Time Nick Message 00:15 Fixer i will look after sleep 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 08:36 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++ 08:57 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 08:59 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 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 10:06 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 10:33 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 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 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 11:31 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 12:34 Wuzzy Has someone written a news post on the important detached inventory bugfix lately? I think modders need to be aware 12:50 sfan5 est31: the release is in less than 24 hours 13:01 est31 sfan5: well, lets disable it now then 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 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 13:22 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 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 13:33 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 13:43 paramat now merging to game 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? 14:04 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 14:11 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 14:21 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 14:28 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 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 15:04 ShadowNinja Re: security: I'm not sure how that bug is happening, the logic seems correct... I'll have to look closer. 15:14 sfan5 Wuzzy: yes, the issue that was causing mg to break was fixed 15:14 Wuzzy Yeeeeessssss 15:14 Wuzzy thank you 15:15 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 15:43 Thomas-S @paramat: Should this really look like this: http://imgur.com/a/HJ9Gp 16:02 Fixer Thomas-S: old map? 16:04 Thomas-S Should actually be quite new, as silver sand was introduced recently. 16:43 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 ;) 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." 17:42 tenplus1 hi folks 17:42 tenplus1 est31: ya there dude ? 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 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 18:09 tenplus1 I only test daily builds uploaded anyhoo 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? 19:36 est31 meh 19:36 est31 i guess this level of breakage is okay 20:35 Fixer torches are converted to new ones 20:35 Fixer is not it? 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 22:01 nrzkt celeron55, => http://store.payloadz.com/details/2513166-software-games-minehacker-source-code.html do something please you are project owner 22:03 celeron55 holy shit :D 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 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 22:36 red-001 huh I guess it could count as misuse of the server 22:37 red-001 with malicious intent 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?