Time |
Nick |
Message |
00:07 |
|
T4im joined #minetest-dev |
00:09 |
est31 |
hrmm, these rules are a bit outdated, and not like the current consensus: http://dev.minetest.net/Git_Guidelines |
00:10 |
est31 |
We don't have this "subsystem maintainer" thing |
00:10 |
est31 |
anymore |
00:11 |
RealBadAngel |
we had it before? |
00:12 |
est31 |
"You can push something to upstream [1] only if two members of the core team [2] or the subsystem maintainer agrees on it." |
00:13 |
est31 |
I interpret that so that the subsystem maintainer can push commits without asking |
00:13 |
est31 |
inside their subsystem |
00:13 |
est31 |
whether its a small typo fix |
00:13 |
est31 |
or a 100k line change |
00:13 |
RealBadAngel |
well, paramat seems to be using it |
00:14 |
est31 |
paramat, do you use it? |
00:14 |
paramat |
use the rules? |
00:14 |
est31 |
from how I see it, paramat always gets agreements from other core devs |
00:15 |
paramat |
yeah mostly stick to those rules |
00:15 |
RealBadAngel |
i can remember many times when paramat just informs that hes going to merge something |
00:15 |
est31 |
usually when I look at the according PRs, they either have a +1 by kwolekr |
00:15 |
est31 |
or they got it via IRC |
00:16 |
RealBadAngel |
maybe, but as for me it seems like an easy way ;) |
00:16 |
est31 |
also paramat is no maintainer |
00:17 |
RealBadAngel |
but acts like one |
00:17 |
est31 |
at least not in that table: http://dev.minetest.net/Organisation#Subsystems |
00:17 |
paramat |
but sometimes if it's sortof trivial and within my own authority (mgv7 artistic stuff) and get no reviews i'll go ahead |
00:18 |
paramat |
yeah i think i should be a 'deputy mapgen maintainer' there |
00:18 |
RealBadAngel |
paramat, AV is more artistic stuff and yet i was always one to blame, stop and fuck around |
00:18 |
est31 |
I have no problems with that <paramat> but sometimes if it's sortof trivial and within my own authority (mgv7 artistic stuff) and get no reviews i'll go ahead |
00:19 |
RealBadAngel |
and meanwhile you are making more and more controversial changes to the look of the game |
00:19 |
paramat |
apparently i have part-authority over mgv7, biome api, but try to consult hmmmmm first |
00:19 |
RealBadAngel |
that brighter grass just sucks big time |
00:19 |
RealBadAngel |
theres no green in the game anymore |
00:19 |
est31 |
I don't think we should have large code changes to be entered into git without approval from at least one other dev |
00:19 |
est31 |
thats my main concern |
00:20 |
est31 |
and the "who's to blame" thing isn't lived as well |
00:20 |
paramat |
grass is much better but i'm still not totally happy with it |
00:20 |
RealBadAngel |
thats what is called grass by now is just something iron washed |
00:20 |
paramat |
i think the original texture is beyond repair |
00:20 |
RealBadAngel |
its damn ugly |
00:20 |
est31 |
almost half of the subsystem maintainers are mostly inactive right now |
00:20 |
RealBadAngel |
no contrast at all |
00:21 |
RealBadAngel |
paramat, your run into minimalism is not healthy for the look of the game |
00:21 |
paramat |
the other game devs are busy, i do get approval from them |
00:22 |
paramat |
i actually increased the contrast of grass |
00:22 |
est31 |
RealBadAngel, I agree with your assesment the grass texture, but I've said I dont comment mtgame anymore |
00:22 |
est31 |
insert "of" somewhere |
00:22 |
RealBadAngel |
paramat, you have washed it out |
00:22 |
RealBadAngel |
its not green anymore :P |
00:22 |
paramat |
it's more classic minetest now, bright and attractive, matched to our previous texture in contrast, hue and brightness |
00:23 |
RealBadAngel |
and its shit |
00:23 |
RealBadAngel |
sorry, but true |
00:23 |
paramat |
hmmmm and celeron couldn't stand the previous texture, rightly |
00:23 |
est31 |
here we go |
00:23 |
paramat |
=) |
00:23 |
RealBadAngel |
celeron doesnt care anymore |
00:23 |
* est31 |
gets a bag of chips |
00:24 |
paramat |
i'm happy you don't like it, we have opposite tastes |
00:24 |
RealBadAngel |
hmmm is flying around in his figthers |
00:24 |
RealBadAngel |
you call them authorithies? |
00:25 |
RealBadAngel |
they dont even play the fucking game at all |
00:25 |
est31 |
*crunch* |
00:26 |
RealBadAngel |
ask them when they have built something, walked a bit |
00:26 |
paramat |
minetest and voxel games *are* minimalism, inherently |
00:26 |
RealBadAngel |
they are not playing MT at all |
00:26 |
RealBadAngel |
yes |
00:27 |
RealBadAngel |
thats true, but some do like it nicer |
00:27 |
RealBadAngel |
without losing voxel look |
00:28 |
RealBadAngel |
ive managed to make default 16px look like next gen gfx, dont you think? |
00:29 |
RealBadAngel |
none of voxel games around have such effects |
00:29 |
paramat |
did you like the 0.4.9 grass? i tried to get it as close as possible. anyway i still don't like it |
00:29 |
RealBadAngel |
youre an enemy of smooth lighting even |
00:29 |
paramat |
no i like that now, and use it |
00:30 |
RealBadAngel |
heh |
00:30 |
RealBadAngel |
you didnt liked round minimap too:P |
00:30 |
paramat |
i like that now too |
00:30 |
VanessaE |
paramat: you like smooth lighting..you mean for the, like, two node types it actually works on? ;) |
00:30 |
RealBadAngel |
i think i will give you some time to get used to relief mapping ;) |
00:31 |
paramat |
but don't see the point of a map that shows what you can already see |
00:31 |
est31 |
you dont have always fly |
00:31 |
est31 |
and its cool |
00:33 |
paramat |
it's fun for a few minutes, but i can't see the point, if it built up a map of a gaming session's journey that would be better |
00:34 |
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rickmcfarley joined #minetest-dev |
00:34 |
paramat |
sorry but i don't like parallax occlusion or bumpmapping, i find fake 3D effects ugly |
00:35 |
RealBadAngel |
but some do |
00:35 |
est31 |
they are better than gazillions of polygons |
00:35 |
paramat |
yeah it's popular |
00:35 |
est31 |
because this kills fps |
00:35 |
RealBadAngel |
not all of us are using that intel gpu :P |
00:36 |
RealBadAngel |
sorry i meant intel "gpu" ;) |
00:36 |
RealBadAngel |
and smooth lighting for me is something different: http://i.imgur.com/T8wf2tp.png |
00:37 |
RealBadAngel |
i could make this real long time ago and polish that with some help |
00:38 |
paramat |
waving water has upper and lower surface bugs, and the motion of waving plants is poor quality, a single frequency smoothed triangle wave |
00:38 |
RealBadAngel |
waving water is the thing to be removed |
00:38 |
est31 |
lower? |
00:38 |
paramat |
i would love realtime shadows though |
00:38 |
est31 |
I only know upper |
00:38 |
RealBadAngel |
it was jeija code |
00:39 |
est31 |
I like waving water |
00:39 |
paramat |
i seem to remember a lower surface problem |
00:39 |
RealBadAngel |
when reflections and refractions will come waving water will become just outdated |
00:39 |
est31 |
#3075 ? |
00:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/3075 -- [Bug] Interruption of water by waving water shader |
00:40 |
RealBadAngel |
this code is not to be fixed just to removed imho |
00:40 |
RealBadAngel |
same as finite liquids, another dead end |
00:40 |
paramat |
well that issue is the upper, i seem to remember a lower surface bug .. ? |
00:41 |
est31 |
finite liquids are no dead end |
00:41 |
est31 |
their implementation was shit |
00:41 |
est31 |
at least I've heard |
00:41 |
est31 |
so they got removed |
00:41 |
est31 |
but having finite liquids is important IMO |
00:41 |
paramat |
okay shall we remove waving water or leave it to you? |
00:41 |
est31 |
some games need it |
00:41 |
RealBadAngel |
it was good enough |
00:42 |
RealBadAngel |
at least it was working |
00:42 |
RealBadAngel |
and then it was a good start to make it better |
00:42 |
est31 |
I wont remove it |
00:42 |
RealBadAngel |
now mt has lack of shit |
00:42 |
RealBadAngel |
starved to death? ;) |
00:43 |
RealBadAngel |
good way to fix things, shot down in the craddle ;) |
00:44 |
RealBadAngel |
oops sooooooorry, i do remember better example of a feature murdered early |
00:44 |
RealBadAngel |
circuits simulator |
00:44 |
est31 |
all of those before my time |
00:44 |
RealBadAngel |
redstone and red power 2 was two things that kept me playing mc for more than 2 years |
00:45 |
RealBadAngel |
and mt team just spit on it |
00:45 |
RealBadAngel |
not all are thinkin sandbox is about to put a dirt on another dirt :P |
00:46 |
RealBadAngel |
if you do, then you are targeting kiddies :P |
00:47 |
paramat |
RBA could you make a PR to remove waving water from MT? or should we do it? |
00:48 |
RealBadAngel |
paramat, no problemo |
00:48 |
est31 |
but why should we remove it |
00:48 |
RealBadAngel |
because its ugly and obsolete |
00:49 |
est31 |
why is it obsolete |
00:49 |
est31 |
if we would remove all ugly things, we wouldnt have grass on dirt, and no iron or gold blocks |
00:49 |
RealBadAngel |
geometry of the water surface will handle way better math than that |
00:49 |
est31 |
RealBadAngel, thats all future |
00:49 |
est31 |
first get a replacement up and running |
00:49 |
RealBadAngel |
not really |
00:49 |
est31 |
then lets talk about removing |
00:49 |
est31 |
not the other way round |
00:50 |
RealBadAngel |
heck, that code is here for half a year? |
00:50 |
RealBadAngel |
or more? |
00:50 |
RealBadAngel |
same for lava? |
00:50 |
est31 |
where |
00:50 |
RealBadAngel |
but masters of the universe dont like it :P |
00:51 |
est31 |
ah that surface shader pr |
00:51 |
est31 |
well, shrug, perhaps we should add it |
00:51 |
RealBadAngel |
https://www.youtube.com/watch?v=sc3R16QASBY |
00:51 |
est31 |
but removing options is stupid |
00:51 |
RealBadAngel |
just an example, its tweakable |
00:52 |
RealBadAngel |
https://www.youtube.com/watch?v=2x6w0wspmPo |
00:52 |
est31 |
it still has that waving surface, no? |
00:53 |
RealBadAngel |
no |
00:53 |
RealBadAngel |
its bumpmapping |
00:53 |
est31 |
no |
00:53 |
RealBadAngel |
ouch, in this vid geometry is on |
00:53 |
RealBadAngel |
sorry |
00:54 |
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Fritigern joined #minetest-dev |
00:55 |
RealBadAngel |
anyway, im aiming for this: https://www.youtube.com/watch?v=UkskiSza4p0 |
00:56 |
RealBadAngel |
the water you have saw in the first vid is using same math as in this one |
00:56 |
RealBadAngel |
but had no reflections and refractions |
00:57 |
RealBadAngel |
those were impossible to make without tangent space |
00:59 |
RealBadAngel |
so i just tinted the water with a colour |
01:01 |
RealBadAngel |
anyway, nowadays game without shaders is just a mistake, so i wont code any fallbacks anymore |
01:02 |
RealBadAngel |
any candie from now on will require shaders in modern version |
01:02 |
RealBadAngel |
and i wont care about standards from age of dinosaurs |
01:03 |
hmmmm |
i thought you quit MT |
01:03 |
RealBadAngel |
really? |
01:04 |
RealBadAngel |
https://forum.minetest.net/viewtopic.php?f=11&t=13094 |
01:04 |
RealBadAngel |
here you have something brand new ;) |
01:05 |
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Puma_rc joined #minetest-dev |
01:06 |
RealBadAngel |
not to mention damn signs im workin on for two weeks or more already ;) |
01:06 |
RealBadAngel |
and i thought they gonna take me day or two lol |
01:11 |
est31 |
#3129 hmmmm might interest you |
01:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/3129 -- Hide minimap if it has been disabled by server by est31 |
01:11 |
hmmmm |
whoops |
01:11 |
hmmmm |
looks good to me |
01:12 |
est31 |
ok gonna merge it then |
01:14 |
est31 |
but testing it first |
01:16 |
RealBadAngel |
as for now it may work |
01:16 |
RealBadAngel |
later on that should be just an minimap API function |
01:16 |
RealBadAngel |
so lua mod can turn it on or off |
01:17 |
est31 |
well, it has been a quick hack |
01:17 |
RealBadAngel |
as for now its good enough |
01:17 |
est31 |
nobody around that time liked my proper way of rolling it |
01:17 |
RealBadAngel |
when api will come i will just use it |
01:18 |
RealBadAngel |
i mean ability for example give that right to admin or a player who crafted and is wielding an item |
01:18 |
est31 |
yeah, this works right now |
01:19 |
est31 |
but they have to press f9 first |
01:19 |
est31 |
I would have liked to avoid that |
01:19 |
est31 |
with my approach |
01:19 |
paramat |
RBA what do you think about removing the normalmap for treetops? a sawn log needs flat ends |
01:19 |
RealBadAngel |
i will make them look more flat |
01:20 |
RealBadAngel |
agree, theyre a bit too much bumped atm |
01:20 |
paramat |
erm completely flat doesn't need a normalmap |
01:20 |
est31 |
but we took the hack, because "oh no, its *another* extra packet just for minimap!", and "we are in a freeze, we cant add features" |
01:20 |
est31 |
well, you can disable it, this is most important |
01:20 |
RealBadAngel |
paramat, to fit the style they have to be bumped |
01:20 |
est31 |
rest can come later, we agreed on this |
01:20 |
RealBadAngel |
anything other will look like from another cartoon |
01:21 |
RealBadAngel |
something just a bit softer would do i think |
01:21 |
RealBadAngel |
est31, master branch is development branch |
01:21 |
paramat |
naw, any relief is wrong and unnecessary graphics load |
01:22 |
RealBadAngel |
paramat, zero displacement cost the same as max |
01:22 |
paramat |
any tips for using the normalmap add-on in gimp? i noticed you use transparency, what does this control? |
01:22 |
RealBadAngel |
forget gimp |
01:23 |
RealBadAngel |
that plugin is unuseable |
01:23 |
paramat |
i couldn't get enough 'depth' for the mortar of brick textures |
01:23 |
RealBadAngel |
results are shit, our autogen is doing way better |
01:23 |
RealBadAngel |
lemme find the link |
01:24 |
|
est joined #minetest-dev |
01:24 |
RealBadAngel |
https://github.com/kmkolasinski/AwesomeBump |
01:24 |
paramat |
if there is no normalmap, does MT fallback to flat or autogen? |
01:24 |
RealBadAngel |
to autogen if its enabled |
01:25 |
RealBadAngel |
if disabled to nothing, so flat |
01:25 |
paramat |
'generate normalmaps'? |
01:25 |
RealBadAngel |
yes |
01:25 |
paramat |
ah okay |
01:25 |
RealBadAngel |
but theres something before |
01:25 |
RealBadAngel |
override_normal.png |
01:26 |
RealBadAngel |
if you put such file in any of your textures path it will just override anything else |
01:27 |
RealBadAngel |
est31, ive found AB to be an ultimate tool for creating normal maps |
01:27 |
RealBadAngel |
its simply awesome ;) |
01:29 |
RealBadAngel |
paramat, https://forum.minetest.net/viewtopic.php?f=4&t=8714 |
01:29 |
RealBadAngel |
i think that one (or one like that) should become default option |
01:30 |
RealBadAngel |
using premade map is way less costly than autogen |
01:30 |
RealBadAngel |
i like autogen code because its producing quite nice effects. but its absurdly costly, even for modern gpus |
01:30 |
paramat |
and autogen creates incorrect relief too, working with pixel value |
01:30 |
RealBadAngel |
ofc |
01:31 |
RealBadAngel |
it cannot recognize shapes |
01:31 |
RealBadAngel |
or know the meaning of areas |
01:31 |
paramat |
yep so i agree |
01:31 |
RealBadAngel |
thats why hand made map for bricks is better |
01:31 |
paramat |
so, is parallax occlusion needed now there is superior bumpmapping? |
01:32 |
RealBadAngel |
parallax occlusion is dead code too, its effectively replaced now with relief mapping |
01:33 |
RealBadAngel |
bumpmapping on the other hand is totally different effect |
01:33 |
RealBadAngel |
parallax and relief mapping are geometry effects |
01:33 |
RealBadAngel |
bumpmapping is about light |
01:34 |
RealBadAngel |
so you cannot say one is better than another |
01:35 |
RealBadAngel |
you need both of them |
01:35 |
paramat |
yeah. i guess our parallax occlusion works with autogen maps, can it use dedicated normalmaps? |
01:35 |
RealBadAngel |
parallax mapping is flawed by its definition |
01:36 |
RealBadAngel |
it was working ok with low heights and small angles |
01:36 |
RealBadAngel |
was faster, thats for sure |
01:36 |
RealBadAngel |
but artifacts produced by using by this method were unacceptable |
01:37 |
RealBadAngel |
atm mt is defaulted to relief mapping, more costly but not for modern gpus |
01:37 |
RealBadAngel |
they can do that meanwhile ;) |
01:38 |
RealBadAngel |
and yes, parallax and relief mapping SHOULD use premade maps |
01:39 |
RealBadAngel |
autogen is meant rather for shadows, read bumpmapping |
01:39 |
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01:39 |
RealBadAngel |
geting height from average color is wrong |
01:39 |
RealBadAngel |
works for some nodes, quite nice but in general for those without a pattern |
01:40 |
RealBadAngel |
if YOU know that brick should be higher than white mortar... well youre smarter ;) |
01:40 |
RealBadAngel |
shader have no way even to examine whole image |
01:41 |
RealBadAngel |
it works by sampling pixels around |
01:44 |
RealBadAngel |
thats a main reason i started to make maps for the textures |
01:44 |
RealBadAngel |
i wanted to make the look a bit softer, then make effect more visible |
01:45 |
RealBadAngel |
but primarily i wanted to expose shapes |
01:46 |
paramat |
so if autogen is heavy code perhaps it should be removed soon |
01:46 |
RealBadAngel |
thats a goal |
01:47 |
RealBadAngel |
but propably should be left just in case |
01:47 |
RealBadAngel |
we cant support textures for all the mods out there |
01:48 |
RealBadAngel |
but then, when we have all the basic textures it wont cause so much harm |
01:48 |
RealBadAngel |
it will be just a fallback |
01:48 |
RealBadAngel |
before i started to push maps it was a main feature |
01:49 |
paramat |
ok |
01:49 |
RealBadAngel |
with more and more maps rdy, it will be more like a fallback |
01:51 |
RealBadAngel |
but anyway, have you watched closely Tiled texture pack screenshots? |
01:53 |
RealBadAngel |
this approach, with one chosen map, can provide full relief mapping and bumpmapping experience while using just one texture |
01:53 |
est |
hmmmm, can you look at it again, I've needed to pass a value to the game https://github.com/est31/minetest/commit/d285918598254b2daf7cd723b19cf5c5704dd5c7 |
01:53 |
RealBadAngel |
and thus, it shall be reconsidered to be main feature |
01:54 |
RealBadAngel |
like "have it all with minimal price" |
01:55 |
RealBadAngel |
personally i like the Lego version :) |
01:55 |
RealBadAngel |
without Lego logo on it ofc ;) |
01:56 |
RealBadAngel |
but dare to say that lego wont fit voxel worlds :) |
01:56 |
paramat |
yep i looked. i actually love LEGO |
01:56 |
RealBadAngel |
this map actually looks like lego brick |
01:56 |
est |
but now hmmmm I've tested it, it works |
01:56 |
RealBadAngel |
but doesnt have logo on it |
01:57 |
RealBadAngel |
many cheap toys are using the same shape |
01:57 |
est |
hmmmm, the pr is #3129 |
01:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/3129 -- Hide minimap if it has been disabled by server by est31 |
01:57 |
est |
gtg |
01:57 |
RealBadAngel |
so its like using wheel shape or something equally trivial |
01:59 |
hmmmm |
yeah looks good again |
01:59 |
hmmmm |
heh |
01:59 |
RealBadAngel |
paramat, please do note that Tiled was made without displacement |
01:59 |
hmmmm |
just remove the errorstream << "" |
01:59 |
RealBadAngel |
its only bumpmapping |
01:59 |
RealBadAngel |
so, if it was remade, effect would be for sure much nicer |
01:59 |
RealBadAngel |
hmmmm, howdy |
01:59 |
paramat |
ok |
02:00 |
hmmmm |
est: sorry about the hackiness this requires, but it's a good way to make the minimap disable-able in my opinion, without cementing the interface in stone |
02:00 |
hmmmm |
once there's a version release we need to maintain that backward compatibility |
02:01 |
RealBadAngel |
hmmmm, apart from some server maintainers that funcionality is not atm needed, but that code will be useful for the API |
02:02 |
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02:02 |
RealBadAngel |
its completely client side feature. you can see the very same with your client camera |
02:04 |
RealBadAngel |
times when one was playing Knight Lore and was drawing the map on a piece of paper are long gone, dont you think? |
02:09 |
paramat |
hehe i played Knight Lore on my ZX Spectrum |
02:11 |
RealBadAngel |
ZX was my first comp ever |
02:12 |
RealBadAngel |
btw, have you saw it reborn? |
02:13 |
RealBadAngel |
https://www.indiegogo.com/projects/sinclair-zx-spectrum-vega#/story |
02:15 |
paramat |
yeah |
02:17 |
RealBadAngel |
when they make it aviable i need to buy it definitely |
02:17 |
hmmmm |
pass |
02:17 |
RealBadAngel |
hmmmm, what? it doesnt fly or what? ;) |
02:17 |
hmmmm |
it's yet another noname ARM quad core thing running a zx spectrum emulator on some type of linux |
02:18 |
RealBadAngel |
you just dont get it :P |
02:18 |
hmmmm |
i think what i'd be interested in is an actual ZX spectrum clone, with real hardware |
02:18 |
RealBadAngel |
look at sam coupe hw then |
02:19 |
RealBadAngel |
it has hdds, net, soundcards |
02:21 |
RealBadAngel |
http://www.samcoupe.com/index.htm |
02:21 |
RealBadAngel |
most powerfull 8bit machine ever |
02:21 |
RealBadAngel |
and fully compatible with ZX |
02:26 |
RealBadAngel |
i was looking for coupe in good condition, it costs about 500 pounds |
02:29 |
RealBadAngel |
http://www.ebay.co.uk/itm/like/301716981939?clk_rvr_id=892393478238&item=301716981939&lgeo=1&vectorid=229508&rmvSB=true |
02:29 |
RealBadAngel |
wow, 749 |
02:35 |
RealBadAngel |
masterpiece |
02:38 |
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02:47 |
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03:46 |
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03:51 |
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04:48 |
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04:51 |
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04:52 |
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04:54 |
paramat |
now merging game#659 |
04:54 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/659 -- Default/trees: Add not-force-placed tree schematics grown from saplings by paramat |
04:59 |
paramat |
complete |
05:01 |
paramat |
next i will fix my mistake of acacia leaves not waving |
05:14 |
paramat |
game#660 |
05:14 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/660 -- Default/nodes: Fix acacia leaves not waving by paramat |
05:16 |
paramat |
now merging |
05:19 |
paramat |
complete |
05:28 |
paramat |
game#661 any comments? |
05:28 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/661 -- Flowers don't wave 0/ |
05:29 |
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10:35 |
Megaf |
VanessaE:Are you still suffering with leaks? |
10:35 |
Megaf |
Minetest client here will easily use all 4 GB of ram, with e erything turned off, opaque leaves, draw distance to 40 meters |
10:40 |
T4im |
you can't compare client ram usage with server ram usage though |
10:48 |
Megaf |
I'm not |
10:55 |
T4im |
ah, pardon, thought you were talking about the recent lua out-of-memories she's experiencing :D |
10:56 |
T4im |
which btw would be less of a problem from what I read earlier in lua5.2 again :/ that one makes an emergency garbage collection when allocation fails |
10:56 |
T4im |
which at the very least would give the system a fighting chance in these scenarios |
10:57 |
Calinou |
-ELUAJIT_DOES_NOT_WANT_5.2 |
10:57 |
Calinou |
sad but true |
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Megaf |
nrzkt: You there? |
11:58 |
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11:59 |
nrzkt |
here |
11:59 |
Megaf |
Can you join #Minetest please? |
12:00 |
Megaf |
is not about mt dev |
12:00 |
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RealBadAngel |
Megaf, whats your problem? |
14:31 |
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14:52 |
neoascetic |
hi all. someone please merge #3117 |
14:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/3117 -- Fixes building on OSX caused by e4bff8b (refs #2613) by neoascetic |
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16:18 |
CraigyDavi |
We should really review the process of pull-request merging. Both in core and in minetest_game. Comments should be left on every pull request explaining what needs to be done for it to be accepted. e.g. - Tabs need to be converted to spaces and 1 more core developer needs to review this. It just gets frustrating for those who want to contribute and have their contributions left in a massive pile with no feedback. |
16:19 |
CraigyDavi |
neoascetic, you have made a good point here https://github.com/minetest/minetest/pull/3117#issuecomment-136096242 It shouldn't take 2 days after sometimes is fixed on an active project like this. |
16:19 |
CraigyDavi |
</rant> |
16:20 |
Calinou |
CONTRIBUTING.md can do this |
16:20 |
Calinou |
we need one indeed |
16:20 |
CraigyDavi |
We could use the GitHub API to automatically add 5 tick-boxes for the 5 requirements. They can then be ticked off by collaborators as outlined here http://dev.minetest.net/Merging_core_pull_requests_to_upstream |
16:20 |
CraigyDavi |
Yes that's what we need |
16:20 |
celeron55 |
we have this from the core developer perspective: http://dev.minetest.net/Git_Guidelines#Upstream_pull_requests_and_issues |
16:21 |
celeron55 |
it's just that nothing forces anyone to look at any pull requests; if people regularly looked at them, those rules would already suffice |
16:21 |
celeron55 |
and i do not think i can force anyone to do it |
16:21 |
celeron55 |
nor can we as a team |
16:22 |
celeron55 |
it's a motivation and time thing |
16:23 |
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16:23 |
CraigyDavi |
Well those are some good ideas outlined. but I think that there isn't really much motivation needed - the vast majority of pull requests can be reviewed in a matter of minutes. |
16:24 |
celeron55 |
i can do one thing that will help in this: i can add motivated people to the core team |
16:24 |
CraigyDavi |
So it's literally 5 minutes of reviewing 1-2 pull requests every 1-2 days by 2 people. Not too much to ask? :) |
16:25 |
celeron55 |
(adding motivation to existing members is a bit difficult) |
16:25 |
rubenwardy |
you should spend more than 5 minutes if it's non-trivial |
16:26 |
CraigyDavi |
That might be a good idea if there are people who are aware of all the guidelines and can check that the contributions meet guidelines |
16:28 |
celeron55 |
maybe CraigyDavi could be a contributor-focused member of the core team who would poke the people needed to review each new pull request? 8) |
16:28 |
* celeron55 |
the lazy delegator |
16:29 |
* celeron55 |
is aware that he is going to be poked too, though |
16:30 |
CraigyDavi |
I'd be happy to be a poker if people can't poke themselves :) |
16:30 |
celeron55 |
i'm not sure if this is a good idea, but i'm interested in trying and seeing and throwing it away if it isn't |
16:31 |
celeron55 |
kahrl_, sfan5, nore, nrzkt, Tesseract: comments? |
16:32 |
nore |
seems like a good idea to me |
16:32 |
neoascetic |
let's strart with CONTRIBUTING.md? |
16:32 |
CraigyDavi |
Neither am I, but at least a few changes need to be made to guidelines/CONTRIBUTING.md so people can be motivated to review a few things once every feww days |
16:33 |
rubenwardy |
hmmmm and paramat (I think) started this thing of having review sessions once a week, don't know when the last one was. |
16:34 |
rubenwardy |
Rebase needed can be removed from here: https://github.com/minetest/minetest/pull/1869 |
16:34 |
celeron55 |
CraigyDavi: you can propose any changes; just tell the details and we'll see |
16:34 |
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16:34 |
nrzkt |
i don't think it's necessary, i already look at the issues and comment it when i can comment it |
16:35 |
celeron55 |
(of course no changes will be made if they're not actually necessary or the changes don't actually make sense) |
16:37 |
neoascetic |
Ok, we have "High priority" labels at #3117 for 4 days and "Blocker" for 2 days. Does it work at all? |
16:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/3117 -- Fixes building on OSX caused by e4bff8b (refs #2613) by neoascetic |
16:37 |
celeron55 |
i think all that is really needed right now for this to happen is that everyone who agrees to being poked by CraigyDavi in this experiment says to him that they want to be poked |
16:37 |
celeron55 |
(otherwise some people might just get annoyed) |
16:37 |
neoascetic |
This is a pretty trivial change and all tests passed. |
16:38 |
* nore |
agrees |
16:38 |
* celeron55 |
agrees (obviously) |
16:39 |
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16:39 |
neoascetic |
Okay, and I think it would be great to setup OSX testing. At least breaking changes wouldn't be applied then. I'll try to work on integration |
16:41 |
celeron55 |
neoascetic: lol, those labels are ridiculous |
16:44 |
celeron55 |
neoascetic: as i commented to it, it doesn't break OSX, but might break windows; be careful |
16:45 |
CraigyDavi |
Ok, well my first poke goes to #3128 . Someone should re-run travis / find out why the before_install.sh doesn't work with the commit. |
16:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/3128 -- Minor tweaks __builtin:falling_node by Rui914 |
16:45 |
celeron55 |
CraigyDavi: you can't poke PRs, you have to poke people to make something happen :P |
16:46 |
celeron55 |
or, well, what am i to say; maybe that's enough |
16:46 |
CraigyDavi |
I would poke PilzAdam but he hasn't agreed |
16:46 |
celeron55 |
(...and he's not here) |
16:47 |
CraigyDavi |
So I'll poke you celeron55, re-run travis please :) |
16:47 |
celeron55 |
i don't even know how travis works |
16:48 |
rubenwardy |
you need to push a new commit |
16:48 |
rubenwardy |
to that branch to trigger a rebuild |
16:49 |
celeron55 |
tell that to Rui914, it's his branch |
16:49 |
celeron55 |
or well i can |
16:50 |
celeron55 |
or... what do we even do in a case like this |
16:50 |
CraigyDavi |
celeron55, click restart build here: https://travis-ci.org/minetest/minetest/builds/78128090 |
16:50 |
celeron55 |
this is obviously fine, who cares about travis |
16:51 |
celeron55 |
oh yes, looks like i can restart it |
16:55 |
CraigyDavi |
I think there's a way on GitHub to poke teams in GitHub. Maybe they should be a want-to-be-poked team and then I or someone else can poke them using @minetest/want-to-be-poked |
16:55 |
celeron55 |
but then it becomes spammy when you poke everyone and the list each person sees grows too long |
16:55 |
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16:55 |
CraigyDavi |
Fair enough |
16:56 |
celeron55 |
the point really is for someone to act as the middle manager who's only job is to know who needs to see what |
16:57 |
CraigyDavi |
Ok, well #3128 needs two +1's so I'll poke nore, celeron55 to both review it and comment is something needs changing |
16:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/3128 -- Minor tweaks __builtin:falling_node by Rui914 |
16:57 |
CraigyDavi |
Well 1, if you consider "Looks good" to be a +1 |
16:58 |
CraigyDavi |
Build passed on #3128. Needs reviewing. |
16:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/3128 -- Minor tweaks __builtin:falling_node by Rui914 |
16:59 |
celeron55 |
we consider "Looks good" to be equal to "+1" |
16:59 |
celeron55 |
maybe we need a glossary of words :D |
16:59 |
CraigyDavi |
Good idea |
17:01 |
CraigyDavi |
Ok well I propose we add a CONTRIBUTING.md with this on it. http://dev.minetest.net/Category:Rules_and_Guidelines seems too much and we need to condense it into one place. Let's be honest - how many contributors have actually read through that? |
17:02 |
CraigyDavi |
Also, CONTRIBUTING.md shows up a message whenever a PR/issue is made which hopefully means that more people will read it |
17:02 |
celeron55 |
aw, shit; my local network setup is still broken in some way where minetest singleplayer cannot connect to itself |
17:02 |
CraigyDavi |
The "glossary" could be added to that. |
17:02 |
celeron55 |
i can't test anything without separately running a server and blarg |
17:02 |
nore |
CraigyDavi: looks good |
17:02 |
nore |
(for 3128) |
17:03 |
celeron55 |
nore: test it and merge it then; i can't be bothered to fight with this |
17:03 |
CraigyDavi |
Ok, two +1's that is. |
17:03 |
celeron55 |
or, actually the network setup is probably fine, but MT can't handle a setup like this with multiple local interfaces where only one is localhost |
17:03 |
* CraigyDavi |
pokes nore to test and merge |
17:03 |
* nore |
will do that as soon as he has some more time :) |
17:04 |
celeron55 |
well in that case i'll just use some hack in MT's network code... |
17:04 |
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17:05 |
est31 |
these points in here sound good : http://dev.minetest.net/Merging_core_pull_requests_to_upstream |
17:05 |
est31 |
but the problem with them is that a core contributor always has to look at it |
17:05 |
est31 |
and if you intently look at a pr, you also find out all "lower" points like indentation problems |
17:06 |
est31 |
and I say "looks good", if I havent tested it |
17:06 |
est31 |
and +1 is either "its so trivial i dont have to test it", or "I have tested it" |
17:07 |
T4im |
and _not_ "I like it" |
17:07 |
T4im |
I've had a fix for a vanilla-only crashing bug hang in _game for 3 months during which it also run on a production server (it also fixed 2 other annoying bugs in the process), and 2 core devs did look at that... it was apparently eventually merged in during some cleanup run by a third person... |
17:07 |
est31 |
that as well of course too |
17:07 |
CraigyDavi |
Ok, I propose that these terms get added to a contributing.md so we don't have different definitions of what "looks good" means. |
17:08 |
est31 |
we should clean up the wiki as well though |
17:08 |
celeron55 |
nore: you should comment in the actual PR though |
17:08 |
celeron55 |
nore: that's a rule, and for a good reason |
17:09 |
nore |
oh, sorry :/ |
17:09 |
est31 |
and about #3128, I just dont think it needs much attention, because it seems to not fix anything, except perhaps break stuff |
17:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/3128 -- Minor tweaks __builtin:falling_node by Rui914 |
17:10 |
CraigyDavi |
Yes, the .md file can be a brief overview which can actually be read through within a few minutes. dev.minetest can be more in depth. |
17:10 |
nore |
est31: it's mainly a cleanup |
17:10 |
est31 |
CraigyDavi, good idea |
17:12 |
est31 |
okay will merge #3128 then |
17:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/3128 -- Minor tweaks __builtin:falling_node by Rui914 |
17:12 |
est31 |
about #3123, do people have issues with it, can I merge it too? |
17:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/3123 -- Make example config more readable by beyondlimits |
17:12 |
CraigyDavi |
Dare I say, I've never read through the contributing guidelines on the wiki even though I've contributed a bit to _game. I would, however, read through a short file when prompted from the GitHub editor. |
17:13 |
CraigyDavi |
*GitHub issue editor |
17:13 |
est31 |
yea, common things could be explained, like commits in present tense, or indentation with tabs |
17:16 |
est31 |
and about pr merging rules, I'd like to see two core devs (submitter inclusive) for small to medium sized PRs, and three core devs (submitter inclusive) for large PRs |
17:17 |
est31 |
the "two devs to agree on a pull" rule has been interpreted differently in the past |
17:17 |
est31 |
either "submitter inclusive" or "submitter doesnt count" |
17:17 |
celeron55 |
it has always meant "submitter inclusive" when i have written or said it |
17:18 |
celeron55 |
but submitters sometimes want more reviews than just one in addition to themselves |
17:19 |
celeron55 |
i mean, of course that only is relevant if the submitter is a core developer |
17:20 |
est31 |
yea |
17:22 |
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17:22 |
est31 |
and about things like #2997, I really am not sure if this is the way it should be done |
17:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/2997 -- Small improvements settings for Android by MoNTE48 |
17:23 |
est31 |
with tons of #ifdef __ANDROID__ |
17:24 |
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17:24 |
est31 |
about #3109 there the core dev team doesn't have one opinion |
17:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/3109 -- Add of liquid top tile to the mesh when waving shader is enabled by Rui914 |
17:24 |
est31 |
and I dont really know the code there |
17:25 |
est31 |
#3108 needs testing |
17:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/3108 -- Use CUSTOM_LOCALEDIR if specified by ShadowNinja |
17:25 |
est31 |
#3104 can be looked at by other devs |
17:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/3104 -- FindJson: use PATH_SUFFIXES jsoncpp to find incdir by ignatenkobrain |
17:25 |
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17:25 |
est31 |
its a patch needed by fedora |
17:27 |
CraigyDavi |
celeron55, can you +1 #3123 ? |
17:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/3123 -- Make example config more readable by beyondlimits |
17:27 |
est31 |
https://apps.fedoraproject.org/packages/minetest/sources/patches/ |
17:28 |
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17:38 |
sfan5 |
celeron55: +1 from me |
17:39 |
est31 |
sfan5, ?? |
17:40 |
celeron55 |
lol |
17:48 |
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17:51 |
est31 |
I've meant which pr have you +1ed? |
17:55 |
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17:55 |
neoascetic |
celeron55 about your note on #3117 |
17:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/3117 -- Fixes building on OSX caused by e4bff8b (refs #2613) by neoascetic |
17:56 |
neoascetic |
There already is _WIN32_WINNT 0x0501 defining and windows.h inclusion a few lines below |
17:56 |
neoascetic |
I guess this stuff need to be refactored |
17:57 |
neoascetic |
So my changes doesn't break anything. Am I right? |
17:57 |
celeron55 |
well my point is, make sure all the windows defines and includes happen in the correct order, and happen to begin with |
17:57 |
celeron55 |
you might not break OSX but by moving them around you might break some obscure windows set-up |
17:58 |
est31 |
AFAI can remember the windows API, you define stuff like _WIN32_WINNT 0x0501 before including headers |
17:58 |
est31 |
its like a variable, used by the included header |
17:58 |
est31 |
to determine which API to use |
17:58 |
neoascetic |
And it is already defined at line 31! |
17:58 |
neoascetic |
So that define is dead code, as I guess |
17:59 |
celeron55 |
then remove it from the other place |
17:59 |
est31 |
yea |
17:59 |
neoascetic |
Ok |
17:59 |
est31 |
but still its best to have it tested on windows, from krock |
18:00 |
est31 |
if it builds for krock there is no guarantee it works on all obscure windows setups, but we know it works at least on one :) |
18:01 |
celeron55 |
travis already builds on windows |
18:01 |
est31 |
no |
18:01 |
celeron55 |
well not on MSVC |
18:01 |
est31 |
travis does cross compile |
18:01 |
neoascetic |
It's not haskell code anyway ;) |
18:03 |
est31 |
https://github.com/travis-ci/travis-ci/issues/216 |
18:04 |
est31 |
travis does have native os X builders |
18:04 |
est31 |
but AFAIK they are heavily limited |
18:04 |
est31 |
and need manual approve by travis team |
18:04 |
est31 |
approval* |
18:07 |
est31 |
@ least it was that way last time I've heard about it |
18:07 |
neoascetic |
Yes, if you are talking about multisystem builds |
18:07 |
neoascetic |
Windows still unsupported afaik |
18:08 |
neoascetic |
but I am always use osx via travis, so it is possible |
18:09 |
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18:09 |
est31 |
I'd agree to travis PR builds of minetest |
18:10 |
est31 |
neoascetic, can you try to make a PR? |
18:11 |
neoascetic |
est31 what are you talking about exactly? |
18:11 |
neoascetic |
celeron55 I've done with changes in the PR |
18:12 |
est31 |
neoascetic, you want CI builds for mac, no? |
18:12 |
neoascetic |
yeah, but this is not simple. I'll try |
18:13 |
neoascetic |
And I am not sure if it is legal ;) |
18:13 |
sfan5 |
est31: he asked 2 hours ago |
18:13 |
sfan5 |
so well |
18:13 |
sfan5 |
i thought it was still at least a little relevant |
18:13 |
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18:14 |
sfan5 |
oh which pr |
18:14 |
est31 |
yea |
18:14 |
sfan5 |
est31: this |
18:14 |
sfan5 |
<celer​on55> kahr​l_, sfan5, nor​e, nr​zkt, Tes​seract: comments? |
18:15 |
est31 |
you mean this then: maybe CraigyDavi could be a contributor-focused member of the core team who would poke the people needed to review each new pull request? 8) |
18:15 |
sfan5 |
yes |
18:15 |
sfan5 |
or generally adding motivated people to the coredev team |
18:16 |
est31 |
well, they need at least some knowledge of the engine's c++ code |
18:20 |
est31 |
oh, rubenwardy and Calinou are core devs now? |
18:21 |
rubenwardy |
no, we're website maintainers |
18:21 |
est31 |
https://github.com/orgs/minetest/people |
18:21 |
rubenwardy |
we have access to minetest.github.io but not to minetest |
18:21 |
rubenwardy |
see teams |
18:21 |
est31 |
https://github.com/orgs/minetest/teams/team-minetest |
18:21 |
rubenwardy |
https://github.com/orgs/minetest/teams |
18:21 |
rubenwardy |
yeah |
18:21 |
rubenwardy |
inb4 |
18:21 |
est31 |
ok |
18:22 |
est31 |
thats good |
18:22 |
rubenwardy |
I don't have the C++ or core Minetest experience to be a core dev |
18:23 |
est31 |
perhaps we can have a second "website maintainers" team? |
18:24 |
rubenwardy |
you mean like https://github.com/orgs/minetest/teams/minetest-website-team |
18:25 |
est31 |
yup |
18:25 |
est31 |
for website maintainers who arent core devs |
18:26 |
rubenwardy |
... |
18:26 |
rubenwardy |
that's what it is |
18:26 |
est31 |
well, the question is whether to include core devs or not |
18:27 |
rubenwardy |
core devs can access all repos |
18:27 |
rubenwardy |
people in the website team are limited to just the website |
18:27 |
est31 |
okay |
18:27 |
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18:38 |
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18:43 |
Tesseract |
Pushing this is a minute (#2744 with some modifications): http://ix.io/kzG/diff |
18:46 |
rubenwardy |
#2744 |
18:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/2744 -- Enable server when not building client by SmallJoker |
18:47 |
est31 |
Tesseract, wait |
18:47 |
est31 |
can it be made in a way so that you get notified every time? |
18:47 |
est31 |
e.g. setting BUILD_SERVER without saving it? |
18:48 |
Tesseract |
est31: Nop.e |
18:48 |
rubenwardy |
MESSAGE? |
18:49 |
est31 |
looking into the docs now |
18:49 |
Tesseract |
est31: I don't think that's wanted anyway. |
18:50 |
Tesseract |
rubenwardy: ? |
18:50 |
rubenwardy |
nvm |
18:50 |
est31 |
Tesseract, what's wanted is to build the server when not enabling it |
18:50 |
est31 |
but it seems it doesnt save it |
18:51 |
est31 |
hrmm no it does save it |
18:51 |
est31 |
https://github.com/minetest/minetest/blob/master/CMakeLists.txt#L42 |
18:52 |
est31 |
well either way, go on with the merge, fine for me |
18:53 |
est31 |
the curl warning commit is ok as well |
18:54 |
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19:08 |
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19:09 |
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19:13 |
paramat |
hi nore sfan5 game#651 is ready for whenever you have time to check it. a much-improved fire mod |
19:13 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/651 -- Fire: Move flame extinguishing to separate faster ABM by paramat |
19:14 |
est31 |
@ all core devs, I can make you owner for the minetest weblate project, just create an account (you can also log in via github), and provide me with a https://hosted.weblate.org/user/$username url |
19:14 |
est31 |
e.g. https://hosted.weblate.org/user/est31/ |
19:21 |
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19:30 |
est31 |
I'll write in the wiki how I merge translations. |
19:32 |
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19:53 |
nrzkt |
since the irrlicht 1.8.2 upgrade on archlinux minetest doesn't work anymore |
19:54 |
est31 |
http://dev.minetest.net/Translation#How_to_merge_translations_from_hosted_weblate |
19:54 |
est31 |
? |
20:04 |
Tesseract |
nrzkt: SIGSEGV in std::less, or is this a different error I'm seeing? |
20:05 |
nrzkt |
yes i saw same error Tesseract |
20:06 |
nrzkt |
the problem is solved now, i recompiled MT... but it's not good for the distro |
20:06 |
nrzkt |
distro need 0.4.13 compiled with irrlicht 1.8.2 to work |
20:07 |
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20:32 |
Tesseract |
nrzkt: How'd you fix it? |
20:34 |
nrzkt |
the client only works with 1.8.1 |
20:34 |
nrzkt |
if i upgrade to 1.8.2 crash |
20:34 |
nrzkt |
and the server works with both but needs to be recompiled as it seems |
20:34 |
nrzkt |
http://seblu.net/a/arm/week/community/os/x86_64/ |
20:34 |
nrzkt |
you can find it here, on the rollback machine for arch |
20:35 |
nrzkt |
http://seblu.net/a/arm/week/community/os/x86_64/irrlicht-1.8.1-2-x86_64.pkg.tar.xz |
20:36 |
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20:41 |
Tesseract |
But we're going to have to actually fix this eventually. |
20:41 |
Tesseract |
It looks like an error in my libc++ to me though. |
20:44 |
nrzkt |
yes, i have the same problem |
20:44 |
nrzkt |
but rollbacking glibc doesn't fix the problem, only rollbacking irrlicht |
20:45 |
nrzkt |
if you look at gdb backtrace you will see some std::maps with stupid content, i noticed that i see a Python Value Error exception in it... |
20:45 |
nrzkt |
read memory is not process memory |
21:01 |
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22:40 |
paramat |
any comments for changing to multiple-flower textures? https://github.com/minetest/minetest_game/issues/661#issuecomment-136646600 this would allow us to make flowers 'waving = 1' |
23:11 |
VanessaE |
I kinda like those. |
23:14 |
VanessaE |
the colors of the flower tops are a little too muted though |
23:33 |
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23:40 |
est31 |
gonna push #3131 and https://github.com/est31/minetest/commit/94961b3364f76d5861913af321e9be6200d080b3 |
23:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/3131 -- Add two missing directories to doxygen by nerzhul |
23:40 |
est31 |
in 20 mins |
23:40 |
est31 |
(also deleting the Doxyfix branch nrz created in accident) |