Time |
Nick |
Message |
00:04 |
MillersMan |
hmmmm, paramat: I'm currently hacking again on #4061 |
00:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
00:06 |
MillersMan |
My fix will access the block above and below in addition to the loaded block and might also need to access to 12 further under some circumstances |
00:07 |
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00:07 |
MillersMan |
Currently I'm fetching those 12 additional blocks for each loaded block, but I think that this might be a costly operation so I'm thinking about lazy fetching. |
00:08 |
MillersMan |
Only problem: I have no idea how I might differentiate between a not yet fetched block and a not yet loaded block that was returned as NULL when fetching, any ideas? |
00:09 |
MillersMan |
My ideas so far were to mark not loaded blocks with ~0, which is obviously an ugly hack which might not be ported to all architectures |
00:11 |
MillersMan |
Or to create a special block which resides outside the valid game-range and consists of only CONTENT_IGNORE nodes (which removes the need for an extra check whether the block exists) |
00:12 |
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00:40 |
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00:48 |
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00:54 |
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00:56 |
paramat |
MillersMan what do you think about my suggestion in the last comment? that would fix the main problem while being simpler |
01:07 |
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01:11 |
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01:12 |
Wuzzy |
Jeija asks: “shouldn't the cave generator only add caves when emerging new mapblocks?†|
01:12 |
Wuzzy |
https://github.com/Jeija/minetest-mod-mesecons/issues/295#issuecomment-262047199 |
01:13 |
Wuzzy |
Jeija wonders if it is strictly neccessary to set is_ground_content=false for non-stone/dirt/etc. nodes |
01:14 |
Wuzzy |
any idea how i should answer? |
01:14 |
garywhite |
~seen garywhite |
01:14 |
ShadowBot |
garywhite: I saw garywhite in #minetest-dev 1 second ago saying "~seen garywhite" |
01:14 |
garywhite |
~seen celeron55 |
01:14 |
ShadowBot |
garywhite: I saw celeron55 in #minetest-dev 2 days, 13 hours, 30 minutes, and 19 seconds ago saying "it's like a suggestion, but definitely bad" |
01:15 |
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01:17 |
paramat |
large caves generate out past the edge of each mapchunk by up to 16 nodes, into pre-generated mapchnks |
01:18 |
paramat |
any mesecons added in 'on generated' are at risk |
01:19 |
paramat |
but i expect that doesn't happen much |
01:19 |
paramat |
(mapchunks) |
01:20 |
paramat |
still worth making them not ground content |
01:24 |
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01:28 |
paramat |
essential actually, schematic structures containing mesecons may be added in 'on generated' |
01:34 |
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01:34 |
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01:42 |
cheapie |
So far, my attempt at sort of working around the dropped-players issue (commenting-out lines 2184-2190 of environment.cpp, more or less) hasn't caused any noticeable issues, and that's after rather extensively playing a world that used to have the dropped-players issue *very* frequently. |
01:42 |
cheapie |
I'd still like to see some other people testing that, in case I'm missing something... |
01:43 |
cheapie |
The bug in question is #4067, and the world in question can be downloaded here: http://daconcepts.com/vanessa/hobbies/minetest/worlds/Creative_World.tar.bz2 |
01:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/4067 -- Canceling: No player for peer_id when too much objects on the map |
01:53 |
Wuzzy |
thanks for the info :) |
02:18 |
cheapie |
PR created for the above, including a more detailed explanation: https://github.com/minetest/minetest/pull/4802 |
02:51 |
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02:52 |
paramat |
game#1404 will merge soon before conflicts arise. please don't merge any texture changes before this |
02:52 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1404 -- Convert many indexed-with-alpha textures to RGBA by paramat |
02:59 |
Wuzzy |
hmmm |
03:00 |
Wuzzy |
I feel the new boost cart in Minetest Game is implemented poorly, to be honest |
03:00 |
Wuzzy |
sorry :( |
03:00 |
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03:00 |
Wuzzy |
it is so ... i dont know the word |
03:00 |
Wuzzy |
juddery? |
03:01 |
Wuzzy |
i mean the cart does not run fluidly |
03:01 |
Wuzzy |
instead it seems to jump around while driving. very unpleasant to watch |
03:02 |
Wuzzy |
this is very odd since when I replace the built-in carts mod with the original boost_cart, the boost cart works just fine |
03:02 |
Wuzzy |
maybe bad merge? |
03:03 |
Wuzzy |
also, why on earth did you replace the sound? it is so quiet, it can barely be heard. the new texture looks fine, however |
03:06 |
paramat |
please do give feedback, maybe open an issue, carts will need refining before release |
03:06 |
paramat |
and yeah the sounds could be made a little louder |
03:11 |
paramat |
perhaps lua lag is having a larger effect on merged carts for some reason |
03:12 |
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03:22 |
paramat |
they ran smooth for me but i had no other mods running |
03:24 |
sofar |
I wanted the sound to be louder, but paramat is making all sounds softer :) |
03:24 |
sofar |
Wuzzy: any chance you could video that? |
03:24 |
sofar |
the jittery thing you're talking about? |
03:25 |
sofar |
the movement code is pretty much exactly like boost_cart |
03:25 |
Wuzzy |
weird |
03:25 |
Wuzzy |
no, sorry |
03:25 |
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03:25 |
Wuzzy |
paramat: why not just using the original sounds? bad license? |
03:26 |
Wuzzy |
but *maybe* i could live with the new sound if it were louder :) |
03:26 |
sofar |
original sounds? there were no sounds in boost_cart |
03:26 |
sofar |
https://github.com/SmallJoker/boost_cart |
03:26 |
sofar |
no sounds folder there |
03:30 |
paramat |
ugh now i'm getting visual bugs with mip-mapping even with textures converted to RGBA, perhpas my GPU just can't handle mipmap |
03:30 |
paramat |
(perhaps) |
03:30 |
Wuzzy |
oops |
03:30 |
sofar |
lol |
03:31 |
Wuzzy |
sofar: Well maybe I was thinking of the sound used in @test@ |
03:31 |
kaeza |
revert the revert! |
03:31 |
paramat |
so now i have no idea what to do about game#1397 |
03:31 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1397 -- Visual regression after indexed images merge |
03:31 |
kaeza |
paramat, what GPU? |
03:32 |
paramat |
intel integrated 'haswell desktop' |
03:33 |
garywhite |
Will someone explain please what game#1397 does exactly? |
03:33 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1397 -- Visual regression after indexed images merge |
03:37 |
paramat |
beginning to suspect that bug is unfixable for certain GPUs |
03:39 |
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03:44 |
paramat |
so, i'll fix game#1402 instead |
03:44 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1402 -- debug spam with "nodeupdate: deprecated" message |
03:46 |
paramat |
and test the new ceiling torch |
03:48 |
garywhite |
paramat: What happens after the feature freeze on 7 December? |
03:48 |
paramat |
testing for bugs |
03:49 |
paramat |
and fixing any remaining issues |
03:49 |
garywhite |
So basically you just play around with worlds in the game and report on any issues? |
03:55 |
paramat |
the freeze avoids any bugs creeping in at the last moment, bugs can sometimes take a while to be discovered |
03:55 |
paramat |
that's why new features are frozen |
03:55 |
paramat |
torches are lovely +1 |
04:10 |
cheapie |
Speaking of bugs, any thoughts on #4802 yet? |
04:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/4802 -- Don't clear excess entities on mapblock save (possible fix for #4067) by cheapie |
04:13 |
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04:32 |
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04:48 |
paramat |
game#1405 |
04:48 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1405 -- Update 'nodeupdate()' to 'check_for_falling()' API by paramat |
04:48 |
paramat |
will test and hopefully merge later |
05:01 |
sofar |
glad you like the ceiling one... I have my doubts on the aestetics myself, but this is the best I can think it should be |
05:07 |
paramat |
it's fine |
05:10 |
sofar |
tested the whole conversion again, made the lbm name a bit shorter as well |
05:10 |
sofar |
should be ready for merge |
05:10 |
paramat |
good |
05:10 |
sofar |
wait 24h and then merge? |
05:12 |
paramat |
yes maybe a good idea to be careful due to the critical LBM conversion stuff |
05:15 |
sofar |
well, I kept all the nodes as WALLMOUNTED |
05:15 |
sofar |
that makes the conversion really simple |
05:15 |
sofar |
looks fine in most texture packs |
05:19 |
paramat |
i can't really judge if we should wait, you can decide when it's safe to merge |
05:22 |
sofar |
give it 24h, then we can merge. Always nice to give people a time to react. |
05:24 |
sofar |
merged game#1403 :) |
05:24 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1403 -- Make smoke puff sound mono by sofar |
05:26 |
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05:27 |
sofar |
game#1314 has been sitting too long |
05:27 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1314 -- Use travis' container-based infrastructure by sfan5 |
05:31 |
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05:37 |
Hijiri |
what if the deep learning meme was applied to anticheat? |
05:38 |
Hijiri |
I'm sure it's been done in other games |
05:44 |
sofar |
the problem is that you can't define "cheating" easily |
05:44 |
sofar |
is moving too fast cheating? -> problems with lag |
05:44 |
sofar |
digging too far? cheaters will dig less far |
05:44 |
sofar |
xray? cheaters will mine randomly |
05:47 |
Hijiri |
it might be possible for movement cheats if you could get a representative learning set (different physics overrides, lag levels, etc.) |
05:48 |
Hijiri |
though that part might be hard |
05:48 |
Hijiri |
getting sets of data for cheated movement, since most players' movements are not going to be cheating |
05:48 |
sofar |
you know |
05:48 |
sofar |
that's the stupidest use of deep learning we can do in minetest |
05:48 |
sofar |
I've got a better idea |
05:48 |
Hijiri |
It seems like a pretty good place to use it |
05:49 |
Hijiri |
anticheat we haven't found good heuristics yet for |
05:49 |
Hijiri |
but surely one exists, because you can look at a cheater and tell if they are cheating (sometimes) |
05:49 |
Hijiri |
for flying, at least |
05:49 |
sofar |
how about we use deep learning to drive npc's to do things like farm, hunt players, build structures? |
05:50 |
Hijiri |
That seems like a good use too, but I think anticheat is actually a very good place for machine learning |
05:50 |
Hijiri |
precisely because it's hard to define on paper what cheating is |
05:51 |
Hijiri |
not to say that it's a more interesting use, but it was the topic I brought up originally |
05:53 |
paramat |
will merge game 1405 in a moment |
05:54 |
Hijiri |
there might be good non-learned heuristics for flying already, that just aren't published because they are implemented as part of proprietary games |
05:56 |
paramat |
merging |
05:58 |
paramat |
complete |
06:08 |
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06:09 |
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06:30 |
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07:07 |
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07:19 |
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07:48 |
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08:01 |
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08:09 |
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08:30 |
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09:13 |
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09:34 |
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09:35 |
Zeno` |
I scared the kwoleker away |
09:37 |
Zeno` |
+1 for #4800 |
09:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/4800 -- Fix superflous shader setting updates by ShadowNinja |
09:38 |
Zeno` |
valgrind is clean |
09:38 |
Zeno` |
I'm not going to performance profile it because I don't think it's something that valgrind will pick up anyway |
09:38 |
Zeno` |
valgrind/callgrind |
09:39 |
Zeno` |
there are still leaks, *BUT* I think (99.9% sure) that those are irrlicht's fault |
09:39 |
Zeno` |
I'm fine with it |
09:39 |
Zeno` |
and they're not leaks that will keep increasing anyway |
09:40 |
Zeno` |
just unfreed memory |
09:40 |
Zeno` |
(allegedly) |
09:40 |
Zeno` |
massif shows nothing unusual |
10:37 |
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10:46 |
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11:02 |
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11:34 |
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12:17 |
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12:31 |
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13:46 |
Zeno` |
will merge #4800 shortly |
13:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/4800 -- Fix superflous shader setting updates by ShadowNinja |
13:59 |
Fixer |
Zeno`: needs second approval i think |
13:59 |
Zeno` |
ShadowNinja is a core dev, I am, that's two approvals |
14:00 |
Zeno` |
that's how celeron55 explained to me it works |
14:01 |
Zeno` |
if it didn't work that way things would be even slower than they are now :) |
14:04 |
nrzkt |
Zeno`: approved too, then three approvals |
14:05 |
Zeno` |
even if that wasn't the case, the PR has been debated to death |
14:05 |
Zeno` |
it's time to merge. Doing so now :) |
14:08 |
Zeno` |
I don't agree with everything in the PR, but I cannot think of a better way |
14:09 |
Zeno` |
so I could no longer in good faith not agree to merging it |
14:11 |
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14:17 |
Zeno` |
not disagree lol |
14:18 |
Fixer |
time to test |
14:18 |
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14:18 |
Zeno` |
"not object" is clearer |
14:19 |
Zeno` |
err "object" |
14:19 |
Zeno` |
darn English is hard! |
14:20 |
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14:33 |
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14:37 |
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14:39 |
Zeno` |
#4803 |
14:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/4803 -- Update tab_credits.lua by Zeno- |
14:40 |
Zeno` |
he has done *nothing* for the current release except cause malcontent between core devs and generally disrupt development |
14:40 |
Zeno` |
those actions are not something that deserve credit |
14:41 |
Zeno` |
before he came along we worked as a TEAM |
14:42 |
Zeno` |
he cannot seem to grasp how to work with a team and there I don't think he belongs being there |
14:42 |
Zeno` |
s/there/therefore |
14:43 |
Zeno` |
besides that, he said he wants nothing to do with us anyway |
15:08 |
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15:16 |
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15:19 |
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15:24 |
Zeno` |
made a merge |
15:24 |
Zeno` |
please update repos |
15:39 |
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15:59 |
Zeno` |
how can we review all these PRs? |
16:00 |
Zeno` |
is #4837 ok to merge? |
16:00 |
ShadowBot |
Zeno`: Error: Delimiter not found in "HTTP Error 404: Not Found" |
16:00 |
Zeno` |
err #4737 |
16:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/4737 -- Add minetest.close_formspec() to close formspecs from the server side by orwell96 |
16:01 |
Zeno` |
added my +1 |
16:01 |
Zeno` |
will merge soon |
16:02 |
Zeno` |
the quantity of PRs is distressing me :/ |
16:03 |
Zeno` |
things are out of control |
16:03 |
Zeno` |
there is no way a team as small as ours can catch up with this |
16:05 |
Zeno` |
can someone ask if lhofhansl wants to be a dev? |
16:05 |
Zeno` |
his PRs are good |
16:05 |
Zeno` |
https://www.linkedin.com/in/larshofhansl |
16:05 |
Zeno` |
we really need more devs :( |
16:06 |
Zeno` |
just to handle @&$*&@* code reviews if anything |
16:07 |
Zeno` |
if this was a commercial project I'd hire him |
16:07 |
Zeno` |
if he wants in, please add him |
16:08 |
Zeno` |
up to him of course. Maybe he doesn't want to be |
16:08 |
Zeno` |
celeron55 ^^ |
16:09 |
nrzkt |
Zeno`: warning he works at salesforces, he will buy MT and sell it for customers :D |
16:09 |
nrzkt |
xD |
16:09 |
Zeno` |
lol, nah :P~ |
16:09 |
Zeno` |
and who cares if he does anyway (so long as license is complied with)? |
16:10 |
nrzkt |
:p |
16:11 |
Zeno` |
*IF* he wants to sell minetest, he can already |
16:11 |
Zeno` |
we're better off having him as part of the team no matter |
16:11 |
Zeno` |
to help with this backlog of stuff |
16:12 |
Zeno` |
for a start |
16:12 |
Zeno` |
every PR of his has been pretty much faultless |
16:12 |
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16:14 |
Zeno` |
hmmmm ^^ |
16:15 |
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16:16 |
millersman |
hi, how stable is mingw crosscompilation? |
16:17 |
Zeno` |
the official Windows minetest versions are cross-compiled using mingw |
16:17 |
millersman |
Zeno`: Is this true for 64bit also, got some errors when I tried last time |
16:17 |
Zeno` |
not sure for 64-bit |
16:18 |
Fixer |
millersman: i do it and use all the time, works fine |
16:18 |
Zeno` |
sfan5 would know |
16:18 |
Fixer |
millersman: crosscompiling on debian via mingw64 to windows 64bit |
16:19 |
Zeno` |
millersman, in general sfan5 makes (afaik) the Windows builds (well, his scripts do) |
16:19 |
Fixer |
millersman: it is as stable as msvc one imo |
16:19 |
millersman |
ok, i'll pull and try again, i'm compiling in an 64bit arch vbox for windows 64 |
16:20 |
Zeno` |
millersman, if you encounter an error can you post details as a bug report on github? |
16:20 |
millersman |
ok, i'll do |
16:21 |
Zeno` |
that'd be great :) |
16:21 |
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16:22 |
garywhite |
Is there a build for Debian 32? Cause I'm setting up a VM in Windows and it's based on Debian 32-bit |
16:22 |
Fixer |
Zeno`: i did some testing of 4800 on 9 scenes: on average boost is 38% (ranging from 24% to 85% depending on scene), it provides bigger boost in heavy scenes to me, I'm glad it got merged |
16:22 |
millersman |
in other news: got reflow almost working when my system suddenly froze, but i should be able to recode it from memory |
16:22 |
Zeno` |
Fixer, very nice improvement! |
16:22 |
nrzkt |
Fixer: it's normal memory action vs vector + select + ugly string comparision = ouch |
16:23 |
Fixer |
median is 41% |
16:23 |
Fixer |
as was reported by other people |
16:23 |
Fixer |
very nice help for heavy scenes |
16:24 |
Fixer |
so on my PC, with default settings (which is just basic shader on), avergae penalty in those scenes is 12%, before patch - 62% |
16:25 |
Fixer |
shaders are much more usable now |
16:27 |
Fixer |
in short, just enable fps and you will lose just 10% of fps, not 30-50% like before patch |
16:27 |
Fixer |
enable shaders* |
16:30 |
Fixer |
in short: it is awesome |
16:33 |
Zeno` |
I'll revert it then? |
16:34 |
Zeno` |
will revert #4800 in ten minutes. It's too powerful |
16:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/4800 -- Fix superflous shader setting updates by ShadowNinja |
16:35 |
Zeno` |
lol |
16:36 |
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16:39 |
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16:40 |
Fixer |
paramat said there another thing remains that can potentially increase shaders performance some more, it is disabling some feature RBA enabled earlier for all shaders (vertex spaces or how it is called) in cases when bumpmapping and parallax is not used I think , don't remember details |
16:42 |
Fixer |
can provide up to 20% fps boost iirc |
16:42 |
jin_xi |
tangent space |
16:42 |
Fixer |
yes |
16:42 |
Fixer |
tangent space |
16:43 |
Fixer |
it lowers performance, but is used only for some shaders |
16:43 |
Fixer |
it is used for everything now I believe |
16:45 |
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16:53 |
millersman |
Zeno`: When linking I get undefined references to some symbols starting with leveldb:: any idea? |
16:54 |
Krock |
oh cool. Someone else with the same problem as me |
16:54 |
Krock |
with MSVC, 32-bit |
16:55 |
millersman |
here with MinGW 64bit cross compilation in arch 64bit |
16:56 |
millersman |
Krock: is there any older version that worked for you? |
16:56 |
Fixer |
millersman: does not compile? |
16:56 |
Fixer |
millersman: maybe disable leveldb via cmake |
16:56 |
Krock |
millersman, I gave up trying two years ago :3 |
16:56 |
Krock |
It never worked |
16:57 |
millersman |
Fixer: Thanks, will try it |
16:57 |
Fixer |
i have it enabled though |
16:57 |
Krock |
disabled it and included postgres later instead |
16:57 |
millersman |
leveldb is the default backend, right? |
16:58 |
Fixer |
no idea |
16:58 |
Fixer |
everything compiles for me |
16:58 |
Wayward_One |
sqlite |
16:58 |
Krock |
millersman, no, sqlite3 is |
16:58 |
Fixer |
i use libs provided by sfan |
16:59 |
millersman |
ok, so disabling leveldb won't interfer with opening games created with the default version, good |
17:02 |
millersman |
Fixer: Do you still have a copy of the reflow test-world? My copy is on the broken system |
17:02 |
Fixer |
did I shared it with you? |
17:03 |
millersman |
yes, you did when i started work on the reflow fix sometime in march or april, was a zip containing fragments of a bigger world |
17:03 |
Fixer |
hmmm |
17:03 |
Fixer |
i have it |
17:04 |
millersman |
i used it as the the test for gabs and missing flow updates |
17:04 |
millersman |
*gaps |
17:05 |
Fixer |
yes, i have it now |
17:06 |
Fixer |
millersman: do you want it? |
17:07 |
millersman |
yes, would be nice to have a good test-case |
17:09 |
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17:09 |
Fixer |
where i can upload it? it is 40mb |
17:11 |
Fixer |
maybe i can split it up into many zips and post on github |
17:12 |
millersman |
i don't remember how you shared it last time, i don't have anything except dropbox |
17:15 |
red-002 |
https://transfer.sh ? |
17:17 |
Fixer |
red-002: ty, will try now |
17:20 |
Fixer |
millersman: try this https://transfer.sh/3o6pn/waterflow.zip |
17:21 |
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17:23 |
Fixer |
millersman: is it working for you? |
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17:27 |
millersman |
Fixer: Download worked, have to setup minetest to test it |
17:27 |
Fixer |
if archive is correct, it is cool, added to bookmarks |
17:27 |
millersman |
And compilation worked also |
17:31 |
sfan5 |
millersman: seems like you found the correct build scripts |
17:31 |
sfan5 |
the problem you encountered is already described in an issue here https://github.com/minetest/minetest/issues/3026 |
17:35 |
Fixer |
ha, debians one is probably older |
17:38 |
millersman |
sfan5: unfortunately it doesn't start, looks like functions for the c++standard lib aren't found, e.g. thread::start_thread or so |
17:38 |
Fixer |
millersman: did you copy libgcc_s_seh-1 and libstdc++-6 to your /bin ? |
17:38 |
sfan5 |
^ |
17:39 |
Fixer |
those files can be found in mingw64 libs i think |
17:39 |
sfan5 |
and i'm pretty sure it avoid c++11 threads on windows on purpose |
17:40 |
Fixer |
/usr/lib/gcc/x86_64-w64-mingw32/4.6/ or so |
17:40 |
sfan5 |
nvm it actually tries using c++11 threads |
17:41 |
Fixer |
libgcc_s_seh-1.dll or LIBGCC_S_SJLJ-1.DLL / and this one libstdc++-6.dll |
17:41 |
Fixer |
http://arrayfire.com/cross-compile-to-windows-from-linux/ |
17:47 |
milllersman |
yeah, it runs... took me just some time to locate the DLLs on my system where they are in /usr/x86_64-w64-mingw32/bin/ |
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18:45 |
milllersman |
Fixer: The world you uploaded looks different from what I had for testing, the other one was more like a fragment from a very active server. But the lavafalls should work too |
18:50 |
milllersman |
Fixer: And also found the log of our original conversation with the link to the world I was looking for |
18:54 |
Fixer |
nice |
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20:27 |
paramat |
i'd also like to have lhofhansl as a core dev if he wants to |
20:30 |
red-001 |
would anyone have time to review #4472 ? |
20:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/4472 -- Make serverlist searchable. by red-001 |
20:30 |
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20:38 |
garywhite |
Does anyone know where I can get the Minetest packages in .deb format? |
20:39 |
red-001 |
https://launchpad.net/~minetestdevs/+archive/ubuntu/stable ? |
20:40 |
garywhite |
ok, lemme log in via Linux now so I can follow the link |
20:41 |
garywhite |
Got the link |
20:42 |
paramat |
nore sfan5 (ShadowNinja rubenwardy) 3D torches is ready for merge game#1325 the new ceiling torch has been added please review, can we merge now? |
20:42 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1325 -- Merge 'torches' mod as default:torch. by sofar |
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20:58 |
garywhite |
Unfortunately, the repository will not install |
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21:10 |
milllersman |
paramat: there's no need to do a partial implementation for #4061, got it almost working... before my system broke... so i'm currently redoing it on the laptop |
21:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
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21:10 |
paramat |
ok |
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21:11 |
milllersman |
i hope to have it ready for commit after this weekend |
21:19 |
Fixer |
fingers crossed |
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22:30 |
paramat |
hi milllersman could you fix the join / leave spam coming from your connection? |
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23:20 |
Fixer |
paramat: just disable those pesky join/leave messages |
23:21 |
cheapie |
Could anybody please take a look at this line and see where I should split it? I've been told it's too long, but I don't know enough of C++ or MT's style guidelines to determine where to split it: https://github.com/minetest/minetest/pull/4802/files#diff-baa4d2d0ffafdec2b86baf065fba252bR2190 |
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23:48 |
rubenwardy |
ga,e |
23:48 |
rubenwardy |
game#1179 rebased |
23:48 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1179 -- Add simple fast inventory by rubenwardy |
23:49 |
rubenwardy |
sofar ^ |
23:49 |
paramat |
cheapie split at 80 columns (if tab size is set to 4) or a max of 90 columns if 90 makes it significantly more readable |
23:49 |
* cheapie |
sets his tab size to 4 and looks again |
23:50 |
cheapie |
OK, I see your point. Where should I split it? I don't know enough C++ to tell where I can and can't. |
23:52 |
paramat |
after '!=' |
23:52 |
cheapie |
OK, and am I supposed to have the next line indented in that case? |
23:52 |
paramat |
then 2 indents for the next line |
23:52 |
cheapie |
OK, thanks. |
23:53 |
paramat |
to distinguish from the lines following |
23:53 |
cheapie |
I'll push it in a second. |
23:53 |
paramat |
and a space after the 'if' |
23:55 |
cheapie |
OK, here's what I have now: https://github.com/cheapie/minetest/blob/cd6eae51b76bc08e0a6f682d3cf0ae3e592e84ed/src/environment.cpp#L2190 |
23:55 |
paramat |
fine, but space before the final { on L2191 |
23:57 |
cheapie |
Done: https://github.com/cheapie/minetest/blob/4e28e9d5347a321c477e3473b62e8a4c4b5ebc84/src/environment.cpp#L2191 |
23:57 |
paramat |
and see http://dev.minetest.net/Code_style_guidelines |
23:57 |
paramat |
yeah good |
23:58 |
cheapie |
That looks handy... |
23:58 |
* cheapie |
bookmarks that |