Time |
Nick |
Message |
00:25 |
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05:07 |
paramat |
merging games 1153 1162 |
05:15 |
paramat |
done |
05:27 |
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05:29 |
paramat |
nore sfan5 Tesseract i have 3 game PRs ready, any reviews much appreciated game#1149 game#1152 game#1161 |
05:29 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1149 -- Default: New aspen tree schematics by paramat |
05:29 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1152 -- Doors: Add dedicated sounds for glass doors by paramat |
05:29 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1161 -- Default: Stone drops stone, cobble is crafted by paramat |
06:00 |
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09:40 |
nore |
~tell paramat since PilzAdam isn't very active lately, and sofar contributes a lot to _game, would you agree to make him game maintainer as well? |
09:40 |
ShadowBot |
nore: O.K. |
09:40 |
nore |
sfan5: ^ |
09:49 |
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11:07 |
nore |
Oh, and of course: sofar, do you want to be maintainer? (Because it is useless to ask the question if you don't want to) |
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12:46 |
sfan5 |
nore: i'd have no problem with sofar being game maintainer |
13:01 |
nore |
sfan5: ok, good :) Let's wait to know if he wants to be one, then |
13:14 |
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13:30 |
T4im |
is that normal, that the osx build via travis randomly fails? |
14:01 |
nore |
T4im: it is a well-known, long-standing bug |
14:01 |
nore |
it is a problem with the threading unit tests |
14:11 |
T4im |
ah, ok |
14:12 |
T4im |
btw, who best to talk to regarding travis stuff anyway? I'd like to add CI-driven lua linting to _game |
14:13 |
T4im |
also related: game#1164 |
14:13 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1164 -- Variable and Value cleanup to prepare CI-Linting by t4im |
14:13 |
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14:15 |
T4im |
that is, if there's interest for that |
14:20 |
xunto |
T4im: Hm. There is mess detectors for lua? Or you found all of it manually? |
14:21 |
T4im |
that stuff up there was found via static code analysis |
14:26 |
T4im |
I also wrote something nearly a year ago to find minetest-mod specific mess, if you're interested in testing your code: https://github.com/t4im/shakedown#smoketest that also works against _game, but that's somewhat harder to integrate with CI, since it directly runs in minetest (not tested it headless yet) |
14:28 |
xunto |
Hm. Interesting. |
14:28 |
T4im |
plus there has been zero interest in quality assurance back then for _game, let's hope that changed by now :) |
14:29 |
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14:32 |
T4im |
before adding anything like that, the remaining issues would have to be fixed first, or people wouldn't take failing tests serious anyway |
14:34 |
xunto |
I was thinking about suite like this actually. And I like yours. Maybe I'll use it in my development :D |
14:35 |
T4im |
glad to hear :D |
14:37 |
T4im |
was kinda frustrating building that, and then have people just ignore it completely; in those 9 months the failed tests against _game alone only reduced from 56 to 52, still containing lots of crashes, that are even explained by the engine on how to reproduce/cause them |
14:44 |
sfan5 |
T4im: you don't need to talk to anyone for travis |
14:45 |
sfan5 |
just prepare a pull with the code |
14:50 |
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15:21 |
T4im |
sfan5: I thought one needs to setup repos in the travis-ui first? or has that already been done for _game? anyway game#1165 there you go |
15:21 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1165 -- Let Travis-CI automatically lint the lua code of the game. by t4im |
15:22 |
sfan5 |
somebody with travis permissions needs to do that *after* the pull is merged |
15:22 |
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15:22 |
T4im |
ah |
15:23 |
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16:59 |
sofar |
nore: yeah, of course I'd be up for that |
16:59 |
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17:01 |
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17:10 |
hmmmm |
agh this is painful |
17:11 |
hmmmm |
whose bright idea was it to have fixed_map_seed for the global config file and seed for the map meta file |
17:12 |
hmmmm |
it's because i never imagined having to unify the two of them in this manner |
17:25 |
nore |
sofar: then I think it's probably ok, since sfan5 and I agree on this :) |
17:25 |
nore |
sfan5: ^ |
17:27 |
nore |
~tell paramat sfan5 and I agreed to make sofar a _game maintainer as well, so there will be now two active maintainers (sfan5 and I aren't very active now :/) |
17:27 |
ShadowBot |
nore: O.K. |
17:40 |
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18:07 |
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18:07 |
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18:22 |
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18:29 |
hmmmm |
i hope nobody minds if i start rambling again |
18:29 |
hmmmm |
so, the new interface for mapgen params deals with everything in strings |
18:30 |
hmmmm |
you want to set the water level to 5, you set "water_level" to "5" |
18:30 |
hmmmm |
this way there is no requirement for type information to be associated with particular fields, which means there doesn't need to be any management for the said fields |
18:31 |
hmmmm |
does anybody agree with this? |
18:33 |
hmmmm |
it seems to me like this is similar to what LuaSettings does, but it does have a single exception for booleans for whatever reason |
18:34 |
hmmmm |
another thing i'm having trouble on deciding is how to handle the difference between 'fixed_map_seed' as is found in minetest.conf, and 'seed' as found in map_meta.txt. should they be unified? if so, which version should be used? a new version altogether, like mg_seed? should I make each of the setting names aliases for eachother? |
18:35 |
hmmmm |
as a Lua modder, which version would you like to use? |
18:49 |
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18:58 |
nore |
hmmmm: as modders, we still have get_worldseed, haven't we? |
18:58 |
nore |
I consider it to be the only reliable seed source |
18:59 |
nore |
so I'd say, do as your want, as long as get_worldseed continues to work |
19:12 |
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19:18 |
Calinou |
https://github.com/minetest/minetest/issues/1409 |
19:18 |
Calinou |
can't we implement Opus audio and be done with it? :p |
19:18 |
Calinou |
Opus @ 64 Kb/s should sound good and be very lightweight |
19:18 |
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19:21 |
Fixer |
midi is crap, use mod :trollface: |
19:22 |
Calinou |
prboom-plus's music is horrible on Linux here :| |
19:22 |
Calinou |
the Doom music sounds like it's being played by a 12 year old in flute class |
19:26 |
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19:31 |
MillersMan |
For those that are interested: I've updated the canyon mapgen: https://forum.minetest.net/viewtopic.php?f=14&t=14380 |
19:31 |
MillersMan |
It is now based on the current trunk and got a few improvements |
19:31 |
Fixer |
https://www.youtube.com/watch?v=0NvXLaokV7A \m/ |
19:31 |
Fixer |
use mod/xm/s3m/it |
19:32 |
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19:34 |
Fixer |
https://www.youtube.com/watch?v=OQBBNpq7DBE (xm) |
19:38 |
Fixer |
or even AHX |
19:38 |
Fixer |
it gives sid like music |
19:51 |
Fixer |
MillersMan: looks nice |
19:55 |
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19:55 |
tenplus1 |
Hi folks |
19:56 |
tenplus1 |
to any devs listening, could you please check out mt-game-pulls #1108, #1102, #1101, #1097, #1085, #1081, #669 and especially #965 (disable bones) |
19:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/1108 -- /home/megaf/minetest/src/inventory.cpp:624: ItemStack& InventoryList::getItem(irr::u32): Assertion 'i < m_size' failed. |
19:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/1102 -- Fix win32 reading semaphore count not working (broke all queues) by sapier |
19:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/1101 -- 0.4.9-36-g574ed6a Minetest Client /mainmenu.lua:562: in function 'handle_multiplayer_buttons' |
19:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/1097 -- /home/megaf/minetest/src/connection.cpp:1164: virtual void* con::ConnectionSendThread::Thread(): Assertion '0' failed. |
19:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/1085 -- Serverlist is broken as of b031355 |
19:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/1081 -- Add option to link to OpenGL ES by sfan5 |
19:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/669 -- Lua HUD: bigger textures are at the same scale |
19:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/965 -- Portability fixes for OpenBSD (and possibly NetBSD and others). by Warr1024 |
19:57 |
rubenwardy |
use game#1108 to link to game PRs |
19:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1108 -- added new locked chest and mese crystal craft by tenplus1 |
19:57 |
tenplus1 |
much :))) appreciated |
19:57 |
Fixer |
eh, wrong links |
19:58 |
tenplus1 |
yup... I specifically said mt-game but shadowbot cant read |
19:59 |
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20:03 |
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20:04 |
T4im |
it's game#id then |
20:05 |
tenplus1 |
to any devs listening, could you please check out pulls game#1108, game#1102, game#1101, game#1097, game#1085, game#1081, game#669 and especially game#965 (disable bones) |
20:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1108 -- added new locked chest and mese crystal craft by tenplus1 |
20:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1102 -- Read bed spawns once on load by tenplus1 |
20:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1101 -- save respawn entering bed, remove constant read_spawns by tenplus1 |
20:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1097 -- added creative.formspec_add info by tenplus1 |
20:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1085 -- Disabling TNT by tenplus1 |
20:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1081 -- Placing liquid in protected area fixed by tenplus1 |
20:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/669 -- Tidy sethome code, add global functions, round coords to 1 decimal by tenplus1 |
20:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/965 -- Ability to Disable bones, code tidy. by tenplus1 |
20:06 |
T4im |
tenplus1: why didn't you put 1101 and 1102 into the same pr? |
20:06 |
tenplus1 |
cause I dont use git console, only website and dunno how to merge them on site |
20:07 |
Fixer |
MillersMan: how is water reflow pr going? |
20:15 |
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20:16 |
tenplus1 |
nite all |
20:16 |
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20:16 |
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20:17 |
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20:18 |
est31 |
hi T4im how are you doing |
20:19 |
T4im |
hey est31 :) long time no see, fine and yourself? :D |
20:19 |
est31 |
fine too |
20:19 |
T4im |
thanks for the quick review you did the other day, sorry for forcepushing over it; but your mentioned issues were addressed |
20:20 |
T4im |
the build fail confused me that moment, but heard earlier there seem to be threading issues |
20:24 |
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20:25 |
MillersMan |
Fixer: currently not working on it, i have to rethink the details and than start over the implementation, it's a little bit more complicated than originally thought |
20:26 |
MillersMan |
but it is still on my list |
20:37 |
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20:41 |
paramat |
sfan5 any opinion on game#1161 to bring that to a resolution? |
20:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1161 -- Default: Stone drops stone, cobble is crafted by paramat |
20:41 |
sfan5 |
>stone drops stone |
20:41 |
sfan5 |
wat |
20:41 |
sfan5 |
never! |
20:41 |
paramat |
heh ok |
20:41 |
Fritigern |
It it April 1st again already? |
20:41 |
paramat |
will close |
20:44 |
paramat |
nore please could you review game#1152 ? |
20:44 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1152 -- Doors: Add dedicated sounds for glass doors by paramat |
20:44 |
paramat |
+1 for sofar as mtgame dev |
20:45 |
nore |
paramat: sorry, already in bed, can't listen |
20:45 |
nore |
Good night btw |
20:45 |
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20:49 |
paramat |
no problem it has +2 |
20:56 |
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20:57 |
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20:58 |
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21:04 |
paramat |
how about making that PR affect desert stone only, since that dropped itself for years? |
21:04 |
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21:09 |
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21:29 |
VanessaE |
paramat: leave it like it is. |
21:29 |
VanessaE |
*stone -> *cobble just makes sense. |
21:29 |
VanessaE |
or certainly as much sense as stone_with_* -> *_lump |
21:30 |
paramat |
yes, but playability over realism |
21:31 |
VanessaE |
I don't think it negatively affects playability |
21:31 |
VanessaE |
besides, you'd be taking away one use of the furnaces. |
21:31 |
paramat |
it's now much more difficult to get desert stone |
21:32 |
VanessaE |
dig -> cook is difficult? |
21:32 |
paramat |
yeah, needs fuel and time |
21:32 |
VanessaE |
meh |
21:32 |
VanessaE |
leave it be. |
21:33 |
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21:33 |
paramat |
for nice builds, it's harder to build up a large amount of stone bricks or blocks |
21:33 |
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21:35 |
paramat |
anyway, on to other stuff :) |
21:56 |
VanessaE |
make those lazy-ass users WORK for their stuff :) |
22:00 |
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23:13 |
paramat |
~tell tenplus1 for games 669 and 1081 we're waiting for you to make the requested improvements |
23:13 |
ShadowBot |
paramat: O.K. |
23:17 |
paramat |
hmmmmm i think 'fixed map seed' and 'seed' should be unifed. 'fixed map seed' is afaik only used to choose a particular seed value for a new world, so is just a way to set 'seed' |
23:19 |
paramat |
i wouldn't bother with messy aliasing |
23:19 |
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23:23 |
paramat |
hmmmmm btw i've made posts in the forum about how 'trees' and 'flat' flags have moved into 'mgv6_spflags', and have advised those who would be affected by the removal of those flags from 'mg flags' to prepare. so i think that can be cleaned up at 0.4.15 |
23:27 |
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23:28 |
hmmmmm |
i thought about it a little more and i don't think i actually need to handle the special fixed_map_seed at all |
23:29 |
hmmmmm |
as long as modders use 'seed' when setting mapgen settings and 'fixed_map_seed' when setting the global config it should be okay |
23:29 |
hmmmmm |
since the latter stays in its own Settings object instead of getting merged into a new one |
23:30 |
hmmmmm |
so it'd compare true against g_settings and silently switch over to fixed_map_seed when getting that parameter |
23:31 |
hmmmmm |
the only issue is that if the mod hasn't explicitly set a value, and the map_meta.txt doesn't exist yet, get_mapgen_setting() won't fall back to the global config setting value |
23:32 |
hmmmmm |
but that doesn't even matter either since in practice map_meta.txt will always exist now that the global config settings are saved when a new world is being initialized |
23:37 |
hmmmmm |
actually that's going to be a problem |
23:40 |
paramat |
i feel it's messy to keep both, good chance to unify them |
23:41 |
hmmmmm |
for as much chat as we generate about reverse compatibility with the lua API, how effective is it in practice? |
23:41 |
hmmmmm |
how often do modders find themselves having to apply workarounds for specific broken versions of minetest? |
23:50 |
paramat |
workarounds are needed sometimes but the effort for reverse compatibility minimises those and is much appreciated. but also, should not block a really good change |
23:52 |
hmmmmm |
if i were given carte blanc right now, i'd remove on_mapgen_init, get/set_mapgen_params, get/set_noiseparams, change fixed_map_seed to mg_seed, and add mg_ prefixes to the rest of the mapgen settings |
23:52 |
hmmmmm |
actually nevermind the last part; i'd use a settings group for mapgen settings instead |
23:52 |
paramat |
with your current big changes i would consider a compat break acceptable if unavoidable |
23:52 |
hmmmmm |
they're big internal changes |
23:53 |
hmmmmm |
anyway i just thought of a reason why it won't work unless mods forcibly override map_meta.txt all the time |
23:53 |
hmmmmm |
because creating a new world populates a map_meta.txt immediately |
23:54 |
hmmmmm |
the whole point was to have several levels of precedence; if a map_meta.txt hasn't been created yet (that is, new world) it would be able to nudge the mapgen type to what it wants |
23:54 |
hmmmmm |
and so on and so forth with seed and other parameters |
23:57 |
hmmmmm |
https://github.com/kwolekr/minetest/commit/224e101ef37dcfe7fd8bdef0e6ca002164081cf3#diff-a3f773aebe1ab61ac758488712d8dd8dR160 |