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01:34 |
zorman2000 |
paramat: Thanks for the biomes info. I didn't knew that mgv5 also had biomes |
01:35 |
zorman2000 |
paramat sfan5 est31 #4774 is almost there!! |
01:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/4774 -- Adding particle blend, glow and animation by sfan5 |
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paramat |
http://i.imgur.com/4JhWkQG.png dangerous stairs |
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07:14 |
paramat |
hi hmmmm, saw your message, don't concern yourself with #4061 that is reviewed and approved now. thought i'd notify you of #4829 in case you want to add input |
07:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
07:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/4829 -- Mapgen: Make mgv7 the default mapgen by paramat |
07:15 |
hmmmm |
oh no it's fine I actually did look at it a little bit |
07:15 |
hmmmm |
didn't get too in depth but it seemed alright |
07:15 |
hmmmm |
it's a lot of work to do a real review above what a static code analyzer could do |
07:16 |
paramat |
i guess i'll merge 4061 now, guys shall i merge #4827 too? |
07:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/4827 -- Update credits by Zeno- |
07:17 |
paramat |
that could perhaps wait until closer to release |
07:17 |
hmmmm |
i mean it's one thing to do a 'code review' and it's another to actually understand what the code does, how, and why |
07:18 |
hmmmm |
if i know i can't add value i'd rather not pretend to |
07:19 |
paramat |
i'll merge 4061 4827 in a moment |
07:20 |
hmmmm |
well hold off on 4827 for a minute |
07:20 |
hmmmm |
this is not some kind of code that needs code review, it's a policy change |
07:20 |
hmmmm |
how many people agree with you? |
07:21 |
hmmmm |
i hoped to see a lot of "wow great +1" in the comments but.. not really |
07:22 |
paramat |
4827 is update credits |
07:22 |
hmmmm |
whoops |
07:22 |
hmmmm |
i confused it to 4829 |
07:22 |
paramat |
ah thought so |
07:24 |
hmmmm |
i don't want to hold up 4061, but |
07:24 |
hmmmm |
there are minor things like two identical access specifiers next to each other in a class definition |
07:24 |
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07:24 |
hmmmm |
the bracket is on a single line for a class which it shouldn't be |
07:25 |
hmmmm |
and the entire ReflowScan class is really an interesting choice to be a class |
07:25 |
paramat |
no problem i won't merge then |
07:25 |
hmmmm |
actually nevermind on that one, it makes sense because of how much state is being shared between private helper methods |
07:25 |
paramat |
credits can wait too |
07:26 |
hmmmm |
but these are dumb style errors |
07:27 |
hmmmm |
it's not worth holding up a PR for it that's been waiting a while |
07:27 |
paramat |
ok cool |
07:27 |
hmmmm |
i can't do a meaningful review without putting some serious time in it |
07:27 |
hmmmm |
sorry |
07:27 |
paramat |
that's ok |
07:27 |
hmmmm |
can you just fix it up right before you merge? |
07:27 |
paramat |
yeah |
07:28 |
hmmmm |
errr wait actually nevermind you can't do that anymore unless you were to do the old way of merging PRs |
07:28 |
paramat |
i'm able to alter a PR on merge |
07:28 |
hmmmm |
? |
07:29 |
hmmmm |
you'd have to pull it to your local repo, cherry pick, modify, amend, then push |
07:29 |
hmmmm |
maybe i'm just lazy but i wouldn't say it's worth it |
07:30 |
paramat |
could you add line comments to explain the needed style changes? |
07:31 |
hmmmm |
mmm |
07:32 |
hmmmm |
it makes me look petty if those are my only comments on a PR |
07:33 |
paramat |
to alter on merge i do: git clone, wget patch, git am patch, alter, git add, git commit -amend, git push |
07:33 |
paramat |
this keeps the original author |
07:33 |
hmmmm |
git fetch <user's repo URL> <branch name> |
07:34 |
hmmmm |
git cherry-pick commit-ID |
07:34 |
hmmmm |
modify |
07:34 |
hmmmm |
git commit -a --amend, git push |
07:35 |
paramat |
so, it should be 'class ReflowScan {' |
07:36 |
paramat |
i'm just unclear about 'two identical access specifiers next to each other in a class definition' |
07:36 |
paramat |
i can alter on merge no problem |
07:36 |
hmmmm |
i did it |
07:36 |
paramat |
ok |
07:37 |
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07:37 |
paramat |
i see |
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11:24 |
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11:24 |
Zeno` |
I suggest reverting https://github.com/minetest/minetest/commit/f8fd43 because people are complaining that it causes FPS drops (yeah, yeah, I know...) |
11:24 |
Wuzzy |
hi. any comments on this?: https://github.com/minetest/minetest/issues/4844 |
11:24 |
Wuzzy |
oops I mean https://github.com/minetest/minetest/issues/4843 |
11:25 |
Wuzzy |
Zeno`: WTF? how is this even possible |
11:26 |
Zeno` |
I don't know. I don't even know why it was necessary to merge |
11:26 |
Zeno` |
anyone who is doing rendering work already knows how to enable wireframe mode |
11:26 |
Wuzzy |
does it cause fps drop for you? |
11:26 |
Zeno` |
Wuzzy, my *guess* is that it's less aggressive at culling things |
11:27 |
Zeno` |
not really, but lots of things that are performance issues don't affect me |
11:27 |
Zeno` |
this is a debug feature and people expect it to be optimised. I disagree with that |
11:28 |
Wuzzy |
and i cant reproduce the claim that it causes fps drops ... hmmmmmmmmmmmmmmm |
11:28 |
Wuzzy |
do you know when this is supposed to cause an fps drop? |
11:28 |
Zeno` |
I can't reporoduce either but I am suspecting culling |
11:29 |
Zeno` |
looking down also has issues apparently... (which I can see)... things go black |
11:29 |
Zeno` |
but this is a DEBUG thing |
11:29 |
Zeno` |
not for a user |
11:29 |
Wuzzy |
any way, i dont care if the wireframe gets removed again. |
11:29 |
Wuzzy |
but it would be silly if a feature gets nuked based on false or obscure claims |
11:29 |
Zeno` |
as a dev I don't give a single wit whether it's optimised or imperfect because it does not affect a normal player |
11:30 |
Wuzzy |
:) |
11:30 |
Wuzzy |
oh, i guess i just reproducet the claim |
11:31 |
Wuzzy |
its simple: Just make sure you force MT to load many MapChunks (or how they are called), then go into far view mode to make fps drop to 30 or so. if you then go to wireframe mode you will see a second very notabl fps drop to 20 or so |
11:32 |
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11:33 |
Zeno` |
Wuzzy, but does it matter? |
11:33 |
Wuzzy |
but honestly, i couldn't care less. :P might be a bit inconvenient to be forced to press f5 another time for players who just use debug mode to see coords |
11:33 |
Zeno` |
As a dev I, personally, am kind of used to suboptimal stuff |
11:33 |
Wuzzy |
but at the end of the day, no. it does not really matter IMO |
11:33 |
Zeno` |
if I am debugging then I expect things to be slower |
11:34 |
Wuzzy |
so, any comments on <https://github.com/minetest/minetest/issues/4843>? |
11:36 |
Wuzzy |
Zeno`: I might post an issue about wireframe making things slower, though. you know, for "documentation purposes" (aka gets ignored eternally ;-) ) |
11:37 |
Fixer |
Zeno`: additional wireframe mode drops fps? how much slower? |
11:37 |
Wuzzy |
Fixer: For me, it's from 30 to 20 in far view mode |
11:38 |
Wuzzy |
Fixer: But at 60 FPS in non-far view mode, i see no drop |
11:38 |
Fixer |
Wuzzy: when it is enabled? or when it is disabled? you compared builds with and without it? |
11:38 |
Wuzzy |
uhh what? |
11:39 |
Wuzzy |
wireframe mode is enabled with F5 |
11:39 |
Wuzzy |
I use compiled version... |
11:39 |
Wuzzy |
8a7dc838a8c1f8f2a5e9b710a8ee27d4d00715f9 to be precise |
11:39 |
Zeno` |
honestly, IMO if a dev has a problem with the performance of the wireframe mode then *that* dev should fix it |
11:39 |
Fixer |
if i understand correctly if you just compile with this mode available, it will be slower, no? |
11:39 |
Fixer |
or it is performance problem of this wireframe mode? |
11:39 |
Wuzzy |
what what whaaaaat |
11:39 |
jin_xi |
ugh. whole point of initial wireframe suggestion was to make overdraw visible and do something about it |
11:39 |
Zeno` |
I'm certainly not even bothered enough to look into it |
11:40 |
Zeno` |
fps drop? Yeah you're in a debug mode. Accept it, fix it, or move on |
11:40 |
Wuzzy |
if merely compiling wireframe mode would make MT slower, that would be indeed very bad |
11:40 |
jin_xi |
that is clearly not the case. |
11:40 |
Fixer |
wireframe mode is useful for debugging culling and other rendering stuff, it maybe slower, but if normal mode is OK, i don't think it is a problem |
11:41 |
Fixer |
Zeno`: but fps in normal mode is good? |
11:41 |
Fixer |
people are not meant to play in wireframe mode %) |
11:41 |
Zeno` |
Fixer, no... I'm saying that comparing the performance of wireframe mode to how the game is meant to be played is... well, it's not an issue for me |
11:42 |
Fixer |
Zeno`: same for me, it is for debug, fps is not critical in this mode and tbh it was very playable in this mode |
11:43 |
Zeno` |
response should be: don't play in debug mode -- it's for debugging |
11:43 |
Fixer |
yes |
11:43 |
Fixer |
people who need it - will turn it with F5 |
11:43 |
Fixer |
on servers wireframe mode is dissalowed |
11:43 |
Fixer |
problem solved |
11:44 |
Fixer |
there is no problem in the first place why i'm even texting this |
11:45 |
Wuzzy |
there, issue posted: https://github.com/minetest/minetest/issues/4850 |
11:45 |
Wuzzy |
have fun mauling it xD |
11:51 |
Zeno` |
celeron55 what is your view? |
11:52 |
Zeno` |
is an fps drop when using wireframe mode somehow a performance regression or not? |
11:52 |
Zeno` |
I don't know why, btw, there is an fps drop in wireframe mode but that's only because I don't care enough to look into it |
11:53 |
celeron55 |
wtf are you even talking about |
11:53 |
Zeno` |
read up. People are experiencing FPS drops when using the debug wireframe mode |
11:54 |
Zeno` |
personally I don't think this an issue at all but *shrug* |
11:54 |
celeron55 |
why are they using debug wireframe mode |
11:54 |
Zeno` |
fuck knows |
11:55 |
Zeno` |
and that they experience FPS drops in a dev-only mode means little to me (I just don't care) |
11:55 |
celeron55 |
well fuck cares then |
11:55 |
Zeno` |
but maybe it can be explained |
11:55 |
Fixer |
Wuzzy: what is far view mode? R? |
11:55 |
Wuzzy |
yes |
11:55 |
Fixer |
I don't have such fps drop at all |
11:56 |
Zeno` |
they should try playing the game using valgrind :D |
11:56 |
Wuzzy |
as i already said, i actually couldnt care less about wireframe mode either. :P |
11:57 |
Zeno` |
I really don't care but I could not explain to the person why there is an fps drop. I guessed that it was because there was less culling but I cbf looking at the code |
11:57 |
celeron55 |
it's like giving kids ice cream and then they complain it tastes bad |
11:57 |
Zeno` |
well, bad ice cream is a whole different issue! |
11:58 |
Fixer |
can't reproduce any fps drop in that mode |
11:58 |
celeron55 |
eat the real food instead if you don't like the ice cream |
11:58 |
Zeno` |
yes. bacon |
11:59 |
Fixer |
Zeno`: culling is the same in both modes i think |
11:59 |
Zeno` |
Fixer, I dunno. I haven't looked at the code because I don't think it's an issue |
12:00 |
Zeno` |
<Zeno`> honestly, IMO if a dev has a problem with the performance of the wireframe mode then *that* dev should fix it |
12:00 |
Zeno` |
:) |
12:01 |
Zeno` |
most (nearly all?) debug stuff is not optimised in any way at all |
12:01 |
Zeno` |
why should it be? |
12:02 |
Zeno` |
anyway, it seems we're all in agreement |
12:04 |
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12:14 |
est31 |
wireframe mode is not made for fast fps |
12:14 |
est31 |
its made for developers |
12:14 |
est31 |
its also not a "regression" as the commit only added the option to enable wireframe mode |
12:17 |
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12:23 |
Zeno` |
est31, that's why I'm writing a PR now to add a flux capacitor |
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13:59 |
Wuzzy |
3rd try... |
13:59 |
Wuzzy |
any comments on <https://github.com/minetest/minetest/issues/4843>? |
14:12 |
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17:17 |
Fixer_ |
found new lighting bug |
17:18 |
Fixer_ |
https://i.imgur.com/eHzVWLU.jpg |
17:19 |
Fixer_ |
https://i.imgur.com/UV7O8Rh.jpg |
17:49 |
Fixer_ |
https://github.com/minetest/minetest/issues/4852 |
17:52 |
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18:24 |
sfan5 |
sofar: are you saying the hunger mod writes to the *mod* directory to store world-specific values? |
18:25 |
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18:36 |
sofar |
sfan5: no, hunger actually uses a hidden player inventory, so that ends up living in the /players/ folder |
18:36 |
sofar |
but for instance, the `stamina` mod I made puts data in to /datastorage/ |
18:36 |
sfan5 |
in minetest/mods/? |
18:37 |
* sofar |
looks and actually sees he hasnt used datastorage yet in stamina, either, lol |
18:37 |
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18:38 |
sofar |
sfan5: no, not in minetest/mods/ |
18:38 |
sfan5 |
then that PR doesn't change the behaviour |
18:39 |
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18:39 |
sofar |
so currently mods can read mod folder data? |
18:40 |
sfan5 |
can't with security enabled |
18:40 |
sfan5 |
mods can read everything in the world folder anyway |
18:41 |
sofar |
so my criticism of some mod stealing e.g. an IRC mod credentials coded in a lua file would still be valid |
18:41 |
sfan5 |
yeah |
18:43 |
sofar |
but yes, I think I misunderstood that part about *what* is readable :) |
18:44 |
sfan5 |
the world folder was always read+write for mods |
18:44 |
sofar |
yes, and that's likely unavoidable |
18:45 |
sofar |
the attack vector of "player gets command block" is likely going to remain a risk at all times, though |
18:46 |
sofar |
any server operator that has one of those on their server should reconsider running a server :) |
18:49 |
sfan5 |
why? |
18:49 |
sfan5 |
command blocks are "player-owned" which means they execute commands with the permissions of their placer |
18:49 |
sfan5 |
at least the ones i've seen |
18:50 |
sofar |
because if the player can execute lua, he can read mod code? |
18:50 |
sofar |
maybe it would require //lua from worldedit |
18:50 |
sfan5 |
command blocks are usually for commands not lua |
18:51 |
sfan5 |
and if you grant any player the server priv, good luck |
18:51 |
sfan5 |
("server" is needed for //lua) |
18:51 |
sofar |
defense in depth |
18:52 |
sofar |
no matter how far fetched an approach may seem, people will figure out a way past unlikely scenario #1, #2, #3 etc. |
18:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/1 -- GlowStone code by anonymousAwesome |
18:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/2 -- Burned wood |
18:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/3 -- Furnace segfault |
18:52 |
Krock |
heh |
18:52 |
sfan5 |
good job ShadowBot |
18:53 |
* sofar |
smacks ShadowBot |
18:53 |
Krock |
at least it works :3 |
18:53 |
sofar |
and quick too |
18:53 |
Amaz |
Unlikely scenario glowstone, burned wood, furnace segfaults :P |
18:53 |
sofar |
does it kick itself if I make it quote 5+ bugs? :) |
18:56 |
sofar |
a simple way around schematics inside mod folders would be |
18:56 |
sofar |
copy them to the worldfolder on init |
18:56 |
sfan5 |
sofar: actually you are wrong |
18:56 |
sofar |
it doesn't kick itself? :) |
18:56 |
sfan5 |
if you grant a player the "server" priv it's game over |
18:56 |
sfan5 |
lua doesn't matter |
18:56 |
sfan5 |
you can do /set secure.security_enabled false with that priv |
18:57 |
sfan5 |
that is explicitly allowed since builtin doesn't run in a secure env: https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_util.cpp#L81 -- https://github.com/minetest/minetest/blob/master/src/script/cpp_api/s_security.cpp#L244 |
18:57 |
sofar |
is there a (hypothetical) situation where a player may be capable of getting a commandblock and then change the owner of the block to an admin? |
18:58 |
sofar |
e.g. I trick the admin to taking over my house? |
18:58 |
sfan5 |
uh no |
18:58 |
sofar |
social engineering |
18:58 |
sofar |
"please add my extension to your structure" |
18:58 |
sfan5 |
that is no command for changing owner |
18:58 |
sfan5 |
you'd have to manually come up with something |
18:58 |
sofar |
well remove area, add new area |
18:58 |
sfan5 |
no |
18:59 |
sfan5 |
command blocks are like locked chests |
18:59 |
sfan5 |
area protection (if any) doesn't matter |
18:59 |
sofar |
a mod could possibly do that |
18:59 |
sfan5 |
indeed |
18:59 |
sfan5 |
a mod could also have a bug that changes the owner of a different node |
18:59 |
sfan5 |
you cannot protect against every scenario |
18:59 |
sofar |
you can try |
19:00 |
sfan5 |
it will be tireless work and unnecessary in 99.99% cases |
19:00 |
sfan5 |
okay i'll wait while you do that and we stop updating minetest_game |
19:00 |
sofar |
that's a cop-out |
19:00 |
sofar |
at least you should acknowledge the problem |
19:00 |
sofar |
I'm not saying "fix all the bugs now" |
19:00 |
sfan5 |
i'm not saying that it isn't a problem |
19:01 |
sfan5 |
i'm saying that it is unnecessary to try to fix all ways despite their unlikelyness |
19:01 |
Krock |
some problems have priority over others |
19:01 |
sofar |
well some things are making the problem worse |
19:01 |
sofar |
allowing every mod to read all other mod code, for instance |
19:01 |
sofar |
that's really bad |
19:02 |
sofar |
I don't care how unlikely it would be |
19:02 |
sofar |
I'd want that plugged |
19:02 |
sofar |
that's just my experience and perspective, though, I get what your perspective is too |
19:03 |
Amaz |
I'd like a fix that means I don't have to keep on telling people to disable security in order to run LOTT... It seems stupid that a mod can't read data in its *own* folder. |
19:03 |
sofar |
Amaz: if the mod copies it's data from the mod folder to the world folder on init, the problem is gone |
19:03 |
sfan5 |
the PR we're discussing is a workaround for that |
19:03 |
sfan5 |
sofar: no that's an even worse workaround |
19:04 |
sfan5 |
what if the mod includes the 80MB collection of some text |
19:04 |
Amaz |
sofar: That seems very messy. |
19:04 |
sfan5 |
s/the/an/ |
19:04 |
sofar |
yawn? |
19:04 |
Wuzzy |
OK, my 4th and final try for today: |
19:04 |
Wuzzy |
any comments on <https://github.com/minetest/minetest/issues/4843>? |
19:04 |
sfan5 |
ideally it could be fixed the proper way but that doesn't seem possible |
19:04 |
sofar |
Wuzzy: I euh... looks ok? |
19:05 |
sfan5 |
Wuzzy: i agree that it's inconsistent, not sure about the proposed syntax |
19:05 |
sfan5 |
some commands may be more complicated than that propoal permits |
19:05 |
sofar |
I don't think a mod should even be able to read its own assets after init |
19:05 |
Amaz |
Why should it be necessary to have 20 different copies of some schematics?? |
19:05 |
Wuzzy |
the proposed syntax is closely based on what is already used |
19:05 |
Wuzzy |
sfan5: example? |
19:05 |
sfan5 |
dunno |
19:05 |
sfan5 |
i said "may" |
19:06 |
sfan5 |
sofar: say goodbye to either 1) your ram or 2) your storage space |
19:06 |
Wuzzy |
sfan5: Even if, I would strongly recommend any modder to even dare to introduce such a command and thus unleash True Evil unto the Minetest ;) |
19:07 |
sofar |
sfan5: it's a point, but at the benefit of entirely removing the entire problem |
19:07 |
sfan5 |
but that doesn't work |
19:07 |
sofar |
how many 80mb mods exists that would need copying? |
19:07 |
Wuzzy |
any command which is more complex than this syntax is probably way too overcomplex and it might be considered to be rethought |
19:07 |
Wuzzy |
There are 80mb mods? O_O |
19:07 |
sfan5 |
i hope not |
19:08 |
sfan5 |
but it doesn't eliminate the problem |
19:08 |
Fixer |
my mod folder is 800 mb |
19:08 |
Fixer |
with .git |
19:08 |
Wuzzy |
*check calender*. nope. its not april 1 |
19:08 |
sofar |
biggest I think is ambiance, but that's all sounds (so not shared stuff) |
19:08 |
sfan5 |
what if i need 4gb of things at runtime? |
19:08 |
sfan5 |
just put it into secure_mods but why? |
19:08 |
sfan5 |
it doens't need to access anything else |
19:09 |
sfan5 |
these are all hypotethical |
19:09 |
Wuzzy |
argh crap I guess even if I start a PR about this command issue right now it probably wont get merged before feature freeze, am I right? |
19:09 |
sfan5 |
Wuzzy: no |
19:09 |
sfan5 |
the feature freeze is tomorrow |
19:09 |
Wuzzy |
in which time zone? |
19:09 |
sfan5 |
UTC i guess |
19:10 |
sofar |
sfan5: I wouldn't want a mod with 4gb of assets, ever (and I'd prefer it if I had to manually get the content into the worldfolder, too) |
19:10 |
Wuzzy |
cuz if its utc i only have 5h left PLUS i have to get devs to look at it... hmmm |
19:10 |
sfan5 |
sofar: yeah these examples are not realistic |
19:10 |
sfan5 |
but removing the ability to read at runtime is also just a workaround and can't solve the problem 100$ |
19:10 |
sfan5 |
s/\$/%/ |
19:11 |
sfan5 |
just as the PR is only a workaround too |
19:11 |
sfan5 |
s/as/like/ |
19:11 |
Wuzzy |
guess what? screw it. my feature request is not that important to me anyway. i am not going to do a quick and dirty cobbled pr only to get it in before freeze |
19:12 |
sofar |
Wuzzy: right, it would be terribly short |
19:12 |
Fixer |
https://github.com/minetest/minetest/issues/4853 |
19:12 |
Wuzzy |
woah these screenshots look CrAzY |
19:14 |
sofar |
standard TNT :D |
19:16 |
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19:33 |
Fixer |
https://github.com/minetest/minetest/pull/4682 gives good results to me |
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19:38 |
nrzkt |
est31, interesting, android studio permit to link a cmake project with gradle |
19:39 |
nrzkt |
it's new |
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23:16 |
VanessaE |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L620 some clarification is needed... why are the bits described at line 630 different from the ones immediately prior? |
23:18 |
VanessaE |
hm, nevermind, I see the issue. the values 0-7 should be 0x0 - 0x07. |
23:18 |
VanessaE |
otherwise the text looks like it's contradicting itself. |
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23:50 |
red-001 |
#4472 |
23:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/4472 -- Make serverlist searchable. by red-001 |
23:52 |
red-001 |
sofar, it would only be around 20 - 30 lines shorter if the search didn't use keywords |
23:52 |
sofar |
red-001: I still hate it, sorry |
23:53 |
red-001 |
why is that? |
23:53 |
sofar |
the keywords make it really complex, and you put 2 features into 1 commit |
23:54 |
sofar |
I don't mind people making an API, and using it in 1 commit |
23:54 |
sofar |
since adding an unused API is weird |
23:54 |
red-001 |
unused api? |
23:54 |
sofar |
but I really don't like "add feature X and on top of that, feature Y" |
23:54 |
sofar |
well essentially the search bar is an interface |
23:54 |
sofar |
maybe not an API, but certainly a documented interface |
23:55 |
sofar |
did you add docs for the keyword stuff? |
23:56 |
red-001 |
wait do you mean the stuff like "pvp:on" or "damage:false" when you say keyword? |
23:57 |
sofar |
yes |
23:57 |
sofar |
everything except just text search |
23:57 |
red-001 |
that gets added in https://github.com/minetest/minetest/pull/4472/commits/1e2777925205c144934570aefb889d770b96e955 |
23:58 |
sofar |
ohh, so you did split it out? |
23:58 |
red-001 |
yeah |
23:58 |
sofar |
I must have missed that, sorry |
23:58 |
red-001 |
into three commits |