Time |
Nick |
Message |
00:01 |
RealBadAngel |
we shall add to supress deprecated warnings |
00:01 |
RealBadAngel |
a setting |
00:01 |
est31 |
? |
00:01 |
RealBadAngel |
irrlicht has a shitload of that |
00:02 |
RealBadAngel |
compiling minetest produces like 40 warnings that something in irrlicht is deprecated |
00:02 |
est31 |
I see |
00:03 |
RealBadAngel |
‘virtual const c8* irr::scene::IBoneSceneNode::getBoneName() const’ is deprecated [-Wdeprecated-declarations] |
00:03 |
RealBadAngel |
} |
00:03 |
RealBadAngel |
^ |
00:03 |
est31 |
what do you compile with? irrlicht 1.9? |
00:03 |
RealBadAngel |
1.8 i think |
00:03 |
RealBadAngel |
gcc 5.1 |
00:03 |
est31 |
hrmm, I dont get those |
00:04 |
RealBadAngel |
your compiler is older |
00:04 |
est31 |
yours has colors, no? |
00:04 |
est31 |
really cool |
00:04 |
RealBadAngel |
its c++11 |
00:04 |
est31 |
I do have a c++11 compiler too |
00:05 |
RealBadAngel |
since when mt moved to 11? ;) |
00:05 |
est31 |
well you can compile minetest with the strict setting to be c++11 I guess |
00:06 |
est31 |
but you also can compile with the previous c++ version |
00:06 |
est31 |
the arguments against requiring c++11 are still the same |
00:07 |
est31 |
c++11 isn't that much better than previous versions that we do have to switch immediately |
00:07 |
est31 |
also many devs of minetest can't even compile minetest anymore if it uses c++11 |
00:08 |
est31 |
because they use old distros thus old compilers |
00:09 |
RealBadAngel |
its a bit of pain in the ass to get c++11 working |
00:09 |
RealBadAngel |
but hey, only devs should do that ;) |
00:10 |
RealBadAngel |
on the other hand we could get rid of idiots compiling hacked clients that way |
00:10 |
est31 |
hah |
00:10 |
RealBadAngel |
because they would propably fail setting up env ;) |
00:11 |
est31 |
it will harm development more than preventing those bad people from cheating |
00:11 |
est31 |
because people need build envs for development too |
00:11 |
RealBadAngel |
i know, im joking |
00:11 |
RealBadAngel |
but that will happen sooner or later |
00:12 |
est31 |
yes, c++11 can be used one day, just not now. |
00:12 |
RealBadAngel |
since im targeting now modern boxes i want to use modern stuff |
00:13 |
est31 |
in your fork? |
00:13 |
RealBadAngel |
yes |
00:13 |
RealBadAngel |
atm im fixing little things, adding content |
00:14 |
est31 |
whats the state of the pr? |
00:14 |
RealBadAngel |
compiled i think, need to test it ;) |
00:15 |
RealBadAngel |
nah |
00:15 |
RealBadAngel |
too much virtual shit around |
00:15 |
RealBadAngel |
i hate that |
00:15 |
est31 |
"virtual" shit? |
00:16 |
RealBadAngel |
i hate that function is declared in like 10 places |
00:16 |
RealBadAngel |
but only one is real |
00:16 |
RealBadAngel |
virtual shit |
00:20 |
RealBadAngel |
you need code for somethin you make it doing exactly what it should do, not make it aviable in some weird way for martians and other creaturs |
00:23 |
RealBadAngel |
but thats only my personal opinion |
00:31 |
RealBadAngel |
est31, pushed but thats need to be compiled on mt side too |
00:32 |
RealBadAngel |
please try it, im compiling it too |
00:36 |
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sgtbigman joined #minetest-dev |
00:40 |
RealBadAngel |
est31, compiled, verified, squashed |
00:40 |
RealBadAngel |
try the PR again and it should be good to go |
00:43 |
est31 |
perhaps a more suiting commit message? |
00:50 |
RealBadAngel |
feel free to suggest one ;) |
00:51 |
est31 |
its mostly ok |
00:51 |
est31 |
perhaps it should be left this way |
00:51 |
RealBadAngel |
does it work ok for you? |
00:53 |
est31 |
yes |
00:56 |
* RealBadAngel |
cries... hate trashing such nice code.... ;) |
00:57 |
RealBadAngel |
but it will be back :P |
01:05 |
est31 |
lets merge the pr |
01:06 |
RealBadAngel |
ok |
01:07 |
est31 |
merged |
01:07 |
est31 |
paramat disappeared without releasing |
01:07 |
est31 |
not very good |
01:09 |
RealBadAngel |
he will be back in the morning for sure |
01:10 |
est31 |
so the bug got fixed, we can release the engine then. |
01:10 |
est31 |
last call, hmmmm, others. |
01:10 |
est31 |
at the end of this hour I release |
01:10 |
est31 |
(the engine) |
01:11 |
RealBadAngel |
i could find you a bug if you wish to delay it ;) |
01:11 |
est31 |
perhaps expressed it wrongly, I'll push the version bump commits |
01:12 |
RealBadAngel |
really dont want new bug report? ;) |
01:15 |
RealBadAngel |
meanwhile im watchin my crops growing :) https://imgrush.com/5IG629cug_-c.png |
01:16 |
est31 |
you want to release this as mod? nice |
01:17 |
RealBadAngel |
it could be backported as a mod, this is going to be core feature |
01:17 |
est31 |
well, I'm against having it inside minetest_game |
01:17 |
kahrl |
RealBadAngel: I think it was incorrect to remove these lines: https://github.com/minetest/minetest/pull/3079/files#diff-f44f50a96d13d2421bd5301b7511ee26L257 |
01:18 |
kahrl |
what was the reasoning behind removing them? |
01:18 |
RealBadAngel |
correct |
01:18 |
RealBadAngel |
without displacement theres no point to care about tiling |
01:18 |
kahrl |
there is |
01:18 |
RealBadAngel |
explain |
01:19 |
kahrl |
there's a couple of things in the fixed pipeline that care about it, e.g. bi/trilinear filters and maybe fsaa |
01:19 |
kahrl |
try this: disable shaders, enable bilinear filtering and look at a dirt_with_grass node |
01:19 |
kahrl |
you'll see a small green line at the bottom (with the default texture pack) |
01:19 |
RealBadAngel |
aw shit |
01:20 |
RealBadAngel |
that filter things are real pain in the ass |
01:21 |
RealBadAngel |
btw, est31 you wanted that or not, i just recalled that 3rd person view is fucked up |
01:21 |
RealBadAngel |
with the same fsaa stuff |
01:21 |
est31 |
why is 3rd person view fucked up? |
01:22 |
RealBadAngel |
fsaa is causing the same glitch with texures as with plants and the grass |
01:23 |
est31 |
oh |
01:23 |
est31 |
so kahrl RealBadAngel what do you both want to do about that code? |
01:23 |
est31 |
PR? |
01:24 |
RealBadAngel |
reset the master now |
01:24 |
RealBadAngel |
i will update my PR |
01:24 |
est31 |
no, just make a new one |
01:25 |
RealBadAngel |
no point to make a mess |
01:25 |
est31 |
resetting master is a mess |
01:26 |
RealBadAngel |
as you want, i was reseting it already and nothing bad happened ;) |
01:26 |
est31 |
there is a 10 minute limit |
01:26 |
RealBadAngel |
check it then |
01:28 |
est31 |
I've pushed your commit 45 minutes ago |
01:28 |
RealBadAngel |
ok, so i will make a new pr |
01:32 |
RealBadAngel |
kahrl, sorry i had no idea that code intended for shaders only is fixing issues without them too |
01:40 |
RealBadAngel |
est31, #3082 |
01:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/3082 -- Quick fix - tileable flags are needed also without shaders because of… by RealBadAngel |
01:43 |
est31 |
thanks |
02:02 |
est31 |
okay, next try with the version bump commits |
02:04 |
est31 |
we only have to wait for paramat and after he has pushed the 0.4.13 tag to mtgame, the builders. |
02:04 |
est31 |
~tell paramat can you make the mtgame release? It would be needed to complete the 0.4.13 release process |
02:04 |
ShadowBot |
est31: O.K. |
02:05 |
est31 |
after that we push the 0.4.13 tag to the engine |
02:05 |
est31 |
and ask the builders to upload the binaries |
02:05 |
est31 |
err other way round |
02:06 |
hmmmm |
clap clap clap |
02:08 |
|
OldCoder joined #minetest-dev |
02:11 |
est31 |
I hope now everybody is happy |
02:11 |
est31 |
or at least not super angry :) |
02:13 |
|
paramat joined #minetest-dev |
02:13 |
paramat |
yeah mtgame ready in 1-2 hours |
02:13 |
|
Miner_48er joined #minetest-dev |
02:15 |
paramat |
i'm currently testing my changes to fire mod in worst case scenario, a dense pine forest, turns out my changes weren't even remotely extreme enough. need to eat something then will merge the fire PR in 1 hour |
02:15 |
paramat |
then the tag can be done |
02:16 |
est31 |
btw, I dont think that fire should be tamed too much |
02:16 |
est31 |
fire is extremely dangerous, perhaps it shouldnt be enabled by default outside of singleplayer |
02:17 |
est31 |
but for faking fire there are mods |
02:17 |
paramat |
it won't be too tame, during my last test it was still very difficult to contain |
02:18 |
paramat |
after release it needs work, and firelike drawtype has too much effect on FPS |
02:18 |
est31 |
containing burning forests as a single person is almost undoable in real life too |
02:18 |
paramat |
currently, despite a recent increase in intervals, fire is still totally insane |
02:18 |
paramat |
yeah |
02:19 |
est31 |
well, this is a sandbox |
02:19 |
est31 |
you can die in it too |
02:20 |
est31 |
you can only prevent death, not react after you are hit lethally |
02:21 |
est31 |
if you find an mtgame dev who shares your opinion, go on |
02:31 |
est31 |
instead of making fire completely harmless, you could perhaps make it be extinguished by snow too |
02:31 |
est31 |
that would be an actually logical change |
02:31 |
est31 |
(and to disable fire by default outside singleplayer) |
02:33 |
est31 |
also a fire that spreads fast and burns fast is better than one that spreads slowly and burns slowly, as the abm will be called even more often |
02:34 |
est31 |
better have a lag thats short, than one thats long |
02:34 |
est31 |
</my 2 cents> |
02:35 |
* est31 |
feels to be too involved in mtgame development, but he likes a hard game more than an overly easy game. |
02:36 |
est31 |
I don't build large or connected wood buildings on servers which I know have the fire mod |
02:39 |
est31 |
whats the point in fire spreading anyway |
02:40 |
est31 |
its just a feature for griefers, nothing more |
02:40 |
est31 |
things should burn adjacent to lava, nothing more |
02:41 |
est31 |
some people do have fun with burning down stuff, but they are few, and you can expect them to turn on a setting |
02:42 |
est31 |
but they should get the full blast IMO and not something artificially trimmed down. |
02:49 |
paramat |
right, now i'll update and merge the final PR |
02:51 |
paramat |
i tuned values that make fire spread natural and realistic, not too fast, not slow, still very difficult and a complete panic to try and contain |
02:52 |
paramat |
since the ABM chances are much lower than before the lua load will be much lower |
02:53 |
paramat |
then i'll spend time tuning after release, for now these values are reasonable and good enough |
03:07 |
paramat |
now pushing game 640 |
03:13 |
paramat |
merge complete. now a final test before tagging.. |
03:26 |
paramat |
seems okay, i guess someone checked the tilable flags? bumpmapped grass looks okay to me |
03:34 |
paramat |
would anyone like to tag mtgame? i still need to learn how to do this, that will take some time and i'd rather not screw this release up |
03:49 |
paramat |
i disappeared earlier because i was working on the final PR and didn't want distraction =) |
04:05 |
paramat |
i agree parallax occlusion should be removed, to me it looks not good |
04:06 |
|
est31 joined #minetest-dev |
04:06 |
est31 |
paramat, tagged |
04:07 |
paramat |
woohoo thanks |
04:07 |
est31 |
also, the discussion was about renaming the setting I think |
04:07 |
est31 |
not removing it |
04:07 |
est31 |
great, now the code side for 0.4.13 is ready! |
04:07 |
est31 |
sfan5, you are free to make builds now |
04:08 |
est31 |
writing an email for blockmen |
04:12 |
est31 |
wow fire has almost been disabled |
04:13 |
VanessaE |
you want a really good test, try fire on a plantlife-modpack-enabled world |
04:13 |
VanessaE |
I understand it's a real bitch to contain a fire there |
04:13 |
VanessaE |
(even moreso than in a forest) |
04:17 |
est31 |
prevent it, dont contain it |
04:17 |
est31 |
but well, I dont get involved too much in mtgame development |
04:19 |
VanessaE |
well I only say that because a while back I had someone hocking mir a chinik about how fast a fire spreads among those plants, and insisting in particular that I make them non-flammable. |
04:19 |
est31 |
"hocking mir a chinik"? |
04:20 |
VanessaE |
rough transliteration, a Yiddish phrase more or less meaning "annoying endlessly" |
04:20 |
est31 |
can anybody answer my question |
04:20 |
est31 |
whats the actual benefit of having fire |
04:20 |
est31 |
except for griefers |
04:20 |
VanessaE |
frankly, I see no benefit, which is why I remove it from my own game |
04:20 |
VanessaE |
*but* |
04:20 |
VanessaE |
this is mt_game and I know at least a couple mods rely on it if only for the texture |
04:21 |
VanessaE |
plus of course some kind of "ultra-survival in a wasteland" type of game will need it |
04:21 |
paramat |
fire spread starts slow but soon picks up speed after a few minutes as it exponentially multiplies |
04:22 |
est31 |
fast enough for griefers to grief your house while you are away |
04:22 |
est31 |
they place a lava bucket just outside of protection |
04:22 |
est31 |
it flows next to the house |
04:22 |
est31 |
bam, the house catches fire |
04:25 |
paramat |
fire mod as it was, was almost unusable anywhere near a dense forest. it wasn't tuned very well |
04:26 |
est31 |
what do you mean with usable |
04:27 |
est31 |
whats the "use" of fire |
04:27 |
VanessaE |
in mt_game, none. |
04:27 |
est31 |
why has it been added the first place |
04:27 |
est31 |
lets remove it |
04:28 |
VanessaE |
that "ultra survival" idea comes from some MC mod I saw a video of once |
04:28 |
est31 |
well, they can implement fire themselves |
04:28 |
est31 |
we dont have corium either |
04:28 |
est31 |
nor DBAN |
04:28 |
VanessaE |
DBAN? |
04:28 |
est31 |
http://www.dban.org/ |
04:28 |
paramat |
what's great is that with this initial tuning the ABM lua load will be reduced to less than 1/8th |
04:29 |
est31 |
erm, no? |
04:29 |
est31 |
yes it spreads more slowly |
04:29 |
VanessaE |
I'd say keep the fire mod but disable it by defaulty |
04:29 |
VanessaE |
-y |
04:29 |
VanessaE |
don't force modders to re-implement it |
04:30 |
VanessaE |
(in fact it already IS disabled by default isn't it?) |
04:30 |
est31 |
but the actual burned cpu time needed for one tree to burn down remains the same |
04:30 |
est31 |
no it is enabled by default |
04:30 |
est31 |
@ least in singleplayer |
04:30 |
est31 |
dunno bout multiplayer |
04:30 |
VanessaE |
hm, ok |
04:32 |
paramat |
what i mean is, the lua load is determined by the chance parameter. the intervals are roughly unchanged, but now, each interval, 8-16 times fewer nodes are processed |
04:34 |
est31 |
well yeah, but for getting to every burnable node in a tree, you need the same number of neighbour spread calls |
04:34 |
est31 |
whether they are executed all 5 seconds or randomly averaging once a minute is irrelevant |
04:35 |
est31 |
this does reduce spikes |
04:35 |
est31 |
but doesnt remove the actual load |
04:36 |
est31 |
the only reduced load I can see here is the abm being disabled |
04:37 |
est31 |
also, where was the approval from other devs for pushing that commit? |
04:38 |
paramat |
ah yes load is spread out, guess i mean load rate |
04:38 |
paramat |
earlier in IRC |
04:38 |
est31 |
who |
04:39 |
est31 |
ah i see |
04:39 |
est31 |
ok then |
04:41 |
est31 |
paramat, do you think fire should be kept around? and why |
04:42 |
paramat |
so essentially the effect and lag on the lua server will be much lower, which was a big problem |
04:43 |
paramat |
erm i like it, but it needs work |
04:43 |
est31 |
what do you like about fire? |
04:43 |
est31 |
are you a griefer? |
04:43 |
hmmmm |
hopefully fire can be done better with client side modding |
04:43 |
paramat |
hehe |
04:44 |
est31 |
but why do we need fire |
04:44 |
hmmmm |
you remember when I added auras to light sources? |
04:44 |
paramat |
but on a server with many kids, i can understand it being disabled |
04:44 |
est31 |
the only use case I see is griefing |
04:44 |
est31 |
and having fun watching forests burn down in singleplayer |
04:44 |
est31 |
the latter is ruined by the commit |
04:44 |
hmmmm |
well that sorta thing where you'd be able to add some effect at position X will be possible for all sorts of things, fire animations included |
04:45 |
hmmmm |
so fire would be an object at some location, not an actual node |
04:46 |
est31 |
I dont see how that makes it better |
04:46 |
est31 |
also fire destroys things, you cant let clients edit the map as they wish |
04:47 |
est31 |
fire is the "super griefer tool" |
04:47 |
est31 |
its pointless |
04:48 |
hmmmm |
well, why does minecraft have fire then? |
04:48 |
est31 |
are we a copy of minecraft |
04:48 |
hmmmm |
no |
04:48 |
hmmmm |
i'm just saying if it's pointless, why do other games have it |
04:48 |
hmmmm |
because it adds an element of fun |
04:48 |
est31 |
paramat uses "its looks less like minecraft" as a reason for his texture changes |
04:48 |
est31 |
hmmmm, so we allow griefing? |
04:49 |
est31 |
"because its fun"? |
04:49 |
hmmmm |
this is a red herring |
04:49 |
hmmmm |
if you're a server administrator you can remove the fire mod. plain and simple. |
04:49 |
est31 |
I guess for the griefer its great fun |
04:49 |
est31 |
or add it |
04:49 |
est31 |
if you want it |
04:49 |
est31 |
why should we give server admins features they dont need |
04:49 |
hmmmm |
ugh |
04:50 |
hmmmm |
i'm not arguing about something like this |
04:50 |
paramat |
even without a use, it's a fundamental thing, one of the 4 elements, and rather satisfying to watch and listen to |
04:50 |
est31 |
we dont even have carts in minetest_game |
04:50 |
hmmmm |
maybe there should be |
04:50 |
est31 |
and why, because they are slow |
04:50 |
est31 |
and horrible |
04:50 |
est31 |
fire is horrible too |
04:50 |
VanessaE |
because they're glitchy as fuck |
04:50 |
VanessaE |
no offense to PA |
04:52 |
est31 |
paramat, you just made playing with fire boring as hell |
04:52 |
est31 |
just pur some buckets of water over it, done |
04:52 |
est31 |
you need to sit there for ten minutes, until the fire spreads to more than three pine trees |
04:53 |
est31 |
well I really shouldnt look at mtgame anymore |
04:53 |
est31 |
too much things broken the last time. |
04:53 |
est31 |
many things done well, yes |
04:53 |
est31 |
but many things done wrong imo. |
04:53 |
est31 |
I'll focus engine development |
04:54 |
est31 |
with* |
05:07 |
VanessaE |
one thing I *would* like to see is a way to turn off creation of apple trees (from saplings and mapgen) without having to edit the code |
05:08 |
VanessaE |
i.e. a config setting somewhere |
05:08 |
VanessaE |
less for me to maintain in my game ;) |
05:13 |
paramat |
not enough demand for a config, but can be done in mgv5/mgv7 by clearing registered decorations and re-registering them with appletrees removed |
05:14 |
paramat |
mgv6 is rather hardcoded |
05:14 |
hmmmm |
VanessaE, you can do that right now |
05:15 |
hmmmm |
have a look at mgv6_np_apple_trees |
05:16 |
paramat |
ah yes, depends whether you mean disable all small trees or just the ones with apples |
05:16 |
hmmmm |
you can do both |
05:16 |
hmmmm |
mgv6_np_trees |
05:19 |
paramat |
the trees noise affects jungle and pine trees too though |
05:20 |
hmmmm |
ah oh well |
05:20 |
hmmmm |
mgv6 is simply not designed for this level of customizability |
05:21 |
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deltib joined #minetest-dev |
05:22 |
VanessaE |
hmmmm: pretty sure that doesn't affect trees spawned from saplings |
05:22 |
VanessaE |
(I already do that for mapgen) |
05:23 |
hmmmm |
do saplings spawn into schematics these days? |
05:23 |
hmmmm |
i am not really up to date about mtgame anymore |
05:24 |
VanessaE |
not sure. |
05:24 |
paramat |
yeah a sapling now detects the mapgen and places a schematic in mgv5/mgv7 |
05:25 |
paramat |
..or the classic design in mgv6 |
05:27 |
hmmmm |
is there any reason for this fragmentation? |
05:29 |
paramat |
yes the mgv6 tree designs cannot be replicated by a schematic |
05:29 |
hmmmm |
why is that |
05:31 |
paramat |
schematics have per-node randomness, mgv6 trees are hardcoded routines with randomness acting on collections of nodes |
05:31 |
paramat |
plus other stuff schematics can't do |
05:31 |
hmmmm |
like what do you mean |
05:31 |
paramat |
that's why mgv5/mgv7 trees have a different design |
05:33 |
hmmmm |
maybe it's just me but i can't see why you shouldn't be able to make mgv6 trees with schematics |
05:33 |
paramat |
mgv6 appletrees have randomly placed 2^3 cubes of nodes |
05:34 |
hmmmm |
oh i see it |
05:34 |
hmmmm |
don't you mean 2^2? |
05:34 |
paramat |
so similar is the best schematics can do |
05:35 |
VanessaE |
is anyone gonna actually *care* if the trees look a little different? |
05:35 |
paramat |
no 3D, 2x2x2 nodes |
05:35 |
hmmmm |
er |
05:35 |
hmmmm |
yeah |
05:35 |
hmmmm |
I don't know how I would make schematics do that |
05:35 |
hmmmm |
it sounds like crazy feature creep |
05:36 |
paramat |
i care. it feels like mgv6 should retain it's design character |
05:36 |
hmmmm |
which kind do you personally like better |
05:37 |
paramat |
i even felt bad making snowbiomes default, but popular demand.. |
05:37 |
paramat |
erm, my new designs |
05:37 |
paramat |
in isolation |
05:37 |
paramat |
wouldn't want them in mgv6 |
05:37 |
hmmmm |
mgv6 is only preserved for reverse compatibility |
05:38 |
hmmmm |
it's not like mgv6's design is sacred; in many ways it's inferior to v5 |
05:38 |
hmmmm |
i'll admit it does a great job for 2d noise only |
05:43 |
paramat |
well perhaps we could have a mgv6 version 2 that keeps the terrain shape (without mudflow to enable custom higher terrain) but in all other ways works like mgv5/mgv7, new tree designs, biome API etc |
05:45 |
paramat |
i could put that together quick and easy |
05:46 |
hmmmm |
eh |
05:46 |
hmmmm |
it's easy but messy |
05:46 |
VanessaE |
something I'd love to see is a way to change the mapgen on a world, start a new 'city' somewhere in not-yet-generated terrain, and have it automagically flow/blend with the existing terrain |
05:46 |
VanessaE |
but that would take an act of magic probably |
05:47 |
hmmmm |
not really |
05:47 |
VanessaE |
(the idea of course being upgrading old worlds, rather than just throwing them out) |
05:47 |
hmmmm |
it just needs developers working on it |
05:47 |
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05:47 |
hmmmm |
i've got my hands tied between real life and client side scripting |
05:48 |
hmmmm |
:/ |
05:48 |
VanessaE |
no problem. it's just something for the far future |
05:48 |
hmmmm |
lol |
05:48 |
VanessaE |
round about the same time as that "strip the map down to just what's been built on/dug out" idea :) |
05:48 |
VanessaE |
pipe dreams, etc. |
05:49 |
hmmmm |
nah |
05:49 |
hmmmm |
this idea is much more plausible |
05:49 |
hmmmm |
recording map deltas only is much more difficult than you might think. there are technical reasons why it hasn't been done already |
05:50 |
VanessaE |
nah I don't mean that |
05:50 |
VanessaE |
I mean more like, given a list of nodes, if a mapblock contains anything outside that list, it's "built on". |
05:50 |
VanessaE |
otherwise it's just something that was generated as an aside, and could be deleted. |
05:50 |
hmmmm |
oh |
05:51 |
hmmmm |
so like generate a diff given a current map |
05:51 |
hmmmm |
*that* is doable |
05:51 |
VanessaE |
yes, something like that |
05:53 |
VanessaE |
or even generate a "shadow" copy of the map, get your list of nodes, and then compare that list to the real one. |
05:53 |
VanessaE |
(where the shadow has identical characteristics to the real one, including lua callbacks) |
05:54 |
hmmmm |
sounds cool, how's it going to get stored though? |
05:54 |
VanessaE |
well the way I figured it, you'd just be deleting blocks from the database that contain nothing outside of the list derived from the shadow. |
05:54 |
VanessaE |
so no need to change the storage format |
05:55 |
VanessaE |
sort of a "let's clean up the map *now*" feature, in the same vein as /clearobjects |
05:56 |
VanessaE |
one would probably want to limit it to blocks above Y=-1 though. |
05:56 |
VanessaE |
well no.. |
05:56 |
VanessaE |
hrm |
05:57 |
hmmmm |
liquid flowing |
05:57 |
hmmmm |
you do have a point |
05:58 |
hmmmm |
it's not as simple as ignoring liquids either because of lava cooling |
05:58 |
hmmmm |
and other abms |
05:58 |
VanessaE |
*nod* I know |
05:58 |
hmmmm |
if you can figure out a creative solution to this problem i'd be willing to do it |
05:58 |
hmmmm |
:P |
05:58 |
VanessaE |
is there a way, from a mod, to hit a mapblock without forcing it to generate? |
05:59 |
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05:59 |
VanessaE |
(but forcing it to load if it's already been generated, of course) |
05:59 |
hmmmm |
hit? |
05:59 |
VanessaE |
hit/read |
06:00 |
hmmmm |
no |
06:00 |
VanessaE |
too bad,. |
06:00 |
hmmmm |
that would be pretty useful though, huh? |
06:00 |
VanessaE |
this would be doable from a mod if that were the case. |
06:01 |
hmmmm |
get_node() does getBlockNoGenerateNoEx |
06:01 |
hmmmm |
but what you'd want is a variant of get_node() that calls emergeBlock(..., false) instead |
06:01 |
VanessaE |
just rattle through the mapblocks one at a time, attempt to read it, return early if it's not yet generated, otherwise search it for the nodes in some predefined list, execute the /deleteblock function for that block if no match |
06:02 |
hmmmm |
do you realize how slow that is |
06:02 |
hmmmm |
lol |
06:02 |
VanessaE |
oh I'm sure it would be abysmal :) |
06:02 |
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06:05 |
VanessaE |
of course that depends on slow find_nodes_in_area() really is |
06:05 |
VanessaE |
you can feed a whole list to it and it'll return an empty table if there are no matches |
06:06 |
VanessaE |
(in this instance you don't actually care what is returned if the table is not empty, as you'll just skip to the next block without evaluating the table) |
06:11 |
VanessaE |
(better to do something like that in-core though since you'd be able to just read directly from the database without worrying about what your search pattern is or what is or isn't generated) |
06:11 |
hmmmm |
so you want to filter a mapblock against a list of acceptable nodes? |
06:11 |
VanessaE |
yep, easily doable in lua with the above call |
06:12 |
hmmmm |
so if block[z][y][x] is one of {brick, cobble, torch, etc.} then filtered_block[z][y][x] = block[z][y][x] otherwise content ignore |
06:12 |
hmmmm |
? |
06:13 |
hmmmm |
that sort of logic? |
06:13 |
VanessaE |
yes, basically that |
06:14 |
VanessaE |
anyway I'm getting pretty tired so I'm gonna call it a night |
06:14 |
hmmmm |
that's easily doable |
06:14 |
hmmmm |
hmm |
06:15 |
VanessaE |
except you want to invert the condition |
06:15 |
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06:15 |
VanessaE |
if block[z][y][x] is contains none of {list of nodes} then content ignore, else filtered = block. |
06:16 |
VanessaE |
-is |
06:16 |
hmmmm |
err |
06:16 |
hmmmm |
we're thinking of two separate things |
06:16 |
VanessaE |
heh ok |
06:16 |
VanessaE |
let's save this for another time then |
06:16 |
hmmmm |
so yeah your logic there can filter out entire mapblocks |
06:17 |
hmmmm |
but then you'd still need my logic to decide which nodes inside the block you'd like to keep |
06:17 |
hmmmm |
what's the endgoal here? trimming a map, or cutting out user-created portions of a map |
06:18 |
VanessaE |
trimming out all the extra, generated junk no one has been to in forever |
06:18 |
hmmmm |
okay so just trimming |
06:18 |
VanessaE |
it has a secondary use: |
06:18 |
hmmmm |
it's funny |
06:19 |
hmmmm |
immediately storing generated blocks into the db is predicated on the notion that generation is much slower than loading from disk |
06:19 |
hmmmm |
when the exact opposite is true in practice |
06:19 |
VanessaE |
once such a command has been run and the map trimmed, you could then add a new mod that depends on newly-generated terrain, without forcing your players to go searching 20km from spawn |
06:20 |
VanessaE |
(i.e. some new ores mod or whatever) |
06:21 |
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06:21 |
VanessaE |
ok, off to bed. |
06:23 |
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09:06 |
rubenwardy |
#1256 hasn't been done yet? |
09:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/1256 -- Everything in the HUD should be scalable by DPI |
09:08 |
rubenwardy |
hmm https://github.com/minetest/minetest/labels/blocker |
09:23 |
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09:24 |
kilbith |
est31, don't forget to sync master with stable-0.4 branch |
09:31 |
nrzkt |
rubenwardy: closed. |
09:34 |
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09:34 |
rubenwardy |
we now have exactly 500 issues |
09:38 |
nrzkt |
too munch |
09:38 |
nrzkt |
much |
09:41 |
rubenwardy |
yeah |
09:41 |
rubenwardy |
139 bugs |
09:48 |
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10:25 |
rubenwardy |
urgh |
10:25 |
rubenwardy |
the mainmenu code really really sucks |
10:27 |
rubenwardy |
why is it done like this? https://github.com/minetest/minetest/blob/master/doc/menu_lua_api.txt#L148-L149 |
10:28 |
rubenwardy |
will there by any other server lists than local and online? |
10:29 |
rubenwardy |
firstly the function name is misleading to me, it should be core.get_servers() |
10:30 |
rubenwardy |
secondly it could be split into core.get_serverlist() and core.get_favorites() |
10:33 |
nrzkt |
rubenwardy: pr ? :) |
10:33 |
rubenwardy |
yeah |
10:33 |
rubenwardy |
preparing |
10:38 |
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11:15 |
TBC_x |
VanessaE: Does the Lua oom error happen on every your server? |
11:22 |
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11:24 |
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11:28 |
rubenwardy |
isn't the feature freeze over now? |
11:42 |
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11:44 |
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11:49 |
nrzkt |
rubenwardy 0.4.13 is released. Please look at the changelog |
11:50 |
Amaz |
nrzkt, if 0.4.13 has been released, shouldn't something be made here (https://github.com/minetest/minetest/releases) or will that be done later? |
11:51 |
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11:51 |
sfan5 |
there is a release draft |
11:54 |
rubenwardy |
~topic |
11:54 |
ShadowBot |
rubenwardy: Minetest core development and maintenance. Feature freeze IN EFFECT until 0.4.13 release, no commits on the master branch except bugfixes or trivial (small) cleanups. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
11:55 |
rubenwardy |
nrzkt, I WROTE the changelog |
11:55 |
sfan5 |
rubenwardy: why is it not in the wiki page? |
11:55 |
sfan5 |
also >~topic |
11:55 |
sfan5 |
wat |
11:55 |
sfan5 |
that command is stupid |
11:56 |
sfan5 |
literally every irc client has /topic |
11:56 |
rubenwardy |
was waiting for it to actually be release |
11:56 |
rubenwardy |
/topic only sends it to me, not to whole channel |
11:57 |
Hunterz |
!topic |
11:57 |
ShadowBot |
Hunterz: Minetest core development and maintenance. Feature freeze IN EFFECT until 0.4.13 release, no commits on the master branch except bugfixes or trivial (small) cleanups. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
11:57 |
Hunterz |
:) |
11:58 |
rubenwardy |
the topic command can also set the topic |
12:02 |
rubenwardy |
great |
12:02 |
rubenwardy |
dev.minetest.net is offline |
12:03 |
rubenwardy |
"Sorry, we could not find dev.minetest.net." |
12:04 |
rubenwardy |
page should be this: https://gist.github.com/rubenwardy/e2835402455d803ffc5e |
12:08 |
rubenwardy |
done http://dev.minetest.net/Changelog |
12:08 |
TBC_x |
damn... I think I missed the release |
12:12 |
nanepiwo |
the devs still haven't updated the forum, or site, and some other things... |
12:12 |
rubenwardy |
the release cycle isn't finished yet |
12:13 |
rubenwardy |
see http://dev.minetest.net/Releasing_Minetest |
12:13 |
nanepiwo |
useful link, thanks! |
12:13 |
nanepiwo |
I was talking to TBC_x |
12:15 |
rubenwardy |
can't wait for the possibilities of client-side-scripting |
12:16 |
TBC_x |
well... I have weak moments sometimes... and then my brain just doesn't work and I just play some games |
12:16 |
TBC_x |
and I need to fix a race condition |
12:17 |
TBC_x |
which is not trivial because it happens in packet handler and I don't favor quick & dirty fixes |
12:18 |
TBC_x |
that race condition causes heap corruption |
12:18 |
TBC_x |
so it is kinda severe |
12:20 |
TBC_x |
removing est31's SRP code would be very easy way for me because I don't understand his code |
12:20 |
TBC_x |
SRP is mostly in my way |
12:21 |
TBC_x |
the issue I have with SRP is that it uses RemoteClient class as data container |
12:33 |
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12:51 |
RealBadAngel |
excuse me, but .13 is out now |
12:51 |
TBC_x |
ikr |
12:51 |
RealBadAngel |
we are waitin now for packagers |
12:52 |
TBC_x |
I am mad at myself because I didn't make it in time |
12:52 |
RealBadAngel |
i wanst sleeping all nite to fix the current issues and let it happen |
12:52 |
RealBadAngel |
.13 is real now |
12:53 |
RealBadAngel |
literally im walknin on my eybrows now |
12:54 |
TBC_x |
I thought it was supposed to be released on saturday |
12:54 |
RealBadAngel |
and saw paramats opinion that relief mapping sux |
12:56 |
RealBadAngel |
i really going to stop contributing to master if i will get such opinions |
12:56 |
RealBadAngel |
i dont care anymore |
12:57 |
RealBadAngel |
middle finger and goodbye |
12:57 |
RealBadAngel |
im just tired of it |
12:57 |
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12:58 |
RealBadAngel |
please hire another gfx man to be such stupid as me :P |
12:59 |
RealBadAngel |
im off, literally |
12:59 |
TBC_x |
http://irc.minetest.ru/minetest-dev/2015-08-10#i_4359435 |
13:00 |
TBC_x |
I was relying on that date :P |
13:00 |
RealBadAngel |
fuck of dates, tastes or whatever |
13:00 |
RealBadAngel |
hmmm is the best coder out there |
13:00 |
RealBadAngel |
paramat has the best taste |
13:01 |
RealBadAngel |
all others are absent but can veto anythin |
13:01 |
RealBadAngel |
its damn sick |
13:01 |
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13:01 |
RealBadAngel |
only est31 is trying to be in the middle |
13:02 |
RealBadAngel |
.13 was my last effort |
13:02 |
RealBadAngel |
i wont be creating PR for mt anylonger |
13:03 |
RealBadAngel |
you dont care bout me, i wont care bout you |
13:03 |
RealBadAngel |
cya |
13:03 |
TBC_x |
hf |
13:03 |
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13:04 |
RealBadAngel |
actually im having fun right now |
13:04 |
RealBadAngel |
and you wont |
13:04 |
TBC_x |
good for you |
13:04 |
RealBadAngel |
i spent 2 yrs coding for mt |
13:05 |
RealBadAngel |
whatver, just fuck off |
13:06 |
RealBadAngel |
im outta here |
13:06 |
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13:11 |
* twoelk |
is sad as he realizes there might be less exciting new eyecandy (and many other things) in the future |
13:24 |
nrzkt |
for the release i think est31 forget to set the tag |
13:25 |
nrzkt |
i will apply it nows |
13:32 |
nrzkt |
tag is pushed |
13:42 |
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14:33 |
VanessaE |
my servers have been updated to HEAD. |
14:43 |
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14:54 |
Donillo |
help |
14:54 |
Donillo |
ERROR[main]: ERROR: An unhandled exception occurred: ServerEnvironment::loadMeta(): EnvArgsEnd not found! |
14:54 |
Donillo |
what did I just broke? |
14:54 |
Calinou |
Donillo, in the world's env_meta.txt write this: |
14:54 |
Calinou |
game_time = 532 |
14:54 |
Calinou |
time_of_day = 17877 |
14:54 |
Calinou |
EnvArgsEnd |
14:54 |
VanessaE |
look for the env_meta.txt file in your world, and repla... |
14:55 |
Calinou |
the game should do this automatically, seriously :( |
14:55 |
VanessaE |
what Calinou said. |
14:55 |
Donillo |
huh |
14:55 |
Donillo |
I've removed env_meta.txt and env_meta.~mt |
14:55 |
Donillo |
both were 0 bytes |
14:56 |
Donillo |
I think something got messed up |
14:57 |
Donillo |
I've been trying to setup logging to file via tee |
15:00 |
celeron55 |
on what platform is this? |
15:01 |
Donillo |
git build on Linux |
15:01 |
celeron55 |
the ~mt file is supposed to handle the situation properly and make MT never end up with an actual empty file, assuming the operating system is working properly |
15:01 |
Donillo |
Debian Wheezy, 32 bit |
15:01 |
Donillo |
it started previously normally |
15:01 |
celeron55 |
what happened when you stopped playing last time? |
15:01 |
Donillo |
I guess I messed up soemthing with arguments while trying t ~o setup logging |
15:02 |
celeron55 |
how close are you to running out of disk space? i mean, is that what happened? |
15:02 |
Donillo |
well, I think that's not relevant since I've restarted server multiple times successfully (terminated server with ^C), but previously server rebooted due power loss or something |
15:02 |
Donillo |
likely it was messed up command line |
15:02 |
celeron55 |
oh well that explains |
15:03 |
celeron55 |
the power loss messed up your filesystem |
15:03 |
Donillo |
ext4 + restarted minetestserver successfully until messing with start shell script? |
15:04 |
Donillo |
IMO unlikely, that was me, not power failure |
15:04 |
Donillo |
:D |
15:04 |
celeron55 |
you can't break that file using minetest |
15:04 |
celeron55 |
if you manually emptied it somehow outside of minetest, then yes; but that sounds like quite the command line mess-up |
15:05 |
Donillo |
maybe some leftovers from power loss, no idea right now |
15:05 |
Donillo |
server is working now |
15:05 |
celeron55 |
so i mean, the server started fine after the power loss, and then only later failed? |
15:05 |
Donillo |
yea |
15:05 |
Donillo |
after I messed with command line |
15:11 |
nanepiwo |
celeron55, same happens to me every time my linux computer is force-shutdown (usually due to mt freezing to avoid overheating) |
15:11 |
nanepiwo |
*everything freezes |
15:12 |
Donillo |
does it take few minetestserver reboots to show up? |
15:13 |
nanepiwo |
no, minetestserver won't start without that file |
15:13 |
celeron55 |
nanepiwo: what exactly happens every time? |
15:13 |
celeron55 |
nanepiwo: does it always do it, and always end up with a zero-length file? |
15:13 |
nanepiwo |
yes. |
15:13 |
celeron55 |
or does it always do it, but sometimes there is no file and sometimes a zero-length file? |
15:13 |
nanepiwo |
or at least so far |
15:13 |
celeron55 |
or does it only sometimes do it, and what then? |
15:14 |
nanepiwo |
there's almost-always an empty file, otherwise its normal |
15:14 |
celeron55 |
which version of minetest is it? |
15:14 |
celeron55 |
Donillo: you too; version please |
15:15 |
nanepiwo |
some dev build of 0.4.12, not sure which commit |
15:20 |
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15:24 |
Donillo |
No, I don't suspect anything what could cause failure except myself :) |
15:25 |
Donillo |
ffe3f03bc514d5cd2a0a520ea6fb69594c7dff77 |
15:26 |
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15:26 |
celeron55 |
ok; both of those versions basically have the same (up-to-date) code regarding to this |
15:26 |
celeron55 |
but i just noticed that the current code contains a bug caused by this commit: https://github.com/minetest/minetest/commit/5f1f1151d3a9c113902630adc16cc3f4845da7ba |
15:26 |
celeron55 |
that commit enabled the workaround behavior that was made for windows to be used on linux too |
15:27 |
celeron55 |
i can't find anything else that could cause the issue so this is rather high on my suspect list now |
15:32 |
celeron55 |
https://github.com/minetest/minetest/issues/3084 |
15:32 |
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15:35 |
kahrl |
the relevant PR is #1477 |
15:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/1477 -- Remove temporary file at safeWriteToFile() by Selat |
15:38 |
celeron55 |
yeah i wasn't thinking about the actual safeness of the operation in the comment there; i was only thinking about whether it will work at all |
15:45 |
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16:20 |
est31 |
nrzkt, I didnt forget to push the 0.4.13 tag, its because github forces every tag to be a release |
16:20 |
est31 |
you cant just tag without doing a release |
16:20 |
est31 |
so therefore I would have waited for the windows builds to be available |
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Topic for #minetest-dev is now Minetest core development and maintenance. Last release 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
16:22 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
16:23 |
est31 |
forgot a colon ;) |
16:23 |
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16:24 |
est31 |
very fine, we have MSVC builds |
16:24 |
est31 |
thanks blockmen |
16:24 |
est31 |
nrzkt, can you try doing android builds? |
16:25 |
hmmmm |
:) |
16:25 |
est31 |
uploading to github + play store |
16:26 |
nrzkt |
this evening i will try to do it |
16:26 |
est31 |
ok |
16:26 |
nrzkt |
else it will be available maximum this weekend |
16:31 |
est31 |
no problem with that |
16:39 |
Donillo |
player's ability to elevate with shift is affected by server only? |
16:40 |
est31 |
shift is sneak |
16:40 |
Donillo |
looks like I just found out parkour in MT |
16:41 |
Donillo |
broke into my own house via window :P |
16:41 |
Donillo |
btw, is there are efficient way to combat going through protected walls? |
16:42 |
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17:16 |
Donillo |
it is possible to send position information to client exactly with that "returning block"? |
17:16 |
Donillo |
if so, server could just reset player's position if he moved while trying to break protected vblock |
17:17 |
Donillo |
possible to? |
17:18 |
rubenwardy |
possible, but would be very annoying |
17:18 |
Donillo |
how so? |
17:18 |
Donillo |
don't do anythibg visible if player can break node |
17:19 |
Donillo |
just move him where he started if he can't |
17:20 |
Donillo |
for example, save position of player when he punches protected node and reset his position to that when he tries to break it, maybe rounding down position to node's center |
17:28 |
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17:37 |
est31 |
Donillo, it is possible to do such "protections". |
17:38 |
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17:39 |
est31 |
minecraft has a very straightforward and simple algorithm for this |
17:39 |
est31 |
perhaps it should be implemented, dunno. |
17:39 |
est31 |
but it would be against freedom |
17:40 |
est31 |
you don't get harmed by people who break into your house, unlike in RL. |
17:40 |
est31 |
so I'm undecided on whether to do it or not |
17:42 |
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17:42 |
est31 |
it would work even without any changes to protocol |
17:42 |
est31 |
only server changes needed |
17:43 |
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17:44 |
BlockMen |
why is 04.13 still halfish releases? |
17:44 |
BlockMen |
+. |
17:45 |
est31 |
do you want to release without mingw builds? |
17:45 |
est31 |
releasing without them is better IMO than with outdated builds |
17:46 |
BlockMen |
i dont see a problem with that. but more important than my personal view on that is why everything else is done already then |
17:46 |
BlockMen |
*means the uncomment commit and added tag |
17:47 |
est31 |
the uncomment commit? you mean https://github.com/minetest/minetest/commit/ffe3f03bc514d5cd2a0a520ea6fb69594c7dff77 |
17:48 |
est31 |
I think that its good, that we push both version bump commit and uncomment commit in one step, so that nobody accidentially pushes commits onto master |
17:48 |
est31 |
It happened after 0.4.12 if I recall right |
17:48 |
BlockMen |
yes, - after - it was released |
17:48 |
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17:49 |
BlockMen |
it is also stated to be done not before in the dev wiki |
17:50 |
BlockMen |
http://dev.minetest.net/Releasing_Minetest#After_releasing |
17:50 |
est31 |
it says "Check that the util/bump_version.sh script did the following steps" |
17:50 |
est31 |
important word is "check" |
17:50 |
est31 |
not "do" |
17:51 |
BlockMen |
no, the important here is "After releasing" |
17:51 |
est31 |
yes, after releasing you check that that happened too. |
17:51 |
BlockMen |
releasing without binaries is no release |
17:51 |
est31 |
agreed. |
17:51 |
nanepiwo |
after releasing: reenable -dev suffix: check it worked |
17:52 |
est31 |
we only released the src now, for engine and game |
17:52 |
est31 |
so lets push the button then |
17:53 |
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17:53 |
BlockMen |
est31, you deleted the mingw builds already? |
17:53 |
est31 |
not yet, why? |
17:54 |
BlockMen |
because they are gone o.O |
17:54 |
BlockMen |
sfan5? ^ |
17:54 |
sfan5 |
no it was me |
17:54 |
sfan5 |
i built new ones |
17:54 |
sfan5 |
I'm uploading them now |
17:55 |
BlockMen |
ah, good |
17:55 |
BlockMen |
can you change the changelog thing while you are on it? |
17:55 |
sfan5 |
change? |
17:55 |
Siva_android |
is mingw a dev build? |
17:55 |
est31 |
and push the button? |
17:55 |
sfan5 |
Siva_android: no |
17:56 |
BlockMen |
sfan5, the checkbox |
17:56 |
sfan5 |
oh, sure |
17:57 |
Siva_android |
OK then what is it? |
17:57 |
sfan5 |
a build compiled with a different compiler |
17:57 |
Siva_android |
ah |
17:57 |
sfan5 |
might work better for some people |
17:57 |
BlockMen |
im making the forum topic now |
17:57 |
TBC_x |
est31, does client->create_player_on_auth_success indicate that the client just connected to the server? |
17:58 |
est31 |
TBC_x, I'll answer, but later, ok? I'm busy releasing |
17:58 |
est31 |
getting binaries for linux too |
17:58 |
TBC_x |
damn... I wanted to fix the heap corruption before release :P |
17:58 |
TBC_x |
what a shame |
17:59 |
est31 |
heap corruption? |
17:59 |
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17:59 |
est31 |
well, I guess it can wait for after the releae as well. |
17:59 |
sfan5 |
ok uploaded the mingw builds |
18:00 |
kilbith |
est31, you should merge master in stable-0.4 branch |
18:00 |
est31 |
kilbith, yes, I'm on it |
18:00 |
est31 |
right now I'm wondering why I dont have the branch locally |
18:01 |
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18:02 |
est31 |
argh, too much files changed by both parties |
18:02 |
est31 |
many many merge conflicts |
18:05 |
sfan5 |
merge conflicts? |
18:05 |
est31 |
I've typed |
18:05 |
sfan5 |
shouldn stable-0.4 be fast-forwardable to master? |
18:05 |
est31 |
no because nrzkt has done fixes on android on it |
18:05 |
est31 |
for* |
18:05 |
est31 |
perhaps next time he should use some other branch |
18:06 |
est31 |
I've typed $ git checkout upstream/stable-0.4 |
18:06 |
est31 |
then $ git merge 0.4.13 |
18:06 |
nrzkt |
git rebase master |
18:07 |
est31 |
then I've typed git status, and lotsa red files |
18:07 |
est31 |
nrzkt, the release manual says "merge", not "rebase" |
18:07 |
sfan5 |
but rebase is what you should do |
18:07 |
est31 |
what I've done after it was aborting the conflicting merge, and saying "git merge -X theirs 0.4.13" |
18:07 |
sfan5 |
or wait |
18:08 |
sfan5 |
does rebase change commit ids... |
18:08 |
sfan5 |
probably |
18:08 |
nrzkt |
no |
18:08 |
est31 |
yes of course it does |
18:08 |
BlockMen |
ofc it does |
18:08 |
est31 |
commit ids are immutable |
18:08 |
nrzkt |
git remove branch and re-do it |
18:08 |
nrzkt |
it's not a problem |
18:08 |
est31 |
(immutable is a shit word I know, but thats what linus torvalds said) |
18:09 |
BlockMen |
IIRC there was made a decision on that, since there was something different last release |
18:09 |
BlockMen |
but idk any - what - was decided |
18:09 |
est31 |
The manual sais "The new release should be merged to the stable-0.4 branch on both minetest and minetest_game. " |
18:09 |
est31 |
celeron55, do you remember the discussion? |
18:10 |
est31 |
any problems with actually merging? |
18:10 |
est31 |
I know its not the way we do it for master branch and pull requests, and this is good |
18:11 |
celeron55 |
what else can you do? |
18:11 |
est31 |
you can do what nrzkt suggested, removing the tag, and re-pushing it |
18:11 |
est31 |
err branch |
18:12 |
est31 |
I guess its the same as doing git reset --hard 0.4.13 on the branch |
18:12 |
est31 |
and then git push -f |
18:12 |
celeron55 |
wait |
18:12 |
est31 |
merging would ensure that git describe finds the 0.4.13 tag in history. |
18:13 |
est31 |
@ least I think |
18:13 |
est31 |
yes it finds 0.4.13 |
18:13 |
celeron55 |
what exactly *is* the problem? |
18:13 |
celeron55 |
is the problem that the tag is on master, not on stable-0.4? |
18:13 |
est31 |
the tag belongs to master, no? |
18:14 |
celeron55 |
i'm pretty sure the tag should be on stable-0.4; but is this the issue? |
18:14 |
est31 |
we had problems with that the last time we did it |
18:15 |
est31 |
because we use git describe on the master branch |
18:15 |
celeron55 |
oh, okay, then it should probably be on master |
18:16 |
celeron55 |
i don't see any issue anywhere; i think master just has to be merged onto stable-0.4 then |
18:17 |
celeron55 |
any conflicts should be resolved by taking what is in master |
18:18 |
celeron55 |
if things break when doing that, then master has been mishandled by not including all fixes into it that have been put into stable-0.4 |
18:20 |
est31 |
nrz has pushed commits onto stable-0.4, he's used it for android fixes. |
18:21 |
celeron55 |
if the same fixes are in master too, the merge should work fine; are they? |
18:22 |
est31 |
I honestly don't know why the merge fails |
18:23 |
BlockMen |
wasnt the freeze0.4.12 branch merged into stable intead of master last time? |
18:24 |
kilbith |
correct |
18:24 |
est31 |
there is no freeze branch |
18:24 |
est31 |
the freezing branch is master |
18:24 |
BlockMen |
^ this time again, not for 0.4.12 |
18:24 |
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18:25 |
est31 |
This is an excerpt from the merge conflict > https://gist.github.com/anonymous/b80b0bb5d348c0efdfa3 |
18:25 |
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18:26 |
est31 |
I really have no idea what happened here |
18:26 |
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18:27 |
est31 |
seems the fixes were already done on master, but weren't recognized by git merge |
18:28 |
celeron55 |
this merge is weird for sure |
18:32 |
BlockMen |
has the history of the "after release"-commits on stable to be saved? |
18:32 |
celeron55 |
everyone: don't push anything anywhere now without asking |
18:33 |
kahrl |
damn, now I can't play sokoban |
18:33 |
est31 |
lol |
18:33 |
celeron55 |
maybe "git merge --strategy-option theirs master" does what we want? |
18:33 |
est31 |
replace perhaps master with 0.4.13 |
18:33 |
est31 |
because master already has the "continue with develpment" commit |
18:33 |
celeron55 |
oh, yeah |
18:34 |
est31 |
but yes, I think thats what we need |
18:34 |
est31 |
at least people on #git said git merge -s theirs is it. |
18:34 |
celeron55 |
it merges fine; i'm currently testing whether it builds on linux |
18:35 |
celeron55 |
it... builds, but it doesn't seem to quite work |
18:36 |
TBC_x |
Is there still time for complaints about credits tab? |
18:37 |
celeron55 |
yes; any complaints will be addressed for next release |
18:37 |
est31 |
yea |
18:37 |
TBC_x |
TeTpaAka don't match my nickname |
18:37 |
celeron55 |
this is not the last release of minetest like everyone seems to think for every release |
18:37 |
TBC_x |
hehe |
18:38 |
celeron55 |
looks like my network setup is just fucked; not even master works for me |
18:38 |
est31 |
celeron55, can you push the commit to your local fork? then I can try to build and run it |
18:39 |
celeron55 |
pushed |
18:39 |
celeron55 |
https://github.com/celeron55/minetest/commits/stable-0.4 |
18:40 |
celeron55 |
the commit tree seems to looks fine |
18:41 |
celeron55 |
est31: if you confirm that the thing actually works, you can push it |
18:41 |
celeron55 |
i need to be afk for a while -> |
18:43 |
BlockMen |
only thing i noticed in commit tree is "Bump version to 0.4.12" is double |
18:43 |
BlockMen |
no, actually every commit of 0.4.12 |
18:44 |
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18:44 |
est31 |
it seems to be split since e62927ed71c557cd885fce03fbc34bb6020089a3 |
18:45 |
est31 |
I guess thats when we entered 0.4.12 freeze |
18:45 |
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18:46 |
est31 |
seems to work for me |
18:46 |
BlockMen |
nope, there are more est |
18:46 |
kahrl |
est31: does it compile for android? |
18:47 |
est31 |
kahrl, it should |
18:47 |
est31 |
but I test |
18:47 |
kahrl |
I think android's mbtowc is broken |
18:47 |
est31 |
how do you mean it? |
18:48 |
kahrl |
https://github.com/celeron55/minetest/blob/4865b316ba3a8bae0aba74519099344b731a4e2b/src/util/string.cpp#L229 |
18:48 |
kahrl |
there is no variable named "tmp" |
18:49 |
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18:49 |
BlockMen |
brb |
18:51 |
est31 |
grrrr |
18:51 |
est31 |
thats bad |
18:51 |
est31 |
getting it too |
18:52 |
est31 |
well, seems we can't release android without bugfix patches either :( |
18:52 |
kahrl |
I honestly would feel safer just deleting the branch and recreating it from scratch |
18:52 |
kahrl |
who knows what else is broken |
18:53 |
est31 |
well seems to be c55's fault |
18:53 |
est31 |
open 4865b316ba3a8bae0aba74519099344b731a4e2b in gitk |
18:54 |
est31 |
there you see changes to weird list of files |
18:54 |
est31 |
perhaps he had it in the working dir |
18:54 |
est31 |
and accidentially included them |
18:54 |
kahrl |
hmm |
18:55 |
est31 |
if it did actually succeed, git diff 0.4.13 would be empty |
18:55 |
kahrl |
why would he do stuff to the polish translation though |
18:55 |
kahrl |
err czech |
18:55 |
est31 |
dunno |
18:56 |
est31 |
git diff showed precisely those files |
18:57 |
est31 |
kahrl, can you try to do the git merge -s theirs ? |
18:57 |
kahrl |
sec |
18:57 |
est31 |
I can't do it, old git version |
18:58 |
est31 |
for my 2.1.4 it says "Konnte Merge-Strategie 'theirs' nicht finden." |
18:58 |
kahrl |
Could not find merge strategy 'theirs'. Available strategies are: octopus ours recursive resolve subtree. |
18:58 |
kahrl |
I think it's --strategy-option theirs |
19:00 |
kahrl |
with that I'm also getting a diff on po/cs/minetest.po and src/util/string.cpp |
19:00 |
kahrl |
not the exact same as c55's though |
19:04 |
kahrl |
ah, this seems to be better: git checkout upstream/stable-0.4; git merge -X theirs -X patience 0.4.13 |
19:04 |
est31 |
hrmm figured out a way that seems to work |
19:04 |
est31 |
https://github.com/est31/minetest/tree/stable-0.4 |
19:04 |
est31 |
git checkout 0.4.13; git merge -s ours upstream/stable-0.4 |
19:05 |
est31 |
kahrl, is the diff empty for you as well? |
19:05 |
kahrl |
yeah |
19:06 |
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19:06 |
est31 |
okay, kahrl can you verify that it works, and then push it? |
19:06 |
est31 |
I'll push the button for the windows binaries, android can come later |
19:07 |
est31 |
there it is: https://github.com/minetest/minetest/releases/tag/0.4.13 |
19:08 |
est31 |
doing launchpad and stuff later |
19:08 |
est31 |
gotta go afk |
19:10 |
kahrl |
est31/stable-0.4 builds and works for me, pushing to upstream now |
19:10 |
BlockMen |
should i post on forums now or should that wait for launchpad? |
19:10 |
BlockMen |
kahrl, seems fine to me (git history) |
19:13 |
kilbith |
why especially laundpad ? |
19:14 |
BlockMen |
i thought only launchpad has to be pushed manually. |
19:14 |
celeron55 |
because due to historical reasons we have to maintain the launchpad package; we don't want to, but people expect it to be there |
19:14 |
celeron55 |
we would like it if some ubuntu person took it, but nobody hasn't volunteered |
19:15 |
celeron55 |
nobody has* |
19:16 |
celeron55 |
our policy otherwise is that the core team does not maintain any distro packages and we have succesfully avoided that, other than this historical launchpad crap |
19:16 |
celeron55 |
maybe we could just abandon it; dunno? |
19:17 |
BlockMen |
umm...so i gonna post it on forums now with note that android and launchpad missing?!?? |
19:19 |
celeron55 |
i think that's ok |
19:21 |
BlockMen |
done |
19:22 |
kilbith |
one thing : pin it on top of subforum |
19:22 |
BlockMen |
cant, have no moderation privs |
19:22 |
kilbith |
well, sfan5 |
19:23 |
kahrl |
or VanessaE |
19:26 |
celeron55 |
me |
19:27 |
BlockMen |
thx |
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22:29 |
celeron55 |
> Could u help me out? I'm looking to make a minetest like game that I could sell but people will be able to mod and have fun with could u help? |
22:29 |
celeron55 |
i just love these emails, this one is totally crazy too d8-) |
22:31 |
johnwayne1986 |
i get emails about viagra... :-? |
22:31 |
kilbith |
my favourite is : http://irc.minetest.ru/minetest-dev/2015-01-13#i_4108628 |
22:32 |
johnwayne1986 |
have you noticed #3087 already? |
22:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/3087 -- Worsening of glitch bug |
22:36 |
celeron55 |
kilbith: i wonder how i could attract more weird and crazy people to send emails about minetest to me |
22:41 |
johnwayne1986 |
anyway, gn8 |
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23:51 |
est31 |
okay launchpad is updated now too |
23:51 |
est31 |
and f-droid got a merge request for updating |
23:51 |
est31 |
didnt try the build though :/ |
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