |
paramat |
i did briefly think about making mountain base level configurable |
17:59 |
paramat |
deoends on ocean depth |
18:00 |
paramat |
i considered -112 deep enough to cover most custom noise parameters |
18:00 |
VanessaE |
paramat: you neevr did add those acacia trees, did you? |
18:00 |
VanessaE |
never* |
18:00 |
paramat |
working on it |
18:00 |
VanessaE |
ok. |
18:00 |
VanessaE |
also: |
18:01 |
paramat |
leaves texture needs redoing, i discovered the leaves are tiny |
18:01 |
paramat |
you mean when a sapling grows? the lua code? |
18:02 |
kilbith |
maybe using the L-system instead of a schematic could prevent that (?) |
18:03 |
paramat |
l system can't reproduce the design of pine trees |
18:03 |
kilbith |
VE uses for the moretrees's pine |
18:03 |
kilbith |
uses the L-system* |
18:03 |
VanessaE |
actually it can, but it's tricky to get it right and probably would not be too beneficial for that size of tree. |
18:04 |
giacomo986 |
VanessaE, does your pipework mod works on 0.4.12? because I can't let it works |
18:04 |
VanessaE |
giacomo986: that's not for this channel, but yes it should. |
18:04 |
giacomo986 |
i'm sorry |
18:05 |
Sokomine |
est31: thanks! the fix works fine. the worlds come up again |
18:07 |
paramat |
yes i meant it can't reproduce the hardcoded design exactly |
18:08 |
paramat |
just checked, lua pinetree growing doesn't check for air or ignore when placing trunk, will fix |
18:09 |
sfan5 |
stats? |
18:09 |
sfan5 |
hmmmm: stats about which versions are in use? |
18:09 |
hmmmm |
yea |
18:10 |
sfan5 |
http://meow.minetest.net/tmp/serverlist_stats_2015-03-14.txt |
18:11 |
sfan5 |
the high amount of old version usage comes from the mobile stuff |
18:11 |
hmmmm |
so we can't actually tell who's using a devel version or not |
18:12 |
paramat |
so yes i'll keep mountain base level configurability in mind, i'm just considering the simplicity of setting a constant to a fairly deep value (-512 or whatever) being preferable to another parameter. for now i'll push this as is |
18:12 |
sfan5 |
hmmmm: yes we do |
18:12 |
sfan5 |
it's just not included in the stats |
18:12 |
hmmmm |
why.. |
18:13 |
sfan5 |
idk |
18:13 |
hmmmm |
can we please start collecting devel versions |
18:13 |
sfan5 |
189.144.161.188 - - [04/Jul/2015:18:13:20 +0000] "GET /list?proto_version_min=13&proto_version_max=24 HTTP/1.1" 200 147700 "-" "Minetest/0.4.11 (Linux/3.4.34-ecs-011 i686)" "-" |
18:13 |
sfan5 |
thats devel, right? |
18:13 |
hmmmm |
i guess not |
18:14 |
sfan5 |
hm |
18:14 |
sfan5 |
that can't be .11 |
18:14 |
sfan5 |
the proto args for the serverlist were added recently |
18:14 |
sfan5 |
after the .12 release |
18:15 |
sfan5 |
there is also "Minetest/0.4.12-dev (Linux/3.2.0-23-generic i686)" |
18:16 |
sfan5 |
but i can only seem to find servers using that (POST /announce) |
18:16 |
est31 |
the proto args were added before 0.4.12 |
18:16 |
sfan5 |
really? |
18:17 |
est31 |
it is theoretically possible that they use a custom compiled version of a commit between the proto args commit and 0412 |
18:17 |
est31 |
they were my patch |
18:17 |
est31 |
and now I think they can be removed |
18:18 |
sfan5 |
either nobody is using .12-dev right now |
18:18 |
sfan5 |
or something is broken |
18:18 |
sfan5 |
but we *can* know which servers use -dev |
18:18 |
sfan5 |
e.g. |
18:18 |
sfan5 |
- - [04/Jul/2015:18:17:36 +0000] "POST /announce HTTP/1.1" 202 61 "-" "Minetest/0.4.12-dev-0b76e85 (Linux/3.2.0-4-amd64 x86_64)" "-" |
18:19 |
Sokomine |
it took a while for .12 to show up even though it ought to have been .12 for quite a while now. perhaps that's it |
18:32 |
est31 |
nno 4.12-dev at all? |
18:32 |
est31 |
Ive thought this was fixed |
18:36 |
est31 |
RealBadAngel, it seems only your last commit broke with opengl 2.1+? |
18:36 |
est31 |
perhaps the state before that commit can be saved into the "simple shaders" directory? |
18:36 |
sfan5 |
% tail -n10000 serverlist.log | grep "GET /list" | grep -- "-dev" | wc -l |
18:36 |
sfan5 |
87 |
18:40 |
est31 |
hmmmm, I think we can lock up master by removing the triviality rule, and by requiring 3 core devs for patches a core dev submits, if we have enough devs around to do the checking |
18:41 |
est31 |
sfan5, you have windows, no? |
18:41 |
sfan5 |
no |
18:41 |
sfan5 |
>by removing the triviality rule |
18:41 |
sfan5 |
why |
18:42 |
est31 |
hmmmm wants it, not me |
18:46 |
est31 |
any core dev with windows? |
18:46 |
kilbith |
est31, it's up to c55 to decide that |
18:46 |
VanessaE |
blockmen, if you can contact him :P |
18:48 |
hmmmm |
kilbith, what the hell is up with you |
18:48 |
hmmmm |
do you have some kind of problem with me? |
18:48 |
hmmmm |
who the fuck are you even? you're not a core developer, you're just a very opinionated guy who keeps causing trouble and PMing people about other people |
18:48 |
kilbith |
yes, i have |
18:48 |
hmmmm |
stop causing drama |
18:48 |
est31 |
kilbith is pming alot yes |
18:49 |
hmmmm |
and why is it up to c55 to decide anything |
18:49 |
kilbith |
when you don't have any argument, you attack by ad hominem, it's usual |
18:49 |
est31 |
agree with hmmmm here |
18:49 |
hmmmm |
I am not having a debate with you at all. I'm calling you out on your shit |
18:49 |
kilbith |
you're spreading disinformation about the rules whereas there no ambiguity, no grey zone |
18:49 |
hmmmm |
ok chief. |
18:49 |
kilbith |
the 1st time i recall you the rules, you attacked me in private |
18:50 |
hmmmm |
is that so |
18:50 |
kilbith |
for no reason |
18:50 |
hmmmm |
I never PMed you once |
18:50 |
kilbith |
remember when you asked if i was in love with nrz ? |
18:50 |
hmmmm |
you always initiated PMs. I believe I could have responded once or twice, I try to ignore them though |
18:50 |
hmmmm |
look |
18:50 |
hmmmm |
if you're dissatisfied with minetest, you're totally free to fork your own |
18:50 |
kilbith |
no wonder why you're not much appreciated here |
18:51 |
sfan5 |
the fuck |
18:51 |
sfan5 |
kilbith: [citation needed] |
18:51 |
hmmmm |
kilbith, I think you're just looking for a villian |
18:51 |
hmmmm |
this is software development for some video game, not a drama channel |
18:51 |
kilbith |
you're insulting people, ashaming them, hating what they does, cheating the rules |
18:52 |
est31 |
hmmmm is the most competent dev around the last time |
18:52 |
kilbith |
i wonder how the rest of team can stand with such sour attitude |
18:52 |
est31 |
(cant judge the others) |
18:52 |
hmmmm |
:') thanks |
18:52 |
hmmmm |
kilbith: because attitude frankly doesn't matter. code does |
18:53 |
kilbith |
you have "your personal values and philosophy" but you don't even apply them to yourself at 1st instance |
18:53 |
sfan5 |
kilbith: before you continue you hate train how about you give some evidence? |
18:53 |
sfan5 |
your* |
18:53 |
hmmmm |
maybe you're looking for a community like Rust's who is too scared of hurting peoples' feelings |
18:53 |
kilbith |
sfan5, sure but i need time to gather all them properly |
18:53 |
kilbith |
this is scattered on years scale |
18:54 |
hmmmm |
this is stupid and doesn't belong in -dev |
18:54 |
kilbith |
how many conflicts you brought there... |
18:54 |
est31 |
hmmmm is a bit too much conservative the last days for me. |
18:54 |
Sokomine |
hmmmm: sending pms is for most people the friendlier, less invasive way of contacting, especially if there is a problem. it is not intended to be an annoyance. it takes time for all of us to learn how to deal with each other, which preferences each person has |
18:54 |
est31 |
there I agree |
18:54 |
hmmmm |
est31: maybe it's a knee-jerk reaction to the last set of bugs |
18:54 |
hmmmm |
minetest is currently a mess and I don't like seeing that |
18:55 |
sfan5 |
kilbith: I'm not asking for you to write a book, it should take you about 5 minutes to find evidence for e.g. him cheating the rules |
18:55 |
hmmmm |
Sokomine: kilbith does this all the time to talk about people behind their backs |
18:55 |
kilbith |
sfan5: an example, did you already saw him trying to obtain another +1 when he merge his commits ? |
18:55 |
hmmmm |
not quite the same as telling them about a bug, or giving a suggestion, or discussing how a feature should work |
18:55 |
kilbith |
he want more restriction, except for him |
18:56 |
sfan5 |
kilbith: no, I'd like a link to that |
18:56 |
kilbith |
a link for what ? |
18:56 |
sfan5 |
"him trying to obtain another +1 when he merge his commits" |
18:56 |
hmmmm |
kilbith is so full of shit. he's the one propogating the debunked myth of the noise param configuration bug |
18:56 |
Sokomine |
hmm. i've talked to kilbith a lot as well - about other things of mutual intrest, and havn't heared anything bad about other people |
18:56 |
hmmmm |
again, stop adding noise to #-dev |
18:57 |
hmmmm |
take it to #minetest or somewhere else |
18:57 |
kilbith |
he merge directly after presenting the diff puched on his repo |
18:57 |
Sokomine |
i don't think the discussion now will help any of the people involved. over here, it's far too hot to think |
18:57 |
hmmmm |
kilbith: trivial change exception! |
18:58 |
kilbith |
you have nastily broken the seed already |
18:58 |
hmmmm |
see look! it's in the text added on some unprotected wiki page! therefore it must be legally binding |
18:58 |
kilbith |
i can dig out many examples where people has complained about rudeness and insults here on IRC and the forum |
18:58 |
sfan5 |
>i can dig out many examples |
18:58 |
sfan5 |
ffs |
18:58 |
hmmmm |
I don't care about what people think about my rudeness |
18:58 |
sfan5 |
then do that |
18:59 |
hmmmm |
there have been plenty of complaints before, they go directly to the virtual wastebin though. like I said, code flies, bullshit does not. |
18:59 |
hmmmm |
/good/ code, at that. |
18:59 |
kilbith |
and sfan5, you took his defense whenever hmmmm is attacked (last one : when rubenwardy has censured him for personal attack on the wiki) |
19:00 |
hmmmm |
and this is the inappropriate venue for this sort of non-development discussion |
19:00 |
hmmmm |
can it. |
19:00 |
sfan5 |
how about you gather some examples instead of blindly accusing me |
19:00 |
sfan5 |
all this makes me thing is that you aren't right at all |
19:00 |
kilbith |
what about pestitidigator also ? |
19:00 |
kilbith |
prestitigator* |
19:01 |
kilbith |
yeah, ban me |
19:02 |
hmmmm |
-> #minetest |
19:02 |
kilbith |
i'd be interested to discuss of all that with c55 after a decent report about you |
19:03 |
hmmmm |
> Chit-chat goes to #minetest. |
19:03 |
kilbith |
i stop now |
19:06 |
hmmmm |
a couple lines back and forth about a joke, meaningless banter, mod discussion, etc. is fine, continuously going on a tirade for a page or more about how I'm this horrible dictator is clearly not allowed here |
19:15 |
paramat |
good grief O_o anyway now pushing 2875 |
19:23 |
paramat |
complete |
19:28 |
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19:29 |
est31 |
dammit internetz broke |
19:29 |
est31 |
using mobile internet now |
19:30 |
Calinou |
I have 20 GB of mobile data here :P |
19:30 |
est31 |
its unlimited for me |
19:30 |
est31 |
but after some limit, I get cut |
19:30 |
est31 |
then I have to use 64 kbit |
19:30 |
est31 |
works good for irc, and I can even push git commits |
19:32 |
est31 |
hmmmm, you care about the code thats good. Also, ok that you are rude. but I have another opinion like you how contribution rules should be. |
19:32 |
Calinou |
same here, it's throttled to 512 Kb/s after those 20 GB |
19:33 |
hmmmm |
regardless of how many people are actually using dev vs. stable versions doesn't change my opinion much |
19:33 |
hmmmm |
the fact is, if problems are allowed to exist to begin with, it usually takes a much longer amount of time |
19:33 |
est31 |
512 kbs is quite decent |
19:34 |
est31 |
I agree with you bugs must be fixed, and if they are serious enough, one even has to rollback. but I dont think we should close ourselves from development because of that |
19:35 |
est31 |
devs have to admit bugs caused by them, and have to fix them |
19:35 |
hmmmm |
maybe what if we have a technical debt 'credit card' |
19:36 |
hmmmm |
you're allowed to rack up unfixed bugs, poor documentation, sloppy code style, etc. |
19:36 |
hmmmm |
but as time goes on it accrues interest and becomes more important |
19:36 |
hmmmm |
and there's a credit limit that you hit eventually |
19:36 |
hmmmm |
at which point you can't commit more crap until the rest of your stuff is fixed |
19:36 |
hmmmm |
?? |
19:37 |
* VanessaE |
imagines how many people will have exceeded said "credit" limit :P |
19:37 |
est31 |
if you get neutral again if you fix your stuff, then yes |
19:38 |
hmmmm |
yeah this is actually a decent sounding system |
19:38 |
est31 |
also sloppy code style should weigh differently than bugs |
19:38 |
hmmmm |
the frequent offenders would quickly learn, and those who produce great code to begin with wouldn't be penalized |
19:38 |
hmmmm |
of course things have different weights |
19:39 |
hmmmm |
we'll have to adopt that bug scoring system that CERT uses |
19:39 |
est31 |
CERT? |
19:39 |
hmmmm |
yea? |
19:39 |
hmmmm |
or is it NIST |
19:39 |
hmmmm |
i forget, but basically they have a scoring rubric for determining how critical a bug is |
19:40 |
hmmmm |
or not, those are for security vulnerabilities only |
19:40 |
hmmmm |
meh |
19:41 |
est31 |
such a system would only work if somebody is maintaining it |
19:41 |
hmmmm |
i could script it up in a web application |
19:41 |
est31 |
also what to do if somebody else fixes your bug? |
19:41 |
hmmmm |
i'd much rather work on minetest though |
19:41 |
hmmmm |
hmmmm |
19:41 |
est31 |
that sounds better |
19:42 |
hmmmm |
good question |
19:42 |
est31 |
if you give the score to both, you create a positive only system |
19:43 |
hmmmm |
but it also encourages people to let their bug go and have somebody else do it |
19:43 |
hmmmm |
and how does interest on technical debt work? improving some other part of the code as part of community service? or something? |
19:43 |
est31 |
halve the effect? |
19:44 |
VanessaE |
est31: give the person who broke it half the otherwise-negative value of the bug, and half the positive value to the person who fixed it. |
19:44 |
VanessaE |
or however you want to rate the severity |
19:44 |
est31 |
yes |
19:44 |
VanessaE |
so that people who just let others fix their screwups will still decline and have to work harder to make up for it. |
19:45 |
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19:45 |
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19:47 |
paramat |
meh waste of time, work on minetest instead |
19:48 |
VanessaE |
that's the point, paramat. :) |
19:55 |
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20:12 |
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20:19 |
paramat |
sfan5 here's the fix for VanessaE 's bug report game#554 |
20:20 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/554 -- Default/trees: Add checks for air/ignore/needles to pinetree trunk by paramat |
20:25 |
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est joined #minetest-dev |
20:28 |
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20:32 |
sfan5 |
paramat: if you place a pinetree node for y == yy would it be better to add a single data[a:index(x, y, z)] = c_pinetree call and let the loop start at y+1? |
20:32 |
sfan5 |
s/if/since/ |
20:32 |
est |
VanessaE, whats your creative spawn coords again? |
20:32 |
sfan5 |
s/would/wouldn't/ |
20:32 |
est |
also there is a minor street grief |
20:33 |
est |
at -7.5,2,2.7 |
20:33 |
VanessaE |
est: -307,19,-426 |
20:33 |
est |
ahh there is it |
20:33 |
est |
nice greeting "suspiciously large amount of objects detected" |
20:34 |
paramat |
erm.. |
20:34 |
sfan5 |
paramat: also a source code comment explaining why there needs to be a pinetree node at x, y, z always would be nice |
20:35 |
VanessaE |
est: bingo, that's the start of the bug |
20:35 |
kilbith |
bye |
20:35 |
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20:36 |
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20:36 |
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20:36 |
paramat |
perhaps better i'll work on it, and add comment |
20:37 |
paramat |
if i do i will do that for appletree and jungletree too |
20:37 |
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20:38 |
paramat |
looks like your suggestion would be slightly faster, will work on it tomorrow |
20:38 |
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21:01 |
RealBadAngel |
est, 2.1 is not compliant with parallax code, my very last PR was about fixing bumpmapping issues for 2.1 (among other tweaks) |
21:01 |
est |
RealBadAngel, then remove latest parallax pr |
21:02 |
est |
errr take the code of the state before your parallax pr |
21:06 |
RealBadAngel |
est, thats the idea for "lite" shaders |
21:06 |
est |
ok |
21:06 |
est |
well, either another dir, or an ifdef or whatever |
21:06 |
RealBadAngel |
im think on shaders not just on/off, but off/lite/full |
21:07 |
RealBadAngel |
another dir for sure |
21:09 |
RealBadAngel |
thx to that i can achieve two things, have shaders for opengl2.1 safe, tested and not to be touched |
21:10 |
RealBadAngel |
for full option i could drop compability with GLSL 1.2 and pick newer shader model version |
21:10 |
est |
it should perhaps be called somehow else |
21:10 |
est |
off/compat/full |
21:11 |
RealBadAngel |
up to be decided |
21:11 |
RealBadAngel |
just drawing a picture now |
21:12 |
RealBadAngel |
keeping compability with nine yrs old shader model is pain in the ass, when developing modern effects |
21:12 |
RealBadAngel |
this way i can definitely get rid of such problems |
21:13 |
est |
we need compat for android too |
21:14 |
RealBadAngel |
propably lite will do |
21:15 |
RealBadAngel |
2.1 is old enough for handheld to run imho |
21:16 |
est |
right now its broken |
21:16 |
RealBadAngel |
i will need to make some cleaning on my hdd and install x86 droid to test things |
21:16 |
est |
even before your pr |
21:16 |
RealBadAngel |
whats broken now? |
21:16 |
est |
everything is red |
21:16 |
RealBadAngel |
droid? |
21:16 |
est |
yes |
21:17 |
RealBadAngel |
never had a chance to test it or see logs on whats not workin |
21:17 |
est |
#2502 |
21:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/2502 -- Shaders on android produce wrong colors |
21:18 |
RealBadAngel |
we shall change one thing about shaders |
21:18 |
est |
using opengl es 1 |
21:18 |
RealBadAngel |
if failed to compile fall back to no shaders |
21:18 |
est |
yea |
21:18 |
RealBadAngel |
number of ways to report broken shaders (i mean red colors) is amazing ;) |
21:19 |
est |
btw what happens when shaders fail to compile now? |
21:20 |
RealBadAngel |
red eclipse ;) |
21:20 |
RealBadAngel |
irrlicht materials are broken and theres no lighting |
21:20 |
RealBadAngel |
mt expects lighting to be done by shaders |
21:20 |
est |
does the shader compiler somehow output compilation errors? |
21:21 |
est |
perhaps those should be logged |
21:21 |
RealBadAngel |
shader.cpp |
21:21 |
RealBadAngel |
there on error (of any kind we have to set a fallback) |
21:22 |
RealBadAngel |
i think with a config setting for it |
21:23 |
RealBadAngel |
otherwise testing shaders would be a pain in the ass |
21:24 |
RealBadAngel |
enable_shaders_fallback = default true, and then enable_shaders should be set to false |
21:25 |
RealBadAngel |
developing shaders is quiting to menu and launching again, so fallback in my case would be just annoying |
21:26 |
est |
the problem is it doesnt even print a single error to errorstream |
21:26 |
est |
how can you find out you had an error? |
21:26 |
RealBadAngel |
it does |
21:27 |
RealBadAngel |
it says the reason, and the line where it occures |
21:27 |
RealBadAngel |
it does it even many times, since shaders are instanced for each drawtype |
21:27 |
est |
so then shader compilation is successful |
21:28 |
est |
because I see no reason |
21:28 |
est |
or is it not in errorstream? |
21:28 |
RealBadAngel |
its dumped to console and logged |
21:28 |
est |
where? |
21:29 |
RealBadAngel |
edit your shader and instert there some obvious fail |
21:29 |
RealBadAngel |
you will see the effects |
21:29 |
est |
where are shaders stored again |
21:29 |
RealBadAngel |
client/shaders |
21:30 |
RealBadAngel |
btw line reported to have error != line number in shader source file |
21:31 |
RealBadAngel |
we do add shitload of lines in header runtime |
21:39 |
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21:44 |
VanessaE |
RealBadAngel: didn't I suggest multiple levels of shader capability some tiome ago? :P |
21:45 |
VanessaE |
-o |
21:45 |
VanessaE |
good idea to auto-fallback to no shaders though - but perhaps fall back to "lite" first, then to none if that fails to compile. |
21:46 |
RealBadAngel |
first lets make a fallback at all, then we can modify it with levels |
21:48 |
RealBadAngel |
such multilevel fallback would be tricky anyway |
21:49 |
VanessaE |
tricky, but useful in some cases I think |
21:49 |
RealBadAngel |
it would require user interaction - restarting game all over to get working one |
21:49 |
VanessaE |
why? can't you just auto-switch? |
21:49 |
RealBadAngel |
and even then it wont mean user will get useable shader |
21:49 |
VanessaE |
"just" :P |
21:50 |
RealBadAngel |
from the issue: "Nope, no wrong colors. Although I did only check the shaders button. Bumpmapping makes minetest unplayable.: |
21:51 |
RealBadAngel |
so propably droid shaders should be just lighting code and maybe waving stuff (its not that expensive effect) |
21:51 |
VanessaE |
right |
21:52 |
VanessaE |
I think that's roughly what they had around 0.4.10 anyway |
21:52 |
est |
RealBadAngel, I can give you actual data after I've worked through millions of Loaded cached media: 55085959931f72f6662290664e6fd00bae681a47 "default_tool_steelaxe.png" likes |
21:52 |
est |
lines* |
21:54 |
RealBadAngel |
est, http://pastie.org/10273334 |
21:54 |
RealBadAngel |
this is fail output |
21:54 |
RealBadAngel |
with default log level |
22:00 |
RealBadAngel |
lol, i was afraid for relief mapping being too expensive with loop and 24 iterations |
22:01 |
RealBadAngel |
look at piece of code from SEUS shaders: |
22:01 |
RealBadAngel |
for (int i = 0; sampleHeight < pCoord.z && i < 240; ++i) |
22:02 |
est |
RealBadAngel, dunno if that "Irrlicht log:" still gets spit out by android |
22:02 |
RealBadAngel |
est, but definitely you got error in the engine |
22:03 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/shader.cpp#L803 |
22:03 |
RealBadAngel |
heres the place for fallback code |
22:03 |
RealBadAngel |
lemme test it how it could work |
22:07 |
est |
hrmm |
22:08 |
RealBadAngel |
putting there g_settings->setBool("enable_shaders", false); is half the job |
22:09 |
est |
cant you disable them inside the scene? |
22:09 |
RealBadAngel |
when we get there we already decided to assign another material to tile |
22:10 |
* est |
wonders whats still against merging Tesseract's logging pr |
22:10 |
est |
well a rebase is needed |
22:11 |
est |
and does android really fail to compile or is it the buildbot? |
22:27 |
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22:55 |
est31 |
ok what about this commit https://github.com/est31/minetest/commit/0f04f0e36a37527003e491c316f27a476974b08f |
22:55 |
est31 |
hmmmm, ^ |
22:55 |
est31 |
its part of SN's logging cleanup, and I think we can push it already now |
22:55 |
est31 |
also I judge it as "trivial" |
23:06 |
est31 |
second commit https://github.com/est31/minetest/commit/99699c6e8d3932796bee8b915f596ae4c191fee3 |
23:07 |
est31 |
so is anybody around to approve? |
23:07 |
est31 |
hmmmm, ? |
23:07 |
est31 |
PUSHING IN ONE HOUR |
23:11 |
kahrl |
est31: why does a function that deals with utf-8 use CP_ACP instead of CP_UTF8? |
23:11 |
kahrl |
even if it's correct, this at least needs a comment imo |
23:11 |
est31 |
well, one of the formats is CP_ACP, the other one is unicode |
23:11 |
est31 |
thats how I think these functions work |
23:12 |
AnotherBrick |
https://msdn.microsoft.com/en-us/library/bb202786.aspx |
23:14 |
kahrl |
the documentation is kinda unclear but I'm pretty confident that the codepage argument specifies the encoding of the multibyte string |
23:15 |
kahrl |
since wide strings are always encoded in the windows variant of UTF-16/UCS-2, so there's nothing to specify about it |
23:15 |
est31 |
MultiByteToWideChar: "Maps a character string to a UTF-16 (wide character) string. The character string is not necessarily from a multibyte character set." |
23:15 |
est31 |
first sentence |
23:16 |
est31 |
hrmm |
23:16 |
kahrl |
also CP_ACP can have different meanings on different systems |
23:16 |
est31 |
thats the point isnt it |
23:16 |
kahrl |
depending on what language version of windows was installed |
23:17 |
kahrl |
no, we always want to convert from/to utf8 |
23:17 |
est31 |
yes |
23:18 |
est31 |
AnotherBrick, what is the output for ffЖff when setting CP_UTF8 |
23:18 |
kahrl |
I'm a bit out of the loop, what issue # is this commit fixing? |
23:19 |
est31 |
#2847 |
23:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/2847 -- Font characters broken |
23:19 |
AnotherBrick |
it is 6666d0966666 |
23:19 |
VanessaE |
est31: I can confirm that btw |
23:20 |
VanessaE |
someone was writing in an asian language on my server the other day. came through fine to the IRC bot, but in-game it was just blanks. |
23:21 |
kahrl |
clearly some part of minetest is storing string in the local multibyte encoding and some other part is expecting it to be utf8 |
23:21 |
kahrl |
the string* |
23:21 |
est31 |
chat is sent in wchar |
23:21 |
kahrl |
wish I had access to a working build on windows so I could trace what happens to the string |
23:22 |
est31 |
perhaps AnotherBrick can help |
23:22 |
kahrl |
chat should be sent in utf8, but idk how to easily change that |
23:23 |
est31 |
we will have to make a new protocol version, and make a new chat packet |
23:23 |
est31 |
for legacy clients, the server converts to or from wchar |
23:24 |
AnotherBrick |
idk how chat is send, but it's trying to be displayed as narrow string |
23:24 |
kahrl |
does the problem only affect surrogates? |
23:24 |
kahrl |
if so, it might be due to the differences between linux and windows in how wide strings are handled |
23:25 |
AnotherBrick |
with CP_UTF8 it correctly converts to utf-8 and than display some obscure character |
23:26 |
AnotherBrick |
sooo, though i see my cyrillic perfectly with CP_ACP i have no idea what other players will see |
23:27 |
est31 |
AnotherBrick, can you try to make CP_ACP for one function and UTF8 for the other, to find out which function has the "wrong behaviour"?? |
23:28 |
AnotherBrick |
you mean one utf8_to_wide and second utf8_to_wide? |
23:28 |
est31 |
no, utf8_to_wide vs wide_to_utf8 |
23:29 |
est31 |
or has only utf8_to_wide the bug? |
23:29 |
kahrl |
I don't think either has "the bug" |
23:29 |
kahrl |
the bug is that something is not using them properly |
23:29 |
AnotherBrick |
ok, i'll check it... |
23:30 |
VanessaE |
bbl |
23:31 |
est31 |
kahrl, so the bug is only on windows then? |
23:31 |
est31 |
or perhaps its on linux too, but there the functions are wrong? |
23:31 |
kahrl |
ah sorry, I didn't actually check it |
23:32 |
kahrl |
I assumed so because the fix only modifies the windows implementation |
23:32 |
est31 |
no the bug is only on windows |
23:32 |
est31 |
works great here on linux |
23:32 |
est31 |
(if not, I wouldnt have commited the pr) |
23:36 |
AnotherBrick |
hmm.. utf8_to_wide isn't called at all for chat strings. or i'm sleeping right now? |
23:36 |
est31 |
and wide_to_utf8? |
23:37 |
est31 |
well its called at some places |
23:37 |
est31 |
mostly inside guiformspecmenu.cpp |
23:37 |
AnotherBrick |
and wide_to_utf8 is being called and produces results which i already provided |
23:38 |
est31 |
so, can you test whether its the "fault" of wide_to_utf8 or utf8_to_wide? |
23:39 |
est31 |
just change the codepages |
23:39 |
est31 |
first one, then test, then the other one then test |
23:39 |
est31 |
then change both |
23:40 |
est31 |
if one of the first two tests succeeded, its only the fault of one function |
23:40 |
kahrl |
have you tried changing the call in game.cpp:186 to utf8_to_wide? |
23:41 |
AnotherBrick |
kahrl : that makes sense, i'll try |
23:42 |
hmmmm |
est31: 0f04f0e looks good to me, things like 99699c6 where the code change is trivial but the effect isn't obvious needs to be verified through actual testing, which it seems like you did |
23:44 |
kahrl |
hmmmm: about 99699c6, see above |
23:44 |
est31 |
pushing this then: https://github.com/est31/minetest/commit/a93838707a9aab104c20b6a971d8c622184a508f |
23:44 |
est31 |
the other commit will have to wait until we've found out what to fix |
23:44 |
AnotherBrick |
kahrl i love you. that fuckin works!! |
23:44 |
kahrl |
nice :) |
23:45 |
est31 |
AnotherBrick, now I still wonder, where the problem occured |
23:45 |
AnotherBrick |
so, CP_UTF8 is ok, everything in string.cpp is fine, problem is in game.cpp |
23:46 |
AnotherBrick |
just wrong function for displaying chat strings on client side |
23:46 |
est31 |
its not at all just displaying |
23:46 |
est31 |
its also sending over the protocol |
23:47 |
AnotherBrick |
yeah, but for sending only wide_to_utf8 is used |
23:47 |
AnotherBrick |
and it's fine |
23:47 |
est31 |
not yet |
23:48 |
est31 |
also we havent figured out how to fix fgettext yet |
23:48 |
est31 |
eg like here https://github.com/minetest/minetest/issues/2847#issuecomment-116172443 |
23:50 |
AnotherBrick |
mmm can't help here. i compiled without gettext |
23:51 |
kahrl |
est31: I tried to summarize what happens: https://gist.github.com/kahrl/50669c6beaf57fe1796e |
23:52 |
kahrl |
if my reading of the code is correct |
23:53 |
est31 |
kahrl, makes sense, |
23:54 |
kahrl |
I think we should strive to eventually get rid of most narrow strings, and use utf8 everywhere instead |
23:54 |
est31 |
^ |
23:54 |
kahrl |
so that errors like this can't happen |
23:54 |
est31 |
yea long term goal is to deprecate wide_to_narrow and narrow_* |
23:57 |
est31 |
I'm working on sending chat message as utf8 now |
23:58 |
est31 |
what do you think, should we use new opcodes, or make it only dependend on proto version? |
23:58 |
est31 |
second would involve less "formality" around network code |
23:59 |
est31 |
e.g. you have to add handler methods, add the opcode to various tables etc |