Time |
Nick |
Message |
00:05 |
SpawnBugs |
paramat: moretrees shadow bug remembers you! |
00:05 |
paramat |
oh man |
00:07 |
red-001 |
how do you change the frequency using noise params? |
00:07 |
red-001 |
scale? |
00:08 |
paramat |
as in scale in nodes of variation? |
00:08 |
paramat |
'spread' |
00:09 |
paramat |
that's the scale of variation of the 1st octave (largest scale variation) |
00:09 |
red-001 |
as in how much of a type od decoration is spawned |
00:09 |
paramat |
ah |
00:09 |
paramat |
offset and scale |
00:10 |
red-001 |
thanks |
00:11 |
SpawnBugs |
anyone seen this? ERROR[Server]: An unhandled exception occurred: Setting [pitch] not found. |
00:11 |
paramat |
decorations are spawned when noise value is above 0. offset is the average noise value. scale is the variation either side of offset |
00:15 |
paramat |
SpawnBugs as in http://paste.debian.net/892505/ ? |
00:16 |
SpawnBugs |
yeah |
00:16 |
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Player_2 joined #minetest-dev |
00:16 |
SpawnBugs |
this error still in the way to confirm new 0 0 0 spawn bug on Liberty Land, since we can't test it because of this :( |
00:18 |
paramat |
#4728 is #4718 ? |
00:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/4728 -- Players spawn at 0,0,0 after login |
00:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/4718 -- Position resets / doesn't save. |
00:18 |
SpawnBugs |
no |
00:18 |
SpawnBugs |
waaait |
00:19 |
paramat |
i know it's not 4403 |
00:19 |
SpawnBugs |
paramat: crap, I've made a dupe, yes, this is it, you can choose one to keep or combine them? |
00:19 |
paramat |
ok |
00:20 |
paramat |
i'll copy your post over too |
00:21 |
SpawnBugs |
paramat: those bugs were mass-reported very recently it seems, they are new, and ~10 day old builds don't have this, so I suspect nerzuls refactoring commits to cause this |
00:21 |
SpawnBugs |
as first suspects |
00:21 |
paramat |
heh hmmmm ^ |
00:24 |
SpawnBugs |
but i'm not certain |
00:24 |
SpawnBugs |
just suspects |
00:25 |
SpawnBugs |
based on info from Liberty Land admin |
00:31 |
Zeno` |
https://github.com/minetest/minetest/commit/361e687f3a81e7093c87d99b091aee080be6684f |
00:31 |
Zeno` |
the unit test for load player is incorrect |
00:31 |
Zeno` |
e.g. UASSERT(rplayer.getBreath() == 10); should be UASSERT(rplayer_loaded.getBreath() == 10); |
00:32 |
Zeno` |
lines 76-80 show the same problem (testing the wrong object) |
00:33 |
Zeno` |
if those were correct it would have caught the spawn 0,0,0 problem before it even existed |
00:35 |
paramat |
and there's a 'get pitch' in there too |
00:35 |
Zeno` |
yes... testing the wrong object |
00:36 |
Zeno` |
they should all be testing rplayer_loaded (not rplayer) |
00:36 |
Zeno` |
so fixing those won't fix the problem but the unit tests would then (properly) fail |
00:39 |
SpawnBugs |
this also https://github.com/minetest/minetest/issues/4403 needs some attention, at least two servers affected, red cat creative and vanessas creative-building one, and I'm usually suffer from them |
00:39 |
paramat |
well spotted! |
00:41 |
Zeno` |
hmm althought that's been changed by a more recent commit |
00:43 |
paramat |
yeah, 'sao_load' now |
00:44 |
paramat |
the refactor does stuff with 'pitch' |
00:45 |
Zeno` |
has the bug been reproduced? |
00:45 |
paramat |
the pitch one? |
00:46 |
Zeno` |
both |
00:46 |
Zeno` |
the pitch and the spawn bugs |
00:47 |
paramat |
#4718 has 2 reporters. pitch seems to be just one |
00:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/4718 -- Position resets / doesn't save. |
00:49 |
paramat |
pitch bug was discussed on minetest channel today |
00:51 |
paramat |
hm #4725 may be related too |
00:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/4725 -- Player reconnecting appeared to be outside of limits |
00:53 |
paramat |
closed #4726 |
00:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/4726 -- Be able to load Minecraft maps into minetest |
01:07 |
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01:10 |
est31 |
okay I propose the following: we wait one week for nrz to fix the bugs, and if they still are present, we revert the recent cleanups |
01:12 |
Zeno` |
I can't reproduce either of them :/ |
01:12 |
paramat |
1 month until feature freeze |
01:12 |
Zeno` |
oh I just did |
01:13 |
Zeno` |
it doesn't happen every time |
01:14 |
Zeno` |
ok that's weird |
01:14 |
paramat |
est that seems reasonable, if the bugs are indeed due to the refactor |
01:17 |
est31 |
last time we merged nrz cleanups, we had regressions like these too, and it took months to get rid of them |
01:17 |
est31 |
now is just too close to a release, and there are too few dev resources |
01:20 |
Zeno` |
so has there been a bisect? |
01:21 |
paramat |
nope, a bisect was started but not completed (reading minetest channel) |
01:22 |
Zeno` |
hmm kinda hard when the server starts to segfault! |
01:24 |
thePalindrome |
I'm not particularly helpful as a core dev, but if you need me to do something, I've got time :P |
01:31 |
sofar |
segfaults at start are the BEST problems to segfault, lol |
01:35 |
thePalindrome |
^ |
01:36 |
thePalindrome |
But yeah, if you want me to work on anything, I guess just ping me (I think that'll send me an email) |
02:09 |
Zeno` |
anyway bisect does confirm |
02:09 |
Zeno` |
9d25242c5c1411d692254cf910345d51c9a24fa3 is the first bad commit |
02:09 |
Zeno` |
commit 9d25242c5c1411d692254cf910345d51c9a24fa3 |
02:10 |
paramat |
heh hmmmm wins 5$ |
02:10 |
paramat |
thanks |
02:10 |
Zeno` |
np |
02:11 |
Zeno` |
it takes a while to bisect properly because the position info doesn't happen every time the player leaves |
02:11 |
Zeno` |
so you have to make sure that with each bisect step you join/move/leave at least 2 to 3 times |
02:11 |
est31 |
thanks for the bisect Zeno` |
02:12 |
Zeno` |
np. (I also did it twice just to confirm) |
02:14 |
paramat |
let's try to get this fixed over the weekend |
02:14 |
Zeno` |
oh also I did this using minetest --server and joining as a client |
02:14 |
Zeno` |
I suppose the same issue would exist for singleplayer games though because... well, it's the same |
02:25 |
paramat |
Zeno`, to be clear you bisected for #4718 ? |
02:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/4718 -- Position resets / doesn't save. |
02:26 |
Zeno` |
yeah |
02:27 |
|
torgdor joined #minetest-dev |
02:29 |
paramat |
so yes give it a few days to be fixed, if not, revert |
02:30 |
sofar |
when does the position reset? randomly or at normal server shutdown? |
02:31 |
sofar |
oh player leaving |
02:32 |
Zeno` |
paramat for reference: c071efaa43 is the commit I started at as "good" |
02:32 |
sofar |
2016-11-04 19:31:57: ERROR[Main]: GUIEngine: execution of menu script failed: Failed to load and run script from /home/sofar/git/minetest/bin/../builtin/init.lua: |
02:32 |
sofar |
2016-11-04 19:31:57: ERROR[Main]: ...git/minetest/bin/../builtin/mainmenu/tab_multiplayer.lua:68: attempt to index a nil value |
02:32 |
sofar |
welp |
02:32 |
Zeno` |
(Improved lighting) and current head as "bad" (of course) |
02:32 |
sofar |
that's a new bug |
02:37 |
Zeno` |
yay new bug |
02:38 |
* Zeno` |
celebrates |
02:45 |
sofar |
I've seen it once before but shrugged it off |
02:45 |
sofar |
hard segfault now so I'm not ignoring it anymore :) |
02:55 |
Zeno` |
oh sorry sofar I missed your question. Yes, player leaving server |
02:56 |
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03:00 |
Zeno` |
#4730 |
03:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/4730 -- Fix memory leak in ::safeLoadFile by Zeno- |
03:00 |
Zeno` |
be prepared. It's a big PR to review |
03:18 |
* paramat |
wasn't prepared for that |
03:19 |
hmmmm |
wow yup |
03:19 |
hmmmm |
great job nerz |
03:20 |
hmmmm |
Zeno`: wasn't there a PR that fixed the memory leaks that existed? |
03:20 |
hmmmm |
also why weren't those memory leaks caught in review for the initial mod security PR...? |
03:20 |
hmmmm |
pretty obvious imho |
03:21 |
hmmmm |
wonder who signed off on it |
03:23 |
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03:24 |
Zeno` |
hmmmm, I dunno. There is #4364 but maybe the issue wasn't there then? |
03:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/4364 -- couple of memory leaks fixes. by devnexen |
03:24 |
hmmmm |
what is up with the std:: everywhere |
03:24 |
Zeno` |
There are still other leaks btw |
03:24 |
hmmmm |
why |
03:25 |
hmmmm |
why why why |
03:25 |
hmmmm |
don't we have static code analyzers for this type of crap? |
03:25 |
Zeno` |
yeah a static analyzer would have found that |
03:26 |
Zeno` |
i mean... it's a very obvious one |
03:38 |
Zeno` |
unless I'm missing something? |
03:39 |
Zeno` |
maybe I am |
03:41 |
Zeno` |
don't think so though |
03:45 |
Zeno` |
nope, nothing missed |
03:58 |
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04:38 |
sofar |
just merge 4730 if you're asking me |
04:57 |
paramat |
sofar https://github.com/minetest/minetest_game/issues/1256#issuecomment-257971330 and following comments, look ok? |
05:02 |
Zeno` |
sofar, yeah I will (it's trivial after all). There's no rush though |
05:05 |
Zeno` |
actually I'll just merge now so I don't forget (if no objections) |
05:12 |
paramat |
none from me |
05:19 |
sofar |
Zeno`: for things like that, the trivial label really applies :) |
05:20 |
Zeno` |
pity I couldn't apply it twice |
05:21 |
Zeno` |
i couldn't even really bothered labelling it with anything *but* trivial lol |
05:34 |
paramat |
game#1365 updated and ready |
05:34 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1365 -- Default: Add 'acacia leaves simple' texture by paramat |
05:39 |
paramat |
what's a good way to retrigger build checks for a PR, without editing it? |
05:42 |
sofar |
I think only celeron55 can retrigger CI? |
05:43 |
sofar |
If you have write access to the repo: On the build's detail screen, there is a button ↻ with the tooltip "Restart Build". |
05:43 |
sofar |
hm |
05:43 |
* sofar |
looks |
05:44 |
Zeno` |
nah you can restart it |
05:45 |
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05:45 |
Zeno` |
I've done it more than once anyway (even long after the initial test) |
05:47 |
Zeno` |
e.g. https://travis-ci.org/minetest/minetest/builds/170540426 |
05:47 |
Zeno` |
I can just press restart build |
05:47 |
Zeno` |
??? |
05:50 |
paramat |
ok |
05:51 |
paramat |
looks like closing and re-opening the PR thread works |
05:51 |
Zeno` |
why? |
05:52 |
Zeno` |
just click on the previous PR "details" and the restart button should be there |
05:52 |
Zeno` |
s/PR Details/CI Details |
06:01 |
paramat |
ok |
06:01 |
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06:05 |
paramat |
ugh at last game#1367 is done |
06:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1367 -- Default, flowers: Improve plant selection boxes by paramat |
06:52 |
thePalindrome |
:D |
06:52 |
* thePalindrome |
feels useless |
07:03 |
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07:04 |
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07:37 |
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07:40 |
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07:49 |
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08:31 |
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08:31 |
paramat |
nore sfan5 sofar game#1365 is ready for review. i'll merge game#1367 soon |
08:32 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1365 -- Default: Add 'acacia leaves simple' texture by paramat |
08:32 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1367 -- Default, flowers: Improve plant selection boxes by paramat |
08:32 |
nrzkt |
paramat i'm looking for your comment and will answer on github |
08:32 |
paramat |
ok |
08:36 |
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08:36 |
nrzkt |
#4718 is the official discussion right ? |
08:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/4718 -- Position resets / doesn't save. |
08:37 |
paramat |
yes |
08:37 |
nrzkt |
okay perfect, it seems at a moment we save but there is not player sao and this remove the attributes from the saved file... i will look at calls which can trigger a save in that case |
08:37 |
nrzkt |
this save without SAO should be removed |
08:40 |
nrzkt |
okay i found a case when we disable the playersao without saving |
08:40 |
nrzkt |
it's historical |
08:40 |
nrzkt |
Server::DeleteClient |
08:41 |
nrzkt |
it triggers playersao->disconnected(); |
08:41 |
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08:41 |
nrzkt |
which is a lightweight version of PlayerSAO::removingFromEnvironment() |
08:48 |
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red-001 joined #minetest-dev |
08:50 |
nrzkt |
okay i see the real problem, disconnected function should only make SAO removal, not remove the player & player SAO link because this will erase the save of the player |
08:54 |
nrzkt |
okay for the timeout issue this is now properly saved, unline previous version, will do a PR for cleaning up the historic behaviour and have a proper saving |
08:55 |
nrzkt |
the problem i think is when player was not properly disconnecting |
09:02 |
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09:03 |
nrzkt |
paramat, i did #4734 for this |
09:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/4734 -- PlayerSAO saving fix by nerzhul |
09:04 |
Zeno` |
no, no, I *was* properly disconnecting |
09:04 |
Zeno` |
and I bisected twice |
09:04 |
Zeno` |
and tested about 20 times |
09:04 |
nrzkt |
Zeno`, okay, then there are other behaviours Zeno` , but i'm sure this is due to PlayerSAO::disconnected function |
09:05 |
nrzkt |
look at the PR you will see directly what problem happens and was hidden by previous code which has multiple cleanup functions for SAO... |
09:05 |
nrzkt |
(and which was historical) |
09:06 |
paramat |
#4725 related? there the player quickly rejoined before being timed out |
09:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/4725 -- Player reconnecting appeared to be outside of limits |
09:07 |
nrzkt |
i don't know how this is possible for these limits because the bug was to not save anything about player except inventory |
09:08 |
nrzkt |
and i tried it when testing my first PR (not the currently sent PR) and i didn't notice any changes for my coordinates |
09:10 |
paramat |
thanks for the PR, hopefully fixer will test it |
09:10 |
Zeno` |
I think it's "cheating" a bit to say that void PlayerSAO::unlinkPlayerSessionAndSave() fixes a historical issue :/ |
09:10 |
nrzkt |
no problem, it's normal i fix a very old behaviour i didn't see in my first PR which was unclean. This PR permits to have only 1 way to remove and save the player at disconnection |
09:10 |
nrzkt |
Zeno`, did you look at disconnected() function ? |
09:11 |
nrzkt |
previously this function remove the link between RemotePlayer & PlayerSAO |
09:11 |
nrzkt |
without this link, RemotePlayer::serialize didn't see the player SAO and then remove all attributes |
09:11 |
Zeno` |
but that gets called with a *valid* disconnect |
09:12 |
nrzkt |
maybe, but ... removingFromEnvironment is called before with a valid disconnect no ? |
09:12 |
Zeno` |
if the PR fixes the issue then great... but calling it an historical issue just isn't right :/ |
09:12 |
paramat |
will merge game1376 in a moment |
09:12 |
nrzkt |
historical behaviour not issue :) |
09:14 |
Zeno` |
I don't get how moving 4 lines into a function fixes the issue, but I'll test |
09:15 |
nrzkt |
before my refactor, SAO attributes were in the session then saved inconditionnaly, after they were moved to SAO and read from this, but save is called only in two parts of code, the m_dirty flag check and the SAO::removingFromEnvironment. SAO::disconnected() didn't save the player but remove the link and if a save pass after disconnect => saving without attributes. With this PR save pass after disconnect, no problem because |
09:15 |
nrzkt |
session and SAO are always linked and the link is only removed when removing from environment not before |
09:15 |
nrzkt |
no no |
09:15 |
nrzkt |
it's not that the more important |
09:15 |
paramat |
merging .. |
09:15 |
nrzkt |
the more important part is https://github.com/minetest/minetest/pull/4734/files#diff-da1e28445fc732755d2b64683bd94ee4L1347 |
09:15 |
nrzkt |
this line |
09:16 |
nrzkt |
we set m_playersao to NULL too early in the disconnection process |
09:16 |
Zeno` |
ok |
09:16 |
nrzkt |
then this => https://github.com/minetest/minetest/pull/4734/files#diff-867322eb97b1d96001510bc7dfaf4225L180 |
09:16 |
Zeno` |
that makes more sense |
09:16 |
nrzkt |
m_sao is null => no save |
09:17 |
nrzkt |
now we have an assert, this is mandatory to have a SAO, no code part should save a player without a SAO :) |
09:18 |
nrzkt |
and now, only unlinkPlayerSessionAndSave call setPlayerSAO(NULL) |
09:18 |
paramat |
mer-ged |
09:18 |
sfan5 |
paramat: game#1365 lgtm |
09:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1365 -- Default: Add 'acacia leaves simple' texture by paramat |
09:19 |
Zeno` |
nrzkt, building now |
09:20 |
paramat |
thanks sfan |
09:20 |
nrzkt |
i missed that setPlayerSAO(NULL) with previous refactor PR, my bad |
09:20 |
nrzkt |
if i saw it when sending it i should have done #4734 PR into it |
09:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/4734 -- PlayerSAO saving fix by nerzhul |
09:21 |
Zeno` |
nrzkt, paramat, ok that does fix the issue |
09:21 |
paramat |
nice |
09:22 |
Zeno` |
merge now I say and move on |
09:23 |
Zeno` |
at least if it's merged any other potential bugs can be identified. Leaving things without it being merged is obviously not the best choice (IMO) |
09:24 |
nrzkt |
Zeno`, then i merge it |
09:24 |
paramat |
i'm fine with a merge |
09:24 |
Zeno` |
yes, I see how it fixes the issue now |
09:24 |
Zeno` |
+1 |
09:24 |
nrzkt |
just say it on the issue :) |
09:24 |
nrzkt |
better than linking irc everytime :D |
09:25 |
Zeno` |
once merged we're at _least* better off than before :) |
09:25 |
Zeno` |
ok doing now |
09:26 |
nrzkt |
thanks this is merged |
09:26 |
Zeno` |
=) |
09:26 |
Zeno` |
now we move onto bigger and better things! |
09:26 |
nrzkt |
and sorry for the strange behaviour due to historical missed code :) |
09:27 |
nrzkt |
now we have only one way to save player at disconnection :p |
09:27 |
nrzkt |
Zeno`, nice memleak fix |
09:27 |
Zeno` |
nrzkt, oh yeah... it was really advanced and hard to find lol |
09:28 |
nrzkt |
memleak at each player save... shit ! |
09:28 |
nrzkt |
oh no it's only for lua users |
09:28 |
nrzkt |
:) |
09:28 |
Zeno` |
I've known it for ages and then today finally got sick of seeing it |
09:28 |
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09:28 |
nrzkt |
i think minetest will use less memory with mods using saving to files xD |
09:29 |
nrzkt |
i think there is more cleanup to do on our emerging/saving process but no time for it, but now it's very very better than before :) |
09:31 |
Zeno` |
nrzkt, thanks for the quick fix btw |
09:31 |
nrzkt |
no problem it's normal and a very blocking fix, and i get some time to track it |
09:31 |
Zeno` |
nrzkt, is there a way to modify your new unit tests so that they could have picked that up? |
09:32 |
Zeno` |
might be tricky because at unit test time the full server env is not up and running but.,... maybe |
09:32 |
nrzkt |
Zeno`, i don't know really, because the calling to save is not very easy, if you look at the calling code you will need a whole environment & server :s |
09:32 |
Zeno` |
yeah |
09:32 |
Zeno` |
ok, I'm happy with the resolution for now :) |
09:33 |
nrzkt |
the unit test only covers the full save & load to ensure it's consistent :( |
09:33 |
Zeno` |
yeah... which is what I meant by <Zeno`> might be tricky because at unit test time the full server env is not up and running but.,... maybe |
09:33 |
nrzkt |
:) |
09:33 |
nrzkt |
thanks for your help |
09:33 |
Zeno` |
I dunno how to approach it... it would no longer really be a unit test but something different |
09:34 |
Zeno` |
not a 30-minute job to implement though (if it's really possible at all without spending weeks or months on it) |
09:34 |
nrzkt |
if you want better unit test we should enhance the callers part to be less linked with env :( |
09:38 |
Zeno` |
well |
09:38 |
Zeno` |
I don't want to do that lol |
09:38 |
Zeno` |
I don't have 900 hours spare to make it possible xD |
09:38 |
nrzkt |
:p |
10:03 |
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10:24 |
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10:58 |
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11:01 |
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11:29 |
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11:42 |
red-001 |
It seems to be quite easy to make minetest crash without a lua traceback |
11:56 |
thePalindrome |
? |
12:02 |
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12:04 |
sfan5 |
red-001: why do you need to test [off] and why here? |
12:24 |
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12:32 |
sfan5 |
can you cut this bullshit |
12:32 |
sfan5 |
you'll only make me disable [off] |
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13:32 |
Foghrye4 |
How I can control a range, where entities unloaded from client side? I see them still interaction via server side, but i see meshes are already unloaded on a client side. |
13:32 |
Foghrye4 |
*interact with player |
13:33 |
Foghrye4 |
Is it possible at all? |
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17:04 |
Hijiri |
Could someone do a review of #4685? |
17:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/4685 -- Add control information to player interacts by raymoo |
17:22 |
Foghrye4 |
Looking good for me. Too bad I'm not a developer and can't add approval mark. |
17:34 |
est31 |
Hijiri: approved it |
17:35 |
Krock |
v3f should support multiplications like this: v3s32 sf = myplayer->getSpeed() * 100; |
17:36 |
Krock |
just a side note |
17:37 |
est31 |
yes |
17:38 |
est31 |
Hijiri: I think what Krock suggested would be a good thing to do |
17:38 |
est31 |
https://github.com/minetest/minetest/pull/4685/files#diff-34f48ad91ac6c202ac60b0348ae90e30R941 |
17:38 |
Krock |
but that's trivial as the code was only moved |
17:39 |
est31 |
yes, its not a strict requirement for the PR to get merged |
17:44 |
Krock |
huh what? #4721 misses a check for empty lines |
17:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/4721 -- Separate optional from required mod dependencies in main menu by Wuzzy2 |
17:44 |
Hijiri |
est31: thanks |
17:44 |
Krock |
except "table.concat" ignores them.. not sure |
17:45 |
Hijiri |
What has been the opinion on a server-side "push" method on players, that sends a message to the client to add the supplied velocity to the player? |
17:45 |
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17:45 |
Hijiri |
I know people have been against something to set an absolute player velocity |
17:46 |
Hijiri |
(though with a push method, you could make a janky velocity setter if you use push with the existing get_velocity) |
17:46 |
Krock |
est31, table.concat does not ignore empty string contents, thus this pull is still incomplete |
17:46 |
Krock |
or it simply opened a small issue |
17:46 |
est31 |
Hijiri: that's something blocked on client scripting |
17:47 |
est31 |
Krock: you mean empty lines in dependencies.txt? |
17:47 |
Hijiri |
It doesn't seem like client scripting would give a better implementation of server-initiated player-pushing, since some message would have to travel to the client anyway |
17:47 |
Krock |
yep |
17:47 |
est31 |
did we support that |
17:47 |
Hijiri |
client-side scripting would definitely be better with things like liquid pushing and thing sthough |
17:47 |
Krock |
oh wait. it was already "broken" before |
17:47 |
Hijiri |
est31: no, I'm talking about a hypothetical feature |
17:48 |
Hijiri |
oh |
17:48 |
Hijiri |
you were talking to krock |
17:48 |
Krock |
so actually there's no change in function |
17:48 |
est31 |
yes |
17:48 |
est31 |
Krock: but if you want to make it ignore it, be welcome to make a PR :) |
17:49 |
Krock |
est31, somewhat trivial, let's keep it this way until someone can't hold to open an issue :3 |
17:49 |
Hijiri |
anyway, my point is that one-off instantaneous changes to player velocity would not benefit significantly from client-side scripting |
17:49 |
Foghrye4 |
Hijiri, on my opinion - a more freedom a better. I would like see if server could change a movement acceleration and speed, add a constant speed and acceleration to player, limit speed of camera and so on. |
17:51 |
Hijiri |
Foghrye4: I thought those would be more controversial to add without client scripts, but I think I could see some use-cases where you don't need the extra responsiveness of client-side |
17:51 |
est31 |
yes I agree |
17:51 |
est31 |
it does make sense to send the knockback info the same time as the HP info is sent |
17:52 |
est31 |
but the feature will be abused for liquid drift unless there is client side scripting |
17:53 |
Foghrye4 |
But... but... this feature IS for liquid drift! |
17:53 |
Hijiri |
I think liquid drift is one of the places you want more responsiveness, since the client will know that the player is in/out of liquid before the server does |
17:54 |
est31 |
^ |
17:54 |
Foghrye4 |
A-a... |
17:54 |
Hijiri |
e.g. you walk out of the water and you float a bit to the side still because of lag and the server hasn't sent the velocity update yet |
17:54 |
Foghrye4 |
Now I understand. You are right. |
17:54 |
Hijiri |
I don't think I agree that abuse of features is a reason to not have them, though |
17:55 |
Hijiri |
The only danger I see is complacency with using hacks to get some result |
17:55 |
Hijiri |
but you can already do some hacky stuff to simulate setting an absolute velocity/acceleration, by attaching the player to entities |
17:56 |
Hijiri |
albeit no liquid push though |
17:57 |
Foghrye4 |
Indeed. Example of such hacky stuff https://www.youtube.com/watch?v=ip6ibzX_Zv0 ^_^ |
17:57 |
est31 |
I would agree to a change that adds knockback whose velocity change gets smaller over time |
17:58 |
est31 |
and only additive changes, no set_velocity or something |
17:59 |
est31 |
more like add_knockback(direction) and the length of the direction vector is the intensity |
17:59 |
Hijiri |
est31: I was thinking of just adding to the player's velocity and letting the natural speed degradation slow it down |
17:59 |
Hijiri |
speed decay* |
18:00 |
est31 |
Hijiri: if that's indeed happening, then its good |
18:00 |
est31 |
Hijiri: also make sure that the speed anticheat still works with it, you need to simulate the effects server side |
18:00 |
Hijiri |
right, I hadn't thought of that |
18:01 |
Hijiri |
I haven't written any code yet, by the way |
18:01 |
Hijiri |
oh yeah, that would make it more difficult |
18:01 |
Hijiri |
since the server doesn't normally calculate the speed decay or anything |
18:03 |
est31 |
plus in the ideal case, there should be some way to make it work when the player is attached to a lua SAO |
18:03 |
est31 |
e.g. then the callback can be redirected to the SAO object |
18:04 |
Foghrye4 |
est31, that should be leaved to modders. |
18:04 |
est31 |
Foghrye4: yes, it should be redirected, and the SAO can then handle it |
18:05 |
est31 |
the lua code inside the sao* |
18:05 |
Hijiri |
a new callback? |
18:10 |
est31 |
guess so |
18:23 |
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18:59 |
Fixer |
anyone feels we need jungle dirt? |
19:01 |
Krock |
me not |
19:01 |
Krock |
regular dirt is OK, I think |
19:08 |
red-001 |
not really |
19:10 |
red-001 |
I guess I wouldn't mind if the node would also fit in in other dense forests |
19:26 |
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21:17 |
Hijiri |
something like root dirt |
21:18 |
Hijiri |
root dirt redemption |
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23:10 |
Fixer |
can confirm player save/load problem was fixed |
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