Time |
Nick |
Message |
00:01 |
hmmmm |
paramat: 4174 looks good to me if you include a note that you don't create the heightmap in generateBaseTerrain anymore |
00:04 |
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00:09 |
paramat |
ok thanks |
00:23 |
hmmmm |
liquids are typically floodable, right? |
00:25 |
hmmmm |
hmm nope, air is floodable, liquids are not floodable |
00:25 |
paramat |
correct, i hadn't considered that |
00:27 |
paramat |
not sure it's wise |
00:28 |
paramat |
floodable sortof means vacuum or gas |
00:29 |
hmmmm |
yeah I'm asking because I'm doing a review on that updateLiquids fix/optimization |
00:29 |
hmmmm |
https://github.com/minetest/minetest/pull/4065#discussion_r65467058 |
00:32 |
hmmmm |
ahhh |
00:32 |
hmmmm |
very subtle |
00:33 |
hmmmm |
notice how the node being checked for floodable is the current node, not the node above the current node |
00:33 |
hmmmm |
i and j kinda look alike |
00:33 |
hmmmm |
okay, the logic for this function is much more logical now |
00:38 |
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00:38 |
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00:56 |
paramat |
looking at 4065 now and will look more after food |
00:59 |
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01:08 |
paramat |
there is talk of adding an 'on flood' callback so that certain nodes can trigger an action when flooded (drop node, extinguish torch etc). someone suggested allowing water to flood lava to trigger a lavacooling action. so i guess a floodable liquid *could* happen |
01:11 |
hmmmm |
yeah |
01:11 |
hmmmm |
talking about floods |
01:12 |
hmmmm |
in minecraft there's a mechanism of liquid mechanics where if enough liquid nodes surround a floodable area, it'll rapidly fill up the gap |
01:18 |
hmmmm |
I think this is what I'm talking about: https://youtu.be/bi80MBXIAu4?list=PLvh8CGg6LWwqcebmuPL36z7UFp_aRFHlH&t=971 |
01:20 |
VanessaE |
aside from MC filling the water in faster, it looks more or less the same as MT. |
01:23 |
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05:54 |
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05:56 |
paramat |
please can anyone review #4163 ? |
05:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/4163 -- Sky: Darker, bluer sky and improved horizon haze at night by paramat |
06:18 |
paramat |
will merge #4174 once checks are done |
06:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/4174 -- Mgv7: Always carve river channels in mountain terrain by paramat |
06:25 |
paramat |
merging |
06:38 |
paramat |
done |
06:48 |
paramat |
hmmmm, some explanation from t4im was added to #3176 |
06:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/3176 -- Don't have Schematic sources assign schematics to globals |
07:05 |
hmmmm |
I get what t4im means, it's just that i don't get what minetest needs to have in order to do that... |
07:05 |
hmmmm |
he wants a .lua source code file to effectively work like a schematic file |
07:19 |
paramat |
#1908 could perhaps be merged |
07:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/1908 -- Make maximal view bobbing speed faster by Calinou |
07:33 |
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07:36 |
hmmmm |
where to start with that one... |
07:37 |
hmmmm |
first of all the PR title says "make maximal view bobbing speed faster" but that's not true |
07:37 |
hmmmm |
that makes the minimum view bobbing speed faster |
07:38 |
paramat |
hmmmm will your upcoming mapgen settings changes make #2561 non-applicable? (sorry for topic change) |
07:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/2561 -- Add mapgen settings to create world dialog by srifqi |
07:38 |
hmmmm |
rather, nevermind |
07:39 |
hmmmm |
i misunderstood |
07:39 |
hmmmm |
i'll approve of 1908 |
07:39 |
paramat |
ok |
07:39 |
hmmmm |
but wait though |
07:39 |
hmmmm |
does the player's speed typically get above 40? |
07:40 |
paramat |
well i think it's requested for sprint mods or potions etc |
07:40 |
hmmmm |
i just want to check first |
07:41 |
hmmmm |
if this is going to affect normal gameplay, then it becomes a matter of preference |
07:42 |
paramat |
yes i'm unsure if it's just a rarely hit upper limit to stop too-fast motion during glitches |
07:42 |
paramat |
guess i shouldn't have +1 |
07:44 |
hmmmm |
ahh okay |
07:44 |
hmmmm |
so i just tested it, and walking normally is 40 |
07:45 |
hmmmm |
sprinting is 200 |
07:45 |
hmmmm |
so, yes, it does make a very noticable change to the default gameplay |
07:46 |
Calinou |
paramat: the value might be too high |
07:46 |
Calinou |
60 should be plenty as max view bobbing speed |
07:50 |
paramat |
is it in nodes per second x 10? |
07:51 |
hmmmm |
i think so. |
07:51 |
hmmmm |
i'm retracting my +1... |
07:53 |
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07:53 |
Calinou |
paramat: yes because it's in Irrlicht units |
07:53 |
Calinou |
hmmmm: yeah that PR can be closed, I can make a new one |
07:53 |
hmmmm |
why..? |
07:53 |
hmmmm |
do PRs get moldy? |
07:53 |
paramat |
a normal speed bob seems wrong if somehow travelling faster, i would tune it to a reasonable fastest bob |
07:53 |
Calinou |
I could redo the commit if I find how |
07:54 |
paramat |
PR doesn't need rebasing |
07:54 |
Calinou |
hmmmm: by the way, you said that Signed-off-by commits are forbidden in Minetest Git, but does that disallow all GPG-signed commits? I've tried signing a commit and it has no Signed-off-by line in commit message |
07:54 |
hmmmm |
wait, I didn't say that |
07:54 |
hmmmm |
I'm pretty sure est said that |
07:54 |
Calinou |
someone else did in Minetest |
07:54 |
Calinou |
maybe not sure |
07:54 |
Calinou |
maybe not you* |
07:55 |
hmmmm |
I don't know anything about those to be honest |
07:55 |
paramat |
oops it does need rebase |
07:55 |
Calinou |
GitHub offers fancy "Verified" badges for GPG-signed commits, so people are using these more now |
07:55 |
Calinou |
like https://github.com/godotengine/godot/commits/master |
07:55 |
hmmmm |
why would it matter for adjusting a number... |
07:55 |
Calinou |
it looks good :3 |
07:55 |
hmmmm |
well i'd hold off and see what everybody else says |
07:56 |
hmmmm |
i don't get why you'd only want some commits to be verified and not all of them |
08:03 |
Zeno` |
est31 had a good reason for disallowing them, I just can't remember what it was atm :) |
08:04 |
Zeno` |
but at the time it was being discussed I do recall asking why they'd be a problem |
08:18 |
paramat |
any more disapprovals for #3898 ? |
08:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/3898 -- Make item groups support floating point values by ShadowNinja |
08:26 |
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12:22 |
est31 |
There are generally two reasons for disallowing signed git commits, the second one being a half-reason: |
12:23 |
est31 |
1. what is inside contributing.mc |
12:23 |
est31 |
md* |
12:23 |
est31 |
https://github.com/minetest/minetest/blob/master/CONTRIBUTING.md |
12:23 |
est31 |
and 2. |
12:23 |
est31 |
It of course breaks with how we merge prs |
12:23 |
est31 |
because right now we just take the patch file and am it |
12:23 |
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12:23 |
est31 |
and that destroys the signature anyway |
12:24 |
est31 |
so even if we *allowed* signed commits, we would not get them anyway |
12:24 |
est31 |
except for commits from core devs which get pushed directly |
12:25 |
est31 |
so essentially its this bug report which is the cause for the strict ban: https://bugs.launchpad.net/bzr-git/+bug/1084403 |
12:39 |
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12:51 |
est31 |
Calinou, see my answer above |
12:51 |
est31 |
hmmm is right it was me who forbid it :) |
12:52 |
Calinou |
right, launchpad :p |
12:53 |
est31 |
I have nothing against signed-off-by btw |
12:53 |
est31 |
no problem with that, just it should be used consistently |
12:56 |
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13:36 |
est31 |
but generally Calinou in the future if that bug is resolved I might use signed commits myself |
13:38 |
Zeno` |
It's a bit redundant |
13:38 |
Zeno` |
I.e. if a dev commits something then... well, they "signed it off" |
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14:34 |
Calinou |
Zeno`: it's easy to impersonate Git commits IIRC |
14:34 |
Calinou |
it's added security and verifiability, nice to have |
14:36 |
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14:40 |
est31 |
https://github.com/jayphelps/git-blame-someone-else |
14:40 |
est31 |
https://github.com/jayphelps/git-blame-someone-else/commit/e5cfe4bb2190a2ae406d5f0b8f49c32ac0f01cd7 |
14:41 |
Zeno` |
that's just amend author isn't it? |
14:41 |
est31 |
yeah |
14:42 |
Zeno` |
so to actually push it'd still be me doing the pushing |
14:42 |
est31 |
yeah |
14:42 |
est31 |
well with this signed commit stuff github has added a feature where you can verify a change was really made by a certain person |
14:45 |
GnomeKris |
I got over 25 emails last night for every little update to the github. lmao |
14:45 |
Zeno` |
I don't get it to be honest. To push to minetest master it uses RSA anyway |
14:45 |
est31 |
well you have to log in to github in order to do it |
14:45 |
Zeno` |
If I decided to start amending authors I'm sure somebody would notice hehe |
14:46 |
Zeno` |
to push to minetest origin? |
14:46 |
est31 |
yeah |
14:46 |
Zeno` |
How do you push without logging in? |
14:46 |
est31 |
you can use github password based auth as well |
14:46 |
est31 |
no ssh keys needed |
14:46 |
Zeno` |
well, that's the problem not git (surely) |
14:47 |
Zeno` |
I mean... how would anyone get my private key? |
14:47 |
Zeno` |
even if they had my github password |
14:47 |
est31 |
shrug, if minetest wasn't a stupid game but idk a crypto library or something I would support a requirement to sign all commits |
14:47 |
Zeno` |
github should change that heh |
14:48 |
est31 |
Zeno`, for example by opening a PR which contains malicious code and you download and compile it without looking at the changes |
14:48 |
Zeno` |
so you can push without RSA? |
14:48 |
est31 |
and then it copies the ~/.ssh/ to some hacker owned place |
14:48 |
est31 |
then they have your key |
14:49 |
Zeno` |
yeah ok |
14:49 |
Zeno` |
and how does signing get around that? |
14:50 |
est31 |
not at all :) |
14:50 |
Zeno` |
haha :D |
14:50 |
est31 |
you can of course get a hardware token that signs the commits |
14:50 |
Zeno` |
I dunno if we need hardware tokens heh |
14:50 |
est31 |
yubikey I think |
14:50 |
est31 |
the kernel requires this from its maintainers |
14:51 |
Zeno` |
If we did I'd lose mine within days... I lose everything |
14:51 |
est31 |
you need a hw token to sign commits |
14:51 |
est31 |
but we are a voxel game |
14:52 |
est31 |
not security relevant software |
14:53 |
Zeno` |
I actaully don't have a ~/.ssh/ directory |
14:53 |
Zeno` |
mine is called ~/.secretstuffhere/ |
14:53 |
Zeno` |
doh! |
14:53 |
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14:53 |
Zeno` |
now I need to change :( |
14:53 |
est31 |
lol |
14:54 |
est31 |
well of course the ultimate virus hacker reads your /etc/sshd.conf and then determines the dir based on that |
14:55 |
est31 |
maybe in the future with wayland and this xdg-app and snappy stuff we'll see more sandboxing |
15:02 |
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15:57 |
est31 |
OMG |
15:57 |
est31 |
I shouldnt have looked into github notifications |
16:01 |
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16:05 |
sofar |
haha, yeah |
16:06 |
sofar |
the other day mine was longer than a whole screen full |
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16:21 |
Zeno` |
est31, how is writing to an out-of-bounds address going to get you the value that the address(es) contain(s)? |
16:21 |
est31 |
idk |
16:22 |
est31 |
but if that address contains the pointer to the next elem in a linked list |
16:22 |
est31 |
and that address is currently 0, so it means the list is empty |
16:22 |
est31 |
and now you write a new address into it |
16:22 |
est31 |
to memory controlled by you |
16:22 |
est31 |
and that linked list was the list of privs of a player |
16:23 |
est31 |
or idk |
16:23 |
est31 |
something else you can abuse to get shell access |
16:23 |
nore |
est31: well, it won't happen with the lua api, will it? |
16:24 |
nore |
I mean, even voxelmanips are not dangerous |
16:24 |
nore |
since they convert their data into a lua table |
16:24 |
nore |
and you can write anywhere you want in a lua table |
16:26 |
Zeno` |
correct |
16:27 |
est31 |
well VoxelManips dont put their data into a table |
16:27 |
est31 |
they offer normal index based access, no? |
16:28 |
Zeno` |
not that I know of but I'd have to check the code |
16:28 |
est31 |
set_node_at |
16:28 |
est31 |
http://rubenwardy.com/minetest_modding_book/lua_api.html#set_node_atposnode |
16:30 |
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16:30 |
est31 |
Hrmmm setNodeNoEmerge does do a check |
16:31 |
Zeno` |
MapNode readnode(lua_State *L, int index, INodeDefManager *ndef) |
16:31 |
Zeno` |
that's a copy |
16:31 |
Zeno` |
and yes |
16:32 |
est31 |
readnode is not the issue here |
16:32 |
est31 |
reading nodes is fine |
16:32 |
est31 |
just writing them outside of the boundaries of the manip |
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16:37 |
est31 |
tbh I don't really know what is going wrong here. |
16:37 |
Zeno` |
well, walking through the code briefly I can't see a real issue but if someone wants to do an audit then *shrug* :) |
16:37 |
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16:38 |
est31 |
from what I see set_node_at does make a boundary check |
16:38 |
Zeno` |
yeah it checks m_area.contains(p) |
16:38 |
Zeno` |
(or i) |
16:40 |
Zeno` |
It can't hurt to check |
16:41 |
Zeno` |
I personally think the "issue" as reported doesn't really exist though heh |
16:41 |
Zeno` |
I'm happy to be proved wrong |
16:43 |
est31 |
See my comment on #2685 |
16:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/2685 -- Writing outside the VoxelManip boundaries modifies weird locations on the map. |
16:43 |
est31 |
my check was not too thorough, so an additional pair of eyes could help |
16:44 |
Zeno` |
my check was not thorough either... if someone can provide a test case to demonstrate the "issue" that'd be better |
16:45 |
est31 |
yeah |
16:48 |
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16:52 |
Zeno` |
the is in bounds lua function could be added though |
16:52 |
Zeno` |
since the calculation of the index is meant to be opaque |
16:52 |
Zeno` |
at least then mods could check in a couple of ways |
16:54 |
Zeno` |
not entirely sure what it would achieve, but it's better than a big <= >= x, y, z conditional maybe |
16:56 |
Zeno` |
then again if I was writing a mod I'd just make sure that the code kept things within range |
16:56 |
Zeno` |
so *shrug* probably useless |
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hmmmm |
phew you scared me into thinking VoxelManip was a sec vuln |
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17:26 |
sofar |
someone write a minetest API fuzzer :D |
17:27 |
hmmmm |
don't mean to sound cocky, but i'm pretty confident that i wouldn't have created such an obvious bug like that |
17:27 |
hmmmm |
i'm not that careless |
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21:42 |
Fixer |
https://github.com/minetest/minetest/pull/4170 |
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|
Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.14, May 15 2016. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
23:44 |
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23:46 |
Fixer |
!tell paramat tried newest nether: https://i.imgur.com/g6xj0nN.png exit teleport was without one wall for some reason |
23:46 |
ShadowBot |
Fixer: O.K. |
23:46 |
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23:48 |
Fixer |
!tell paramat entry point teleport position: https://i.imgur.com/5PCOgMm.png |
23:48 |
ShadowBot |
Fixer: O.K. |
23:54 |
Fixer |
https://i.imgur.com/GLQcc0l.png :/ |