Time |
Nick |
Message |
00:01 |
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00:15 |
Fixer |
i will look after sleep |
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07:31 |
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07:54 |
paramat |
here are the 2 PRs that improve robustness but also fix 2 types of crash reported in #4923 |
07:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/4923 -- map_generation_limit trigger server crash |
07:54 |
paramat |
#4941 game#1468 |
07:54 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1468 -- Boats: Avoid crash if boat pos over limit by paramat |
07:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/4941 -- Builtin/../falling.lua: Avoid crash when object pos over limit by paramat |
07:55 |
paramat |
please review, these need merging for release |
08:08 |
est31 |
paramat: +1 to #4941 |
08:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/4941 -- Builtin/../falling.lua: Avoid crash when object pos over limit by paramat |
08:12 |
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08:13 |
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08:14 |
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08:27 |
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08:28 |
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08:36 |
paramat |
thanks |
08:53 |
sfan5 |
paramat: why do a lua workaround |
08:54 |
sfan5 |
add_entity can return nil anyway, but instead of requiring all mods to be fixed so they run correctly on .15 |
08:54 |
sfan5 |
you could just workaround this in c++ |
08:56 |
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08:57 |
est31 |
no |
08:57 |
est31 |
thats bad |
08:57 |
est31 |
just dropping the entity addition if its outside of the are is not good |
08:57 |
est31 |
area |
08:57 |
est31 |
I mean, for example if you press q, you should not be able to drop if you are on world edge |
08:57 |
est31 |
your stuff shouldnt get eaten |
08:58 |
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08:59 |
paramat |
at first i did a workaround in core #4936 |
08:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/4936 -- Objectpos_over_limit: Use max map gen limit by paramat |
09:01 |
paramat |
the full discussion is in #4923 with my thinking |
09:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/4923 -- map_generation_limit trigger server crash |
09:01 |
est31 |
that pr makes no sense at all (4936) |
09:01 |
est31 |
just add checks to lua |
09:01 |
est31 |
that's the proper way to resolve it |
09:01 |
paramat |
and the boat code needs to cope with an object over pos anyway, for other situations |
09:02 |
paramat |
as does the falling code |
09:05 |
sfan5 |
est31: about #4940: why is there an option to disable it? / the build seems to fail on most cmake versions (see travis) |
09:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/4940 -- Don't ship with broken languages by est31 |
09:06 |
est31 |
sfan5: well dunno, if you have e.g. proper fonts you might want to disable it |
09:06 |
est31 |
without having to edit the source |
09:06 |
est31 |
(some of the languages are blacklisted bc of fonts, right?) |
09:06 |
sfan5 |
i'm pretty sure minetest always uses the builtin fonts |
09:06 |
sfan5 |
yes |
09:07 |
sfan5 |
tho that might be different with distro packages |
09:07 |
est31 |
you can set the font in minetest.config |
09:07 |
est31 |
afaik |
09:07 |
paramat |
game1468 is coded so that the boat is not eaten if over limit |
09:07 |
est31 |
yes |
09:07 |
est31 |
that is only possible if you don't do an "engine workaround" |
09:07 |
est31 |
I mean how would that look like |
09:08 |
est31 |
you could either eat the item |
09:08 |
est31 |
or you could start a search for placing the item somewhere else |
09:08 |
est31 |
both are bad solutions imo |
09:09 |
est31 |
thats why I made this commit the way it is |
09:09 |
est31 |
https://github.com/minetest/minetest/commit/f61f817b9c170942a5b3ce3591125c2191645cd0 |
09:10 |
sfan5 |
hm right it needs fixing anyway |
09:10 |
est31 |
yes |
09:11 |
sfan5 |
a play might also attempt to drop an item in the void during fly+noclip |
09:11 |
sfan5 |
player* |
09:12 |
est31 |
yes |
09:12 |
est31 |
it will trigger a nil as well when the entity spawns |
09:24 |
sfan5 |
pushing http://sprunge.us/WPbV in 10 mins |
09:26 |
est31 |
sfan5: maybe set it to false? |
09:26 |
sfan5 |
no |
09:26 |
sfan5 |
CHECK_SECURE_PATH_POSSIBLE_WRITE will set it to false if needed |
09:27 |
sfan5 |
if you set it to false you break writing to Setting() objects with mod security disabled |
09:27 |
est31 |
ok |
09:28 |
est31 |
yes |
09:28 |
est31 |
+1 to the change |
09:28 |
sfan5 |
pushing now them |
09:30 |
nrzkt |
instead of eating entities when map limit occur, just teleport it to the near valid coordinates and block movements over limit by ignoring movement orders when trying to go outside limits |
09:37 |
est31 |
or just return to lua that the entity is out of borders, like i did |
09:52 |
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09:52 |
tenplus1 |
hifolks |
09:52 |
tenplus1 |
pull #4943 |
09:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/4943 -- Security check crashing game |
09:54 |
sfan5 |
for fucks sake |
09:54 |
tenplus1 |
sorry dude |
09:55 |
sfan5 |
no not you |
10:04 |
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10:06 |
paramat |
well we always have the option of turning mod security off for release |
10:06 |
tenplus1 |
that's the thing, I HAVE mod security disabled in .conf |
10:06 |
tenplus1 |
still crashed |
10:06 |
paramat |
lol |
10:08 |
paramat |
'minetest chaos development' |
10:09 |
tenplus1 |
indeed... |
10:09 |
tenplus1 |
back laters |
10:09 |
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10:15 |
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10:19 |
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10:30 |
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10:33 |
paramat |
so how about we revert those 2 mod security commits and turn security off? |
10:34 |
paramat |
the ninj may not be around for a long time |
10:36 |
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10:36 |
paramat |
the plan was, if we didn't get this working for release we would turn it off for release |
10:38 |
paramat |
ShadowNinja you about? |
10:38 |
est31 |
paramat: I dont think this is a good approach |
10:38 |
est31 |
lets give ShadowNinja 24 hours to fix the issue |
10:39 |
est31 |
and after that we can turn security off |
10:39 |
est31 |
maybe revert his changes too, dont think this will be very useful though |
10:39 |
est31 |
once mod security is turned off |
10:42 |
paramat |
indeed i'm not sure what's best, but reverting means returning to what we know worked (with security off), whereas fixing may take a long time and may create further bugs |
10:45 |
paramat |
i don't care about stuff being broken with security on, but when it becomes broken with it off that's really serious |
10:47 |
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11:10 |
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11:14 |
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11:18 |
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11:24 |
paramat |
anyway, revert or not, one thing is certain, mod security should be turned off for this release, as the issues are far from settled |
11:28 |
est31 |
why not give ShadowNinja 24 hours |
11:30 |
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11:31 |
paramat |
it's too risky to turn it on for release, with bugs still arising and complex work still being done. i'm not insisting on a revert, just the setting :] |
11:35 |
paramat |
back in an hour to merge my PRs |
11:37 |
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11:55 |
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11:56 |
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12:09 |
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12:11 |
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12:17 |
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12:18 |
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12:34 |
Wuzzy |
Has someone written a news post on the important detached inventory bugfix lately? I think modders need to be aware |
12:35 |
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12:38 |
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12:43 |
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12:50 |
sfan5 |
est31: the release is in less than 24 hours |
12:52 |
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12:53 |
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12:55 |
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13:01 |
est31 |
sfan5: well, lets disable it now then |
13:02 |
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13:05 |
paramat |
i'll merge #4941 in a moment and game#1468 afterwards (simple and trivial but reviews welcome) |
13:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1468 -- Boats: Avoid crash if boat pos over limit by paramat |
13:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/4941 -- Builtin/../falling.lua: Avoid crash when object pos over limit by paramat |
13:06 |
sfan5 |
pushing revert for 59f84ca and disabling commit as soon as i've verified that it works |
13:06 |
sfan5 |
pushed |
13:07 |
est31 |
sfan5: dont revert |
13:08 |
sfan5 |
it was broken whether you had mod_security enabled or not |
13:08 |
sfan5 |
it's needed |
13:08 |
est31 |
oh |
13:08 |
est31 |
well |
13:08 |
est31 |
then its an issue i guess |
13:08 |
est31 |
but your other commit is wrong |
13:08 |
est31 |
https://github.com/minetest/minetest/commit/5053cd9b3ff40803ccf69e131a96356a50993c9d |
13:09 |
est31 |
it needs change in minetest.config.example and settingstypes.txt too |
13:09 |
sfan5 |
ah right |
13:09 |
Fixer |
Wuzzy: i wrote it in my 0.4.14dev topic |
13:09 |
paramat |
thanks |
13:10 |
est31 |
sfan5: didnt your patch fix the issue? |
13:10 |
sfan5 |
!! force pushing fix for my latest commit !! |
13:10 |
sfan5 |
which patch? |
13:10 |
est31 |
sfan5: it makes no sense to rever thee commit |
13:10 |
est31 |
revert |
13:10 |
est31 |
https://github.com/minetest/minetest/commit/cc7c31a5bc44ab0010997e86c0a8c9f5f832b398 |
13:11 |
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13:11 |
est31 |
it should have fixed the issue tenplus1 experienced, at least when mod security is off |
13:11 |
est31 |
without a revert of the commit needed |
13:11 |
sfan5 |
hm |
13:11 |
sfan5 |
lemme test that |
13:12 |
* est31 |
force pushes a removal of the last two commits by sfan5, they are not finalized yet |
13:12 |
sfan5 |
no |
13:12 |
sfan5 |
wait |
13:12 |
paramat |
lol |
13:12 |
est31 |
right now the ten minute rule still applies |
13:12 |
sfan5 |
well seems to work |
13:12 |
sfan5 |
i'll remove the revert |
13:12 |
sfan5 |
sorry for not checking |
13:12 |
est31 |
ok |
13:13 |
paramat |
whatever happens, mod security still needs to be disabled |
13:13 |
est31 |
yes |
13:13 |
sfan5 |
pushed, it is |
13:13 |
* est31 |
looks |
13:13 |
est31 |
fine, thanks |
13:14 |
est31 |
https://github.com/minetest/minetest/pull/4940 |
13:14 |
est31 |
fixed travis now |
13:15 |
sfan5 |
looks fine +1 |
13:15 |
Wuzzy |
Fixer: this thread? https://forum.minetest.net/viewtopic.php?f=5&t=15230 right. i often forget this thread |
13:15 |
est31 |
Pushing it then |
13:15 |
Wuzzy |
because it is neither sticky nor in News |
13:16 |
Fixer |
yes |
13:16 |
Wuzzy |
hmm |
13:16 |
Wuzzy |
i doubt many modders will actually see this in the 1000 lines of changes |
13:16 |
sfan5 |
paramat: you can go merge #4941 now :) |
13:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/4941 -- Builtin/../falling.lua: Avoid crash when object pos over limit by paramat |
13:16 |
Wuzzy |
i think this single change justifies an entire new News post |
13:16 |
paramat |
heh ok |
13:17 |
est31 |
sfan5: maybe close this again? |
13:17 |
est31 |
#4692 |
13:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/4692 -- Mod security: Accessing mod paths in callbacks is broken |
13:17 |
sfan5 |
no |
13:17 |
sfan5 |
oh wait |
13:17 |
sfan5 |
yes |
13:17 |
Wuzzy |
paramat (if you're not busy): Can you please write a News post about the bugfix about detached inventories? Modders need to know. |
13:17 |
Wuzzy |
I would greatly appreciate that |
13:18 |
paramat |
maybe later, within a day i can |
13:20 |
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13:20 |
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13:22 |
est31 |
this evening I'll sync translations |
13:23 |
est31 |
and then we should be ready, more or less |
13:23 |
est31 |
except for the remaining stuff in https://github.com/minetest/minetest/milestone/7 |
13:23 |
nrzkt |
it's also possible to wait for a more stable moment than doing things fast and not well |
13:23 |
est31 |
nrzkt: you want to wait a bit with the release? |
13:25 |
nrzkt |
i mean, since this morning many devs are talking about this, searching a good compomise/solution. Maybe it could be better to defer a little bit the release to find this instead of doing many commits trying to solve the situation 1 day before release, just to permit more users to test the branch before release |
13:26 |
paramat |
well mod security seems sorted now |
13:26 |
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13:26 |
paramat |
hopefully :] |
13:27 |
est31 |
yeah |
13:27 |
est31 |
and giving it more time might only lead in people trying to fix mod security and re-enabling it |
13:28 |
nrzkt |
we just need more feedbacks on the branch since the recent revert to ensure minetest stability is acceptable, just to prevent a release + hot update |
13:28 |
sfan5 |
there is no revert |
13:31 |
est31 |
I hope the stability is acceptable |
13:31 |
est31 |
nrzkt: how long would you propose to wait? |
13:31 |
est31 |
I dont want to do release on christmas, earliest daywould be dec 27 for release |
13:31 |
est31 |
day would* |
13:31 |
paramat |
now merging 4941 |
13:32 |
est31 |
PTAL: https://github.com/est31/minetest/commit/a6fe1ec6b6f7232b4d6eed79869ce1c78b102b57 |
13:32 |
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13:33 |
sfan5 |
looks fine |
13:33 |
sfan5 |
counts as trivial anyway |
13:33 |
est31 |
I'll test whether it builds & then push it |
13:33 |
paramat |
merged |
13:35 |
est31 |
mhh |
13:35 |
est31 |
seems android build is broken |
13:35 |
est31 |
but its due to the translation commit |
13:35 |
est31 |
well I guess I'll push this commit and after that I'll go do uni stuff and then in the evening I'll look at fixing the bug |
13:35 |
paramat |
will merge game#1468 in a moment |
13:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1468 -- Boats: Avoid crash if boat pos over limit by paramat |
13:37 |
est31 |
https://github.com/minetest/minetest/issues/4945 |
13:38 |
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13:43 |
paramat |
now merging to game |
13:44 |
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13:45 |
paramat |
merged |
13:46 |
paramat |
all game milestones cleared |
13:47 |
sfan5 |
do we have a party now :D |
13:51 |
paramat |
depending on the android blocker, i think it's still possible to release no later than tomorrow, let's see how it goes |
13:53 |
sfan5 |
today could work too |
13:54 |
paramat |
yeah possibly. there may be a workaround for 4528 coming |
13:55 |
est31 |
I'll look at it this evening |
13:55 |
est31 |
nrzkt: can you try the freebsd build of current master? |
14:01 |
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14:04 |
paramat |
note i'll be disappearing to sleep in 1-2 hrs then back around 2am GMT |
14:06 |
Wuzzy |
paramat: Any idea on how i hould test the thing you wrote about in news? |
14:07 |
paramat |
mod security stuff? |
14:07 |
Wuzzy |
btw just wanted to let you know: mg (the mod) works fine in -dev |
14:07 |
Wuzzy |
yes |
14:08 |
paramat |
not much idea, as i don't understand the issues much, that post is more for those who have experienced problems so know how to test |
14:08 |
Wuzzy |
strange. what issues about mod security are remaining? i wonder why it will be disabled |
14:09 |
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14:10 |
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14:11 |
est31 |
Wuzzy: https://github.com/minetest/minetest/issues/4943 |
14:11 |
est31 |
plus general distrust |
14:11 |
Wuzzy |
ok that issue alone justifies it. thx |
14:14 |
est31 |
well even if SN pushed in an emergency fix for it (which i wouldnt like), it still shouldnt be re-enabled |
14:14 |
est31 |
bc of the general distrust thing |
14:14 |
est31 |
its not proven long enough to be working |
14:19 |
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14:19 |
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14:21 |
est31 |
mhh |
14:21 |
est31 |
I really think we should wait one day for the dust to settle |
14:21 |
est31 |
so making final adjustments today and tomorrow, and doing release on dec 23 |
14:22 |
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14:28 |
paramat |
well, see how it goes, we may not need to wait until 23rd, 22nd may be fine |
14:30 |
est31 |
I'd like to have a confirmation by tenplus1 that the bug is really fixed now |
14:30 |
est31 |
and that everything else works smoothly |
14:30 |
sofar_ |
hi folks |
14:30 |
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14:30 |
est31 |
hi Sockbat |
14:30 |
est31 |
sofar |
14:30 |
sofar |
just checking in for a second |
14:30 |
est31 |
sorry sofar:) |
14:31 |
sofar |
lol |
14:31 |
est31 |
Sockbat |
14:31 |
est31 |
whatever |
14:31 |
paramat |
yeah if i can i'll try to get a test from tenplus1 |
14:32 |
est31 |
he only gets builds from the ppa :) |
14:32 |
est31 |
which builds daily |
14:52 |
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14:52 |
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14:58 |
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15:04 |
ShadowNinja |
Re: security: I'm not sure how that bug is happening, the logic seems correct... I'll have to look closer. |
15:10 |
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15:14 |
sfan5 |
Wuzzy: yes, the issue that was causing mg to break was fixed |
15:14 |
Wuzzy |
Yeeeeessssss |
15:14 |
Wuzzy |
thank you |
15:15 |
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15:15 |
sfan5 |
Wuzzy: it was #4692 |
15:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/4692 -- Mod security: Accessing mod paths in callbacks is broken |
15:15 |
Wuzzy |
i know |
15:15 |
sfan5 |
which was fixed yesterdy |
15:15 |
sfan5 |
+a |
15:31 |
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15:37 |
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15:40 |
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15:43 |
Thomas-S |
@paramat: Should this really look like this: http://imgur.com/a/HJ9Gp |
15:44 |
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15:59 |
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16:02 |
Fixer |
Thomas-S: old map? |
16:04 |
Thomas-S |
Should actually be quite new, as silver sand was introduced recently. |
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paramat |
Thomas-S yes that's intentional, see https://forum.minetest.net/viewtopic.php?f=18&t=15939 |
16:44 |
Thomas-S |
Also the hard break is intentional? |
16:44 |
sfan5 |
if you have an existing map that's not avoidable |
16:45 |
Thomas-S |
ok. Thanks. Then I will make a smooth transition by hand ;) |
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16:47 |
paramat |
"The 'biome points' (heat point, humidity point) of the biomes are being changed, so on changeover you will get straight biome borders between existing world and newly-generated world. This is unfortunate and unavoidable and we apologise, however the biome system is not stable so there never was a guarantee of it remaining unchanged." |
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17:42 |
tenplus1 |
hi folks |
17:42 |
tenplus1 |
est31: ya there dude ? |
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17:47 |
rdococ |
I once implemented a stone-only mountain biome (along with variations such as snowy peaks, a forest of pine trees you'd usually see below colder mountains, and a desert mountain with desert stone) it required modifying every other biome to be confined to below the mountain |
17:48 |
rdococ |
now, there were areas where e.g. an existing biome and the mountain vegetation area could coexist |
17:48 |
rdococ |
because I didn't want the world to be divided into flat planes of stone... |
17:51 |
garywhite |
hi ten |
17:51 |
tenplus1 |
hi gary |
17:51 |
garywhite |
Oops, thought this was #minetest |
17:51 |
garywhite |
I'm not supposed to do that sort of stuff on -dev |
17:52 |
tenplus1 |
eeheh |
17:53 |
* tenplus1 |
is waiting for next daily build on launchpad to test |
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18:00 |
tenplus1 |
hi krock |
18:01 |
Krock |
hi tenplus1. Now you got me.. why are you not in -project? |
18:02 |
tenplus1 |
trying to catch est31... someone mentioned he was waiting for me to test new changes before release... |
18:02 |
tenplus1 |
sadly I cannot until new build is uploaded to https://code.launchpad.net/~minetestdevs/+archive/ubuntu/daily-builds/+packages |
18:09 |
sfan5 |
tenplus1: it's not needed |
18:09 |
sfan5 |
i'm not sure why est wants you to verify something when a coredev also can |
18:09 |
tenplus1 |
*phew*... glad to hear dude :P |
18:09 |
sfan5 |
s/a coredev/anyone/ |
18:09 |
tenplus1 |
I jsut got a message and panicked |
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tenplus1 |
I only test daily builds uploaded anyhoo |
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19:26 |
est31 |
still, would have been nice if ten said that there is no general regression of the change |
19:26 |
est31 |
i mean, xanadu has lots of mods, and maybe one of them broke |
19:27 |
est31 |
even though mod security is disabled |
19:27 |
Wuzzy |
hey |
19:27 |
Wuzzy |
i just noticed lots of old mods may break with the new 3d torches |
19:28 |
Wuzzy |
esp mapgen mods whicch place torches |
19:28 |
Wuzzy |
of course those will place default:torch everywhere |
19:28 |
Wuzzy |
which leads to funny-looking torches pointing perfectly leftwards/rightwards if mapgen places them at walls |
19:29 |
Wuzzy |
are dev aware of this? |
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19:36 |
est31 |
meh |
19:36 |
est31 |
i guess this level of breakage is okay |
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20:35 |
Fixer |
torches are converted to new ones |
20:35 |
Fixer |
is not it? |
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21:44 |
ShadowNinja |
The latest mod security bug wasn't actually a mod security bug, it was a mod-security-disabled bug. :-P |
21:46 |
ShadowNinja |
And it's already fixed. |
21:46 |
ShadowNinja |
So... Re-enable? :-) |
21:46 |
est31 |
no |
21:47 |
est31 |
mod security is too unstable right now |
21:48 |
est31 |
nobody gets hurt when we turn it off, and back on after the release |
21:48 |
ShadowNinja |
As far as I know there are no issues left. It's pretty compatible, and as a said, disabling mod security actually broke it. |
21:48 |
est31 |
but people may get hurt when we turn it on before the release, and the danger is not hypothetic, its real as the issue has shown |
21:49 |
sfan5 |
^ |
21:50 |
sfan5 |
"we currently don't know of any issues" isn't enough |
21:50 |
ShadowNinja |
*sigh* |
21:53 |
ShadowNinja |
https://github.com/minetest/minetest/pull/4614#issuecomment-268650419 |
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22:01 |
nrzkt |
celeron55, => http://store.payloadz.com/details/2513166-software-games-minehacker-source-code.html do something please you are project owner |
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22:03 |
celeron55 |
holy shit :D |
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22:04 |
MoNTE48 |
)) |
22:05 |
celeron55 |
i don't think that site cares at all |
22:06 |
sfan5 |
does anybody even care |
22:09 |
sfan5 |
"I :+1: this change to be merged after the release, but please don't merge this PR before it. @sfan5 has the same views on this (I think)." |
22:09 |
sfan5 |
i do |
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22:10 |
red-001 |
well I guess you could try and get them for trademarks or something |
22:11 |
red-001 |
but they don't seem to have broken lgpl |
22:12 |
red-001 |
as unethical as it may be it's legal |
22:16 |
sfan5 |
i don't think anyone owns a trademark on mt |
22:17 |
rdococ_ |
correction: i don't think anyone owns a trademark on mtâ„¢ |
22:17 |
celeron55 |
the trademark isn't registered but according to law in many countries it's still mine |
22:18 |
celeron55 |
however minehacker doesn't use the trademark |
22:19 |
celeron55 |
it only says Minetest for informational purposes |
22:19 |
celeron55 |
hacking games is probably kind of illegal but not enough to make anyone actually care |
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red-001 |
huh I guess it could count as misuse of the server |
22:37 |
red-001 |
with malicious intent |
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23:38 |
zorman2000 |
About this client. Is the person behind it providing the source code? |
23:38 |
zorman2000 |
I don't see any links on the webpage for the source code |
23:39 |
zorman2000 |
So the source code is for sale? |
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