Time |
Nick |
Message |
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03:53 |
sofar |
ok so, I've been fighting a b3d model and unable to get a second material (texture) to show up in-game |
03:54 |
sofar |
but the material is present in blender, and I'm darn sure it is |
03:54 |
sofar |
so how do I go about instrumenting minetest to tell me how many materials it finds? |
03:55 |
sofar |
because damming there's 2 materials in my blender model and it's showing exacly as it should with 2 textures in blender, and not in minetest |
03:55 |
sofar |
and when I flip the order of the textures array in the model properties it uses the other texture |
03:55 |
sofar |
for both materials :() |
03:55 |
sofar |
I've got a lot of hair |
03:56 |
sofar |
and I'm at the point of pulling it all out |
03:56 |
sofar |
(I've never had issues doing multiple texture files (tiles) in .obj models) |
03:57 |
sofar |
as a matter of fact, if I export as obj it works, and I see both textures used correctly |
03:58 |
paramat |
no idea, sorry =/ |
04:04 |
sofar |
OH GEESH |
04:05 |
sofar |
if I "force saving material if no uses" in blender it works |
04:05 |
sofar |
all that time lost sleep last night :/ |
04:05 |
sofar |
welp, at least I can proceed to the next part now |
04:06 |
paramat |
good. btw Jordach is good with blender if you get stuck https://forum.minetest.net/viewtopic.php?f=17&t=6114 |
04:06 |
sofar |
it was either him or stu, but neither around lol |
04:47 |
DustMote` |
VanessaE might know |
04:47 |
DustMote` |
she did quite a bit of blender stuff for minetest IIRC |
04:47 |
DustMote` |
anyway, solved for now |
05:12 |
sofar |
forcing export of the material did it |
05:13 |
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09:04 |
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09:15 |
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09:26 |
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09:32 |
nrzkt |
sfan5, DustMote` sofar ShadowNinja can you review #5081 it's a bugfix for #4067 |
09:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/5081 -- Do not force deletion of players when mapblock is full by nerzhul |
09:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/4067 -- Canceling: No player for peer_id when too many objects on the map |
09:32 |
sapier |
wow those bugs are still present? |
09:32 |
nrzkt |
yes sapier :p |
09:33 |
nrzkt |
the fix is fairly trivial i think i only need another coredev review, but force_delete is only wrote when we trigger the error :) |
09:33 |
sapier |
I remember discussing about them about (felt) 4-5 years ago ... not sure if it's only been 3 but thatd be more then enough too |
09:36 |
nrzkt |
sapier, are you okay with this trivial patch ? |
09:40 |
sapier |
I just approved #5081 should there be a commit in #4067? |
09:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/5081 -- Do not force deletion of players when mapblock is full by nerzhul |
09:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/4067 -- Canceling: No player for peer_id when too many objects on the map |
09:40 |
nrzkt |
the 5081 only fixes 4067 |
09:40 |
nrzkt |
i mentioned the concerned issue :) |
09:41 |
nrzkt |
merged thanks |
09:41 |
sapier |
oh I see this is generic not for clearobjects call only |
09:41 |
sapier |
well even better then I tought |
09:43 |
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09:47 |
cheapie |
I was *just complaining* about that bug. Glad to hear it's finally being fixed :P |
09:47 |
sapier |
yea true less then a decade and already fixed you're quite happy ;-) |
09:47 |
nrzkt |
cheapie, in fact fix was easy, just need to have an issue and take 5 mins to look at the code :p |
09:48 |
cheapie |
That bug has been around for about 2 years now. I'll see if I can get VanessaE to update her servers. |
09:50 |
sapier |
it's at least 3 years cheapie |
09:50 |
cheapie |
Might have been. |
09:50 |
cheapie |
s/about/at least/, I guess. |
09:51 |
sapier |
I remember that bug beeing there when I did the initial network protocol cleanup and it's been there before as I already saw it when I started mobf ... first files (I still have dates in) are from 2012 |
09:52 |
nrzkt |
sapier, hmmm in fact the fix is not right.... we trigger the warning, let me change this |
09:54 |
* VanessaE |
stands by to update her servers |
09:54 |
sapier |
well I did assume it to still cause some warning as we're over object limit for that bug |
09:55 |
nrzkt |
sapier, #5082 is a little enhanced version, what do you think about it ? |
09:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/5082 -- Warning fix for 2ea60156437962d7d29d20606bf5d9189059f76b by nerzhul |
09:56 |
* cheapie |
waves to VanessaE |
09:56 |
VanessaE |
hi |
10:01 |
sapier |
hmm not sure if this is good actually this code does ignore the setting if for some stupid reason 10000 players are in same block a block could contain 10000 objects. are we sure those would be loaded on block load? |
10:03 |
sapier |
what about first storing all player objects and then fill the block with others? |
10:04 |
nrzkt |
players are not loaded at block load, it's not a problem |
10:05 |
sapier |
so why do we save them in this case? |
10:05 |
nrzkt |
the main problem is not players, it's we remove players from game when there are many other objects |
10:05 |
nrzkt |
this function cleanup the mapblock, not regarding object type |
10:06 |
nrzkt |
brb, feel free to comment, the fix is in master, this is just an enhanced version |
10:07 |
sapier |
I see the code already is little bit hard to read and should be refactored ... but that's not a result of this fix |
10:15 |
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10:24 |
* VanessaE |
continues to wait for a cue to update... |
10:27 |
sapier |
for what I understood the update is already pushed to master VanessaE |
10:27 |
Zeno` |
the sound of silence |
10:27 |
Zeno` |
hi sapier. it's been a while! |
10:27 |
Zeno` |
welcome back |
10:27 |
VanessaE |
sapier: see above |
10:28 |
VanessaE |
[01-21 04:55] -ShadowBot/#minetest-dev- https://github.com/minetest/minetest/issues/5082 -- Warning fix for 2ea60156437962d7d29d20606bf5d9189059f76b by nerzhul |
10:28 |
VanessaE |
do I need to wait for that? |
10:28 |
Zeno` |
it can be merged now |
10:28 |
Zeno` |
doing so. Any objections? |
10:29 |
sapier |
no just merge, I doubt anyone will refactor the code soon ;-) |
10:29 |
Zeno` |
ok |
10:29 |
Zeno` |
done |
10:31 |
VanessaE |
ok, updated and put into service. |
10:33 |
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10:33 |
Zeno` |
has anyone reported any further 0,0,0 issues? |
10:33 |
Zeno` |
(well, big lags on login) |
10:33 |
VanessaE |
I haven't heard. |
10:33 |
Zeno` |
hmm |
10:34 |
Zeno` |
I joined a .15 server today and it took 4 minutes to login properly |
10:34 |
Zeno` |
after that no lag whatsoever |
10:34 |
Zeno` |
I'll keep an eye on it |
10:36 |
VanessaE |
well VE-C seems to work anyway. |
10:36 |
Zeno` |
yep |
10:36 |
Zeno` |
this particular seems ok normally as well |
10:36 |
Zeno` |
it may be a VPS issue |
10:36 |
Zeno` |
hard to tell :/ |
10:39 |
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10:39 |
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10:46 |
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10:47 |
sfan5 |
Zeno`: the (0,0,0) bug is only fixed if mods cooperate in fixing it |
10:48 |
sfan5 |
it's still possible to get the 0,0,0 bug on .15 if you use outdated mods |
10:49 |
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10:52 |
Zeno` |
sfan5, ah. Thanks! |
10:52 |
Zeno` |
that makes sense |
10:53 |
red-001 |
could someone confirm it's impossible to get minetest to generate a "guest" nickname in 0.4.15 ? |
10:54 |
red-001 |
the code is still there but it's broken |
10:54 |
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10:57 |
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11:08 |
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11:56 |
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12:00 |
juhdanad |
I have an idea for translucency sort, could you consider that if you have time, please? #5083 |
12:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/5083 -- Transclucency sort idea |
12:04 |
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12:07 |
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12:19 |
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12:36 |
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12:56 |
red-001 |
looks like #5078 might need a controversial label |
12:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/5078 -- Remove guest nicknames by red-001 |
13:14 |
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13:14 |
nrzkt |
thanks Zeno` |
13:15 |
VanessaE |
red-001: +100000000000 |
13:18 |
nrzkt |
red-001, i added the label and a comment for Krock & est31 |
13:26 |
red-001 |
looks like generating guest nicknames has been broken for some time |
13:26 |
red-001 |
aleast since 0.4.14-dev |
13:43 |
nrzkt |
Zeno`, sfan5 can you review trivial #5084 ? It's a response to #4790 |
13:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/5084 -- New setting: enable_statusline_on_connection by nerzhul |
13:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/4790 -- Let mods suppress or modify the initial message sent by server on player join. |
13:57 |
red-001 |
updated #5077 |
13:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/5077 -- Detach the player from entities on death. by red-001 |
14:05 |
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14:07 |
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14:28 |
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15:02 |
sapier |
#5085 fixes inconsistent signatures of on_punch for player and entities |
15:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/5085 -- Make entity on_punch same signature and behaviour as player on_punch by sapier |
15:09 |
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15:09 |
nrzkt |
Zeno`, sfan5 sofar can you look at #5077 ? |
15:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/5077 -- Detach the player from entities on death. by red-001 |
15:10 |
sfan5 |
nrzkt: lgtm |
15:11 |
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15:11 |
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15:12 |
nrzkt |
merged |
15:12 |
nrzkt |
yeah i have a real proper base for client side modding, but i cannot enable mod_security by default |
15:12 |
nrzkt |
mod_security doesn't permit to load the builtin init |
15:15 |
nrzkt |
i think if we want to make it happen a day, we should start with a very earlier begin and add callbacks step by step :) |
15:18 |
nrzkt |
sfan5, sofar Zeno` nore ShadowNinja #5086 is the first step to glory :p (lol) |
15:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/5086 -- Client side scripting (first step) by nerzhul |
15:29 |
sapier |
nrzkt you didn't sandbox lua |
15:33 |
sapier |
means if by some time server sent scripts could be executed within that environment server will have full access to everything the user startding minetest can access |
15:34 |
nrzkt |
mod_security permit this sandbox, i cannot just enable it atm |
15:34 |
nrzkt |
because we have some things forbidden by mod_security in builtin |
15:34 |
sapier |
then this should not be merged till the other issues are fixed |
15:34 |
nrzkt |
i didn't solved it but it should |
15:34 |
nrzkt |
atm you cannot load mod, only builtin is active |
15:35 |
nrzkt |
except if players does shit with its builtin, you are not affected :) |
15:35 |
sapier |
doesn't matter there will be new features added quite soon and noone will think about enabling that annoying security thingy |
15:36 |
nrzkt |
sapier, yes it's a nice point |
15:36 |
sapier |
especially as server sent scripts are one of the main reasons why ppl want client side scripting |
15:36 |
nrzkt |
i will look at this, don't hesitate to comment, i don't really look at what is blocking with mod_seuciryt atm |
15:36 |
nrzkt |
i don't want server to send script |
15:37 |
nrzkt |
i prefer players install mod themselved and servers tell clients or forbid client without required mods |
15:37 |
sapier |
btw I'm not sure if mod_security is save enough |
15:37 |
sapier |
it's been designed for securing servers where user has done the decision to install a mod |
15:37 |
sapier |
a client connection doesn't do that decision |
15:38 |
nrzkt |
it also forbid many things to client, i looked at the current things it's quite good, maybe we should have a child object for client adding more restrictions |
15:39 |
sapier |
I didn't have a look at mod security by now but I remember how many dangerous features have been "absolutely necessary" for mod authors when mod security was started about 2-3 years ago |
15:39 |
sapier |
for example I never ever want server to be able to load arbitrary lua libs on my client |
15:40 |
nrzkt |
yes i know, there was very dangerous features |
15:40 |
sapier |
nor do I want server to open a network socket on my client |
15:40 |
sapier |
or read files or even ram of my machine |
15:41 |
sapier |
in fact imho client side scripting should only be able to modify in game data nothing else |
15:41 |
sapier |
that's dangerous enough ;-) |
15:42 |
sapier |
especially as we cannot prevent a client sending arbitrary data back to server there'll always be a way for malicious code to do so |
15:42 |
nrzkt |
sapier, yes i agree with you |
15:42 |
nrzkt |
i added two more callbacks, now i will look at mod_security enabling |
15:43 |
nrzkt |
yes, mod_security blocks dofile |
15:43 |
nrzkt |
it was a problem with builtin :p |
15:44 |
nrzkt |
how mod works for inclusions |
15:45 |
nrzkt |
dofile too |
15:45 |
nrzkt |
then mod_security is a little bit too strong, how can i make client side modding work if dofile is forbidden |
15:45 |
sapier |
didn't it just override the original dofile to allow only certain "save" paths? |
15:46 |
nrzkt |
sapier, looking for that |
15:46 |
nrzkt |
ouch |
15:46 |
nrzkt |
yes |
15:46 |
nrzkt |
in mainmenu |
15:46 |
nrzkt |
if line:find("dofile") then |
15:46 |
nrzkt |
modname = modmgr.parse_dofile_line(modpath,line) |
15:46 |
nrzkt |
end |
15:47 |
nrzkt |
oh i see the problem i think |
15:48 |
nrzkt |
but i don't know how to solve it |
15:48 |
sapier |
can you explain it to me? |
15:48 |
nrzkt |
mod_security override dofile, load etc itself, but it seems it's not working with my implementation |
15:48 |
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15:48 |
sapier |
bad |
15:49 |
sapier |
but I'm sure you'll gonna find out what's wrong |
15:49 |
nrzkt |
lua_pushcfunction(L, sl_##lib##_##name); \ |
15:49 |
nrzkt |
lua_setfield(L, -2, #name); |
15:50 |
nrzkt |
it should work, but i missed something i think |
15:50 |
sapier |
I'm gonna squash and merge #5041 soon if noone tells about open issues |
15:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/5041 -- Improved texture modifier handling to be more usefull for mods by sapier |
15:51 |
nrzkt |
ShadowNinja, help :p |
15:51 |
sapier |
*smile* Shadow our grand wise old man of lua |
15:51 |
sapier |
well quite sure "old" ain't true at all but ... |
15:52 |
nrzkt |
server & client stack are doing same initialization, i just need to find what is wrong with my implementation :p |
15:53 |
sapier |
I'm quite glad shadow did refactor and improve the lua stuff so much :) |
16:03 |
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16:03 |
sapier |
red-001 you know #5077 adds a legit warning to our build? |
16:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/5077 -- Detach the player from entities on death. by red-001 |
16:07 |
nrzkt |
oh i found the issue |
16:07 |
nrzkt |
... |
16:07 |
nrzkt |
const Server *server = script->getServer(); |
16:07 |
nrzkt |
if (!server) return false; |
16:07 |
nrzkt |
it cannot work on client :p |
16:08 |
sapier |
partial |
16:08 |
sapier |
calling this server is missleading |
16:08 |
sapier |
it'd be better called engine |
16:08 |
red-001 |
whats the warning? |
16:08 |
nrzkt |
sapier, i think i will change this to IGameDef permitting to use it properly on both sides, but i hope it won't need casts |
16:09 |
sapier |
red-001 https://gist.github.com/sapier/bbca8328723006b97d0c16ea42cac578 |
16:10 |
red-001 |
I though NULL was always zero? |
16:10 |
red-001 |
seemed like a nice way to write it then passing zero |
16:10 |
red-001 |
nicer* |
16:10 |
sapier |
well seems like compilers did start to distinguish between 0 and NULL again |
16:11 |
Krock |
NULL can point to any location that represents an unallocated value |
16:11 |
red-001 |
I though that was nullptr |
16:12 |
Krock |
uh.. now I'm not sure anymore |
16:12 |
red-001 |
and NULL was macro that is set to zero |
16:12 |
red-001 |
e.g. #define NULL 0 |
16:13 |
sapier |
well no matter NULL is supposed to be a pointer value not a number value |
16:13 |
sapier |
of course on x86 and c atm this is identical |
16:15 |
Krock |
srsly, sapier? Please use tabs |
16:15 |
Krock |
(most recent commit) |
16:15 |
sapier |
yeah saw it too late fixing it immediatly |
16:15 |
nrzkt |
we don't use C++11 so nullptr is not possible |
16:15 |
Krock |
and are you sure +cmd works as expected? |
16:16 |
red-001 |
an integral constant expression rvalue of integer type that evaluates to zero |
16:16 |
red-001 |
(until C++11) |
16:16 |
sapier |
for me it does |
16:17 |
Krock |
red-001, which definition is that? |
16:17 |
red-001 |
not sure... |
16:17 |
sapier |
red-001 it doesn't matter right now this does cause a quite easyly fixable warning so it should be fixed |
16:18 |
sapier |
NULL or 0 is one of those quasi-religious fights wich never will end |
16:19 |
sapier |
@krock and this has been the most quick solution of making a char beeing print as number to a c++ stream |
16:20 |
Krock |
I haven't seen this expression yet, so I wondered if that really works. If it does, then fine :) |
16:21 |
sapier |
Me too ;-) I was astonished how easy this was, I'd have expected something like std::numeric or similar |
16:22 |
sapier |
guess it's some sort of trick the + causes a implicit cast to numeric type while not changing the value itself ;-) |
16:22 |
red-001 |
krock what's your reasoning behind being against #5078 ? |
16:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/5078 -- Remove guest nicknames by red-001 |
16:23 |
red-001 |
so should I make another PR to change to null to zero? |
16:23 |
sapier |
I thought guest nicknames are already gone? |
16:23 |
Krock |
red-001, people have no idea where to get accounts, thus having a suggestion to at least join the game is a good idea |
16:23 |
sapier |
I don't think you need a pr for a fix that small |
16:23 |
red-001 |
yes |
16:24 |
red-001 |
they are already gone, but it's because of a bug |
16:25 |
Krock |
ooh. Now I see. It's an automatical filled name when none is used |
16:27 |
red-001 |
nrzkt is your client side scripting pr based on the old one? |
16:27 |
sapier |
I'd remove it from client too maybe mainmenu could do this too and show a warning if left empty |
16:27 |
nrzkt |
no |
16:27 |
nrzkt |
i did it from scratch, can you provide a link ? |
16:27 |
red-001 |
#4577 |
16:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/4577 -- Client-side mods by duckbrain |
16:29 |
nrzkt |
i see, his PR is not very good in fact, he has good ideas but copy many useless things from server |
16:29 |
red-001 |
^ |
16:29 |
nrzkt |
for example why mapgen api is loaded client side ? or HTTP api ? |
16:29 |
nrzkt |
or rollback |
16:30 |
red-001 |
yeah not sure why myself |
16:30 |
nrzkt |
my pr is lightweight, provide better interfaces and doesn't rewrite non working mod security :p |
16:30 |
red-001 |
only parts of the utilities api can be reused |
16:30 |
nrzkt |
i revert #5077, please fix the last issue |
16:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/5077 -- Detach the player from entities on death. by red-001 |
16:30 |
red-001 |
ok will do |
16:31 |
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16:31 |
pilino1234 |
@nrzkt @sfan5 @red-001 why was #5077 merged with these issues still present? |
16:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/5077 -- Detach the player from entities on death. by red-001 |
16:32 |
red-001 |
are those with the pr? |
16:32 |
red-001 |
I though they were without it |
16:33 |
pilino1234 |
I meant the issues I wrote on github |
16:33 |
pilino1234 |
ah, was just reverted |
16:33 |
nrzkt |
pilino1234, i reverted it, it's a good idea to fix both, yes, PR is quite good, we will re-merge it when it will be good |
16:34 |
red-001 |
well they didn't happen when I was testing... |
16:34 |
red-001 |
let me try test it again |
16:34 |
pilino1234 |
Yes, it's an annoying bug otherwise. But the player is still too attached to the entity after dying |
16:34 |
pilino1234 |
@red-001 steps to reproduce these issues: |
16:34 |
red-001 |
huh so you killed the player with lava? |
16:34 |
pilino1234 |
get in boat, place lava above boat |
16:34 |
pilino1234 |
yup |
16:35 |
red-001 |
I used tnt with is server-sided |
16:35 |
nrzkt |
sapier, yeah now mod security works with client scripting :D |
16:35 |
nrzkt |
it's good then |
16:35 |
red-001 |
could be the reason I failed to reproduce the issues |
16:35 |
pilino1234 |
@red-001 I'll try if tnt works properly. But lava doesn't work right now |
16:40 |
pilino1234 |
dying by tnt works properly, you're not "connected" with the boat after respawning. But lava death is brok atm |
16:41 |
red-001 |
ok I will try and fix that |
16:41 |
nrzkt |
sfan5, Zeno` sapier ShadowNinja nore #5086 is now okay for review, i let the examples to show the current way, i think it should be merged as is permitting more core dev or users to add interesting features to this API |
16:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/5086 -- Client side scripting (first step) by nerzhul |
16:42 |
red-001 |
clientsided chat commands could be a good start |
16:43 |
nrzkt |
red-001, like clearing chat ? yes |
16:44 |
nrzkt |
this PR is the core preview for API, no mod support ATM, just first step, the PR should not contain everything, permitting multiple persons to work on it |
16:44 |
red-001 |
I got clientsided chatcommands working with the previous pr so it shoudln't be hard to port over |
16:45 |
red-001 |
also it might be a good idea to try and reuse the file transfer system from the old pr |
16:45 |
nrzkt |
atm i prefer not receiving anything from server |
16:46 |
nrzkt |
but this can be discussed later |
16:46 |
red-001 |
nrzkt, can you reopen #5077 ? |
16:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/5077 -- Detach the player from entities on death. by red-001 |
16:46 |
red-001 |
or do I need to make a new pr? |
16:47 |
pilino1234 |
you need to make a new pr, github doesn't let you push more commits after it was merged |
16:50 |
sfan5 |
red-001: you can't reopen PRs |
17:07 |
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17:12 |
red-001 |
could someone review #5071? |
17:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/5071 -- Rename functions in the minetest namespace to be more consistent. by red-001 |
17:12 |
sapier |
nrzkt you'll have some work to do mod security doesn't provide enough security for client side scripting |
17:12 |
nrzkt |
maybe, but please enhance this in another PR, using mod security by default without problem is first step, fixing mod securit should be done in a separated pr |
17:13 |
nrzkt |
this permit multiple core devs to work on this implementation together |
17:13 |
sapier |
I don't agree to this opinion, being able to delete files from client side scripting environment is a no-go |
17:14 |
sapier |
what about creating a branch on github for working together? |
17:15 |
red-001 |
isn't that the same as being able to delete files on the server as there is no way to transfer files to the client? |
17:16 |
sapier |
seems to be red-001 but as client side scripting usually is supposed to be used for running scripts sent from server there's a HUGE difference |
17:17 |
sapier |
of course right now you'd have to use some tricks to do so but the change to do is minor and then any server does have full access to userdata on client |
17:18 |
sapier |
I'm writing test code to be run in scriptenv showing critical functions |
17:18 |
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17:19 |
nrzkt1 |
Sapier branch could be a good option but should be used by all devs not only me |
17:19 |
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17:19 |
sapier |
at least everyone adding to clientside scriptapi |
17:20 |
nrzkt1 |
And users can do pr on this branch. |
17:22 |
nrzkt1 |
Then when i will be back i will create branch from my pr, are you okay ? |
17:23 |
sapier |
Yes |
17:23 |
nrzkt1 |
Maybe you will help to solve issues :). Except security are you okay with current pr ? |
17:25 |
sapier |
I'd have done it the same way ;) in fact you use the preparations me and shadow did years ago the way they have been intended to be used |
17:25 |
sapier |
but as I said security has to be added for client side scripting PRIOR merging it to master |
17:26 |
nrzkt1 |
No problem for me security is very important |
17:27 |
nrzkt1 |
Can you list issues to fix on current pr ? |
17:30 |
sapier |
I'm gonna provide a simple testscript to be added as some sort of unit test, but it' s gonna take a while as I have to leave now |
17:30 |
nrzkt1 |
Nice Idea to make things work |
17:31 |
sapier |
https://gist.github.com/sapier/f8ebd68f18d29f80dd4743e8b917f705 you can use this preliminary list for starting work if you like |
17:32 |
sapier |
sorry had to update it |
17:33 |
sapier |
forgot to create "/tmp/somefile" prior making my test to rename and delete it ;) |
17:33 |
sapier |
os.exit should not be allowed too ;-) especially as test stops there |
17:34 |
nrzkt1 |
If I remember os namespace IS forbidden with mod security |
17:38 |
sapier |
obviously not |
17:38 |
nrzkt1 |
Erf |
17:38 |
sapier |
I just ran that lua script from within your client side init.lua script |
17:40 |
sapier |
we will have to check debug gunctions too especially the "set" functions |
17:40 |
sapier |
but I'm already late bye |
17:40 |
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17:43 |
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est31 joined #minetest-dev |
17:43 |
est31 |
... I think I want to retire for a while from minetest development |
17:44 |
est31 |
I didn't contribute anything meaningful in the past year and don't feel like I wanted to in the close future. |
17:45 |
est31 |
I've last really played the game equally long ago |
17:47 |
est31 |
I guess I'll join the pool of nascent devs who show up every few months or so. |
17:48 |
est31 |
have fun everyone |
17:48 |
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17:49 |
sfan5 |
huh |
17:55 |
nrzkt1 |
Oh :( |
17:58 |
juhdanad |
:( |
18:06 |
VanessaE |
:( |
18:06 |
red-001 |
so does #5078 need three approvals to be merged or is that not how it works? |
18:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/5078 -- Remove guest nicknames by red-001 |
18:07 |
sfan5 |
why three |
18:07 |
red-001 |
ohh did est31 go on hiatus? |
18:07 |
sfan5 |
and no, +1 and -1 don't just add up |
18:07 |
sfan5 |
nrzkt1: your branch is in the wrong place btw |
18:07 |
nrzkt |
which branch sfan5 ? |
18:08 |
sfan5 |
>nerzhul created branch client_side_modding at minetest/minetest 7 minutes ago |
18:08 |
nrzkt |
as discussed with sapier this make sense to have it on main repository to work together on this huge feature |
18:08 |
sfan5 |
okay then |
18:08 |
nrzkt |
this permit users to know and help us if they want too :) |
18:09 |
nrzkt |
i hope this can be merged without having all feature, just core required features and next retrieve the classic workflow |
18:09 |
nrzkt |
i changed enable to send in #5084 |
18:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/5084 -- Add show_statusline_on_connection setting by nerzhul |
18:09 |
nrzkt |
to show* |
18:10 |
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18:10 |
sfan5 |
i suggest renaming it to show_statusline_on_connect |
18:10 |
nrzkt |
okay |
18:11 |
nrzkt |
done |
18:11 |
sfan5 |
lgtm |
18:12 |
nrzkt |
sfan5, i created #5088 to follow the branch dev for client side modding |
18:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/5088 -- Client side scripting/modding by nerzhul |
18:12 |
nrzkt |
will merge #5084 a little bit later, after build |
18:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/5084 -- Add show_statusline_on_connect setting by nerzhul |
18:27 |
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18:30 |
nrzkt |
merging now :) |
18:32 |
red-001 |
so can PR's to client_side_modding be made? |
18:32 |
red-001 |
or is it just for core devs |
18:34 |
nrzkt |
red-001, yes it's there for that |
18:35 |
nrzkt |
but branch can be rebased or force pushed to be sync with master |
18:36 |
juhdanad |
Does anyone want to test #4986? It only needs one more approval. |
18:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/4986 -- Hardware node coloring by juhdanad |
18:37 |
red-001 |
btw I updated #5078 to fix a bug it caused |
18:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/5078 -- Remove guest nicknames by red-001 |
19:03 |
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19:04 |
nrzkt |
red-001, you talked about contributing to client_side_modding, you get ideas ? i think adding callback is first step, and verify every lua call posssible to forbid dangerous |
19:05 |
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19:06 |
red-001 |
well I was planning to add functions to display chat and send chat to other players |
19:07 |
nrzkt1 |
I don't understand what you mean because WE display chat here but permit override it |
19:07 |
nrzkt1 |
Adding client side commands could be nice |
19:08 |
red-001 |
I might try and port my work on chat commands as well |
19:08 |
red-001 |
also think of moving the death formspec to lua |
19:08 |
red-001 |
thinking* |
19:08 |
nrzkt1 |
I think we should re-use same API as server side |
19:09 |
nrzkt1 |
And formspec override for death can be quite easy, just add a call to set formspec |
19:10 |
nrzkt1 |
We should also document API asap |
19:11 |
red-001 |
of course |
19:12 |
nrzkt1 |
For death, it could be nice to have on_die callback, and do lua formspec for death and permit override it |
19:13 |
red-001 |
yeah thats what I was thinking |
19:18 |
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19:26 |
red-001 |
is making a queue public seen as bad style? |
19:26 |
rubenwardy |
what for? |
19:26 |
red-001 |
minetest code seems to avoid it |
19:27 |
nrzkt1 |
Yes it is red 001 |
19:27 |
rubenwardy |
I'd personally avoid it |
19:27 |
rubenwardy |
there should only be one consumer of a queue IMO |
19:27 |
rubenwardy |
well, excepting workers |
19:27 |
nrzkt1 |
Attributes in classes should be private or protected |
19:27 |
nrzkt1 |
Only struct are designed for public membres |
19:28 |
nrzkt1 |
Membres* |
19:28 |
rubenwardy |
ummm no |
19:28 |
nrzkt1 |
Rrrr fuck Android |
19:28 |
rubenwardy |
structs and classes are exactly the same, except for whether public or private is default |
19:29 |
nrzkt1 |
Yes for c++ but in good code practices you should have setters and consumers |
19:35 |
red-001 |
so could I put a the function for pushing to the queue in the header file? |
19:35 |
nrzkt1 |
What do you want to do ? |
19:37 |
rubenwardy |
you should. Reduces possiblity of abuse |
19:37 |
nrzkt1 |
Ofc |
19:37 |
red-001 |
#5089 |
19:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/5089 -- More chat functions by red-001 |
19:38 |
nrzkt1 |
Please rebase i squashed first commit :) |
19:38 |
red-001 |
ok |
19:39 |
red-001 |
was wondering why it was conflicting |
19:44 |
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19:44 |
nrzkt |
!tell sapier in fact os.exit was allowed by mod security whilelist, i'm removing it |
19:44 |
ShadowBot |
nrzkt: O.K. |
19:46 |
red-001 |
rebased #5089 |
19:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/5089 -- More chat functions by red-001 |
19:47 |
nrzkt |
thanks red-001 |
19:48 |
nrzkt |
red-001, please respect code side, and don't pass strings as copy, but const ref |
19:49 |
red-001 |
ok will fix that |
19:49 |
nrzkt |
red-001, i don't like the message sending from client it's not good, players can send messages to server or use mods to floor servers, or rogue mods can send messages to server without user agreement |
19:49 |
nrzkt |
write to chat is okay, not sending |
19:50 |
red-001 |
ok I will remove that part |
19:51 |
red-001 |
however I think there is a limited set of situation it could be useful for |
19:51 |
red-001 |
e.g. coloured chat |
19:52 |
nrzkt |
colour chat hsould be purely client side in fact |
19:52 |
nrzkt |
but i think we will need a better chatting protocol permitting client side to do real things |
19:52 |
nrzkt |
i think we can take same chatting modes than World of Warcraft protocol |
19:53 |
nrzkt |
user_id, msg_type, channel_id, message |
19:53 |
nrzkt |
msg_type = whisper, announce, normal, channel id for future server side channels (maybe) |
19:53 |
red-001 |
so for the code style stuff I need only need to change displayChat, right? |
19:53 |
nrzkt |
rubenwardy noted other indent problems |
19:55 |
nrzkt |
rubenwardy, sfan5 can you review #5090 it's fairly trivial but fixed a point mentionned by sapier about client side security, but i think this call should also be removed from server |
19:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/5090 -- ModSecurity: os.exit should not be used by Lua API by nerzhul |
19:56 |
sfan5 |
sounds good |
19:56 |
nrzkt |
i let the PR opened some time, please add your labels if you are good :) |
20:01 |
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20:33 |
red-001 |
updated 5089 |
20:33 |
red-001 |
#5089 |
20:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/5089 -- Client Scripting: More chat functions by red-001 |
20:34 |
nrzkt1 |
Better, i will merge i later |
20:54 |
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21:05 |
nrzkt |
merging #5090 |
21:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/5090 -- ModSecurity: os.exit should not be used by Lua API by nerzhul |
21:44 |
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21:55 |
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21:56 |
red-001 |
#5091 |
21:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/5091 -- [Client-sided scripting] Don't register functions that don't work. by red-001 |
21:59 |
red-001 |
nrzkt ^ |
22:00 |
nrzkt |
red-001, yes i didn't removed all ModApiUtil functions, this cleanup is quite good, let me a minute to look at all |
22:01 |
nrzkt |
okay |
22:01 |
red-001 |
btw core.log seems to be partially broken |
22:01 |
nrzkt |
red-001, why ? |
22:01 |
red-001 |
messages with a log level of deprecated don't show up in the log |
22:01 |
nrzkt |
mkdir can be kept, mod security check paths |
22:02 |
nrzkt |
CHECK_SECURE_PATH(L, path, true); |
22:02 |
red-001 |
I though the client wasn't suppose to have file system access? |
22:02 |
nrzkt |
get_dir_list cannot i think you can get dir of everything there |
22:03 |
nrzkt |
red-001, i think we can at a moment write mod files to disk, but okay for not having it atm, we will consider that later |
22:03 |
red-001 |
so should I re-add mkdir and get_dir_list? |
22:04 |
nrzkt |
no |
22:04 |
red-001 |
ok |
22:04 |
nrzkt |
we will re-add mkdir later, but get_dir_list never, it's not secure a mod can look at every file in file system as it seems |
22:11 |
thePalindrome |
Honestly, I don't see much use of client-side filesystem access except for mods that have files uploaded to the server |
22:11 |
thePalindrome |
In my head I'm thinking some form of client suggested radio |
22:12 |
thePalindrome |
But even something like that stretches the bounds of reason |
22:12 |
thePalindrome |
Actually, I would appreciate some form of client-side configuration access |
22:13 |
thePalindrome |
such as keybindings |
22:15 |
nrzkt |
atm you have access to client settings, i don't know if it's a good idea, why game should have access to settings |
22:15 |
red-001 |
it could be useful in builtin |
22:15 |
red-001 |
not sure about mods |
22:16 |
red-001 |
#5092 |
22:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/5092 -- Add client-sided chat commands by red-001 |
22:16 |
thePalindrome |
Settings in general seems overly broad |
22:16 |
thePalindrome |
I'm more hoping for a per-mod config |
22:17 |
nore |
imho, mods shouldn't be allowed any access to filesystem, except for some kind of "choose file" dialog, that would thus be done by the engine without any way for the mods to access it |
22:17 |
thePalindrome |
So that the client can change the "activate power armor" |
22:17 |
nore |
(and the mod would have read access to the chosen file in that case) |
22:17 |
thePalindrome |
For config, I'd say don't even bother with filesystem access |
22:17 |
nore |
no, not for config |
22:17 |
thePalindrome |
Oh, like that |
22:17 |
thePalindrome |
I suppose |
22:17 |
nore |
for other things, like a if you want to send a file to the server |
22:18 |
nrzkt |
red-001, for chat commands i thing move the common part to builtin/common/chatcommands could be good to prvent duplicate Lua between client and server |
22:18 |
nore |
red-001: wrong branch to push to |
22:18 |
nrzkt |
red-001, yes you propose master :) |
22:18 |
nrzkt |
please re-open on the right branch (gitlab permit that, not github...) |
22:20 |
thePalindrome |
Oh yeah, I scoured the bits of documentation I could find, but I can't find a changelog for .15 |
22:21 |
thePalindrome |
So forgive me for asking, but what's been done as far as client-side modding? |
22:22 |
red-001 |
chat callback, leave callback and display message function |
22:22 |
thePalindrome |
Ooh |
22:23 |
red-001 |
currently I'm working on chat command support |
22:24 |
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22:26 |
sofar |
how about client graphical and sound assets? |
22:27 |
sofar |
if a texture is on the server, does the client also have access to it? |
22:27 |
sofar |
same for sounds? |
22:27 |
thePalindrome |
iirc every mod asset is automagically sent to the client on connect |
22:28 |
sofar |
oh, yeah, that's probably right |
22:28 |
red-001 |
I think that there should be some sort of virtual filesystem for client sided mods |
22:29 |
red-001 |
maybe with builtin having access to the real filesystem |
22:29 |
thePalindrome |
If by 'builtin' you mean the whole privilaged mods system we have |
22:29 |
thePalindrome |
Unless I'm misunderstanding things |
22:30 |
red-001 |
I mean the part of minetest thats written in lua |
22:30 |
thePalindrome |
No wait, I forgot that builtin is actually built in |
22:30 |
* thePalindrome |
was thinking of default |
22:31 |
red-001 |
;) |
22:33 |
nrzkt |
sofar, it's the early stage you are free to contribute to minetestclient_side_modding |
22:33 |
lisac |
Hey, this question might be stupid: But would it be possible, using client-side scripting, to write a lua script which sends a message every x seconds? |
22:34 |
lisac |
and can be ran on any server? |
22:34 |
red-001 |
no |
22:34 |
red-001 |
there is no command for send message |
22:34 |
lisac |
Oh. |
22:34 |
lisac |
But what commands are there? |
22:34 |
red-001 |
becuase of the risk of rouge mods |
22:34 |
nrzkt |
lisac, n, red-001 added it in a PR but i refused to send messages to server from lua client, this make possible to flood servers easily |
22:34 |
lisac |
nrzkt, That's what I was thinking about. |
22:35 |
lisac |
Spambots. :P |
22:35 |
nrzkt |
lisac, => https://github.com/minetest/minetest/pull/5088 |
22:35 |
nrzkt |
here is the PR for client_side_modding branch |
22:35 |
nrzkt |
i will update changelog when each PR on it will be merged |
22:35 |
lisac |
I saw that a few seconds ago |
22:35 |
red-001 |
apart from a few utility commands there is only display_chat |
22:35 |
lisac |
which is where my client side scripting question came from. |
22:38 |
nrzkt |
atm mods cannot be loaded, only builtin is designed |
22:39 |
lisac |
but can't user modify builtin? |
22:39 |
nrzkt |
please note i will squash commits from same author in the branch if multiple commits are following with the author, to reduce the commit number size and make rebase easier, i will do this sometimes, be careful on branch changes |
22:39 |
lisac |
does server ever check what client side code the client is running? |
22:39 |
nrzkt |
he can, like server side |
22:39 |
nrzkt |
no it's impossible as if client can modify builtin himself he can also change core cpp itself and send a fake lua signature |
22:39 |
lisac |
Right. But then, he could've written a spambot in C++ before, too. |
22:40 |
lisac |
right? |
22:40 |
nrzkt |
client can change minetest GUI too if he wants |
22:40 |
nrzkt |
lisac, you don't need lua for that, do it in Cpp |
22:40 |
thePalindrome |
builtin can be modified by anybody with git and make :P |
22:40 |
lisac |
lol |
22:40 |
nrzkt |
with 0.4.15 i added chat rate limit server side, just enable it and it's finished |
22:40 |
thePalindrome |
Sweet |
22:40 |
red-001 |
correction: anyone with a text editor |
22:41 |
lisac |
Client can also make himself fly, by editing C++ code. |
22:41 |
lisac |
almost as if server doesn't do a thing about client moving |
22:41 |
nrzkt |
i don't know if this will trigger a 0.5, but some things can be nice to change , like playing sounds client side when node dig/place instead of letting server doing this |
22:42 |
thePalindrome |
^ |
22:42 |
nrzkt |
we can keep compat on many things, but some interesting additions needs to change server API and remove play_sound from some builtin parts to let the user play sounds himself, but we will see later |
22:42 |
nrzkt |
atm just provide mod API, maybe with local formspec possibilities, if possible :) |
22:43 |
thePalindrome |
Oh yeah, I should finish my ambience mod |
22:43 |
sofar |
nrzkt: I would like to have some sort of channel messages at one point |
22:43 |
thePalindrome |
A friend of mine's a composer that loves minetest |
22:44 |
nrzkt |
sofar, i want to change the TOCLIENT_CHAT_MESSAGE packet to a proper packet which some interesting attributes to handle client side, especially in API/mods, permitting custom colors depending on message types |
22:44 |
sofar |
nrzkt: not talking about chat messages |
22:44 |
sofar |
just mod communication channels for data stuff |
22:44 |
nrzkt |
oh, like in World of Warcraft |
22:44 |
sofar |
yes |
22:44 |
nrzkt |
yes it's possible to have this, i have a channel backend in my fork i can port easily |
22:45 |
sofar |
e.g. sending locations of players around |
22:45 |
lisac |
My minimap seems strange http://imgur.com/fbh1FvM |
22:45 |
nrzkt |
sofar, why mods needs that ? server can do it itself |
22:45 |
nrzkt |
you can also send fake location from your client :p |
22:46 |
sofar |
not relevant |
22:47 |
sofar |
all that data would be untrustable anyway |
22:47 |
sofar |
yes, a server can do everything, but that would just increase the workload |
22:47 |
nrzkt |
sofar, your example is wrong, sending position is cheap for server, cheaper than receiving meta data and broadcasting to other cliets :p |
22:48 |
sofar |
it's just an example |
22:48 |
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22:49 |
nrzkt |
in wow you have timers on bosses etc but i don't see any interesting things atm for this, but yes this could be an addition and let modders think about interesting things |
22:50 |
sofar |
exactly |
22:50 |
nrzkt |
but first, add more callbacks from client to client side modding :D |
22:51 |
sofar |
particles, sounds |
22:51 |
nrzkt |
on_particle_add ? on_sound_play ? |
22:51 |
sofar |
no |
22:51 |
nrzkt |
i talk about callbacks :p but yes we should have those features heh |
22:51 |
nrzkt |
sofar, will you contribute to the branch ? :) |
22:51 |
sofar |
player movement |
22:51 |
sofar |
object movement |
22:52 |
sofar |
damage taken |
22:52 |
sofar |
health changed |
22:52 |
nrzkt |
yeah damage/health is in the road it's on the PR |
22:52 |
sofar |
block dug |
22:52 |
nrzkt |
https://github.com/minetest/minetest/pull/5088 you are free to edit or add comments to help us to have a roadmap :p |
22:52 |
sofar |
but also a timer |
22:52 |
sofar |
need to be able to periodically run code |
22:53 |
nrzkt |
ofc, those bindings are required |
22:55 |
sofar |
the client code should be able to read most of the map |
22:55 |
sofar |
so it can do additional decorations |
22:55 |
nrzkt |
sofar, do you have an example of decoration ? |
22:56 |
sofar |
torch smoke particles |
22:57 |
sofar |
fire smoke particles |
22:57 |
sofar |
footstep particles |
22:57 |
thePalindrome |
Particle particles :P |
22:57 |
sofar |
water bubbles |
22:57 |
thePalindrome |
ooh |
22:57 |
sofar |
sand dust stuff |
22:58 |
sofar |
rock rubble when digging overhead |
22:58 |
nrzkt |
sofar, year :) |
22:58 |
sofar |
leaves when digging trees |
22:58 |
sofar |
this is all easy stuff |
22:58 |
red-001 |
updated #5092 |
22:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/5092 -- Add client-sided chat commands by red-001 |
22:58 |
sofar |
also, I'd like to have some form of looping node sounds |
22:58 |
sofar |
e.g. machine nodes that emit a humming sound that just loops |
22:59 |
sofar |
atmosphere sounds in general |
22:59 |
thePalindrome |
I feel like machine nodes could use some work |
23:00 |
nrzkt |
red-001, nice you started to move some core part for chat to builtin heh |
23:00 |
nrzkt |
red-001, just a comment to fix and it's good to me, sofar can you lok at #5092 it's the startup to client side commands |
23:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/5092 -- Add client-sided chat commands by red-001 |
23:03 |
red-001 |
done |
23:05 |
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23:06 |
nrzkt |
sfan5, sofar can you review #5092 it's good for me to merge on client side branch |
23:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/5092 -- Add client-sided chat commands by red-001 |
23:12 |
red-001 |
nrzkt, are you working on formspec? |
23:12 |
nrzkt |
no |
23:13 |
nrzkt |
i added #5093 i'm adding more callbacks atm |
23:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/5093 -- CSM: Add on_death callback by nerzhul |
23:13 |
red-001 |
ok |
23:20 |
red-001 |
does NO_MAP_LOCK_REQUIRED actually do anything? |
23:21 |
nrzkt |
nothing on client |
23:21 |
nrzkt |
it's just an empty define |
23:23 |
nrzkt |
red-001, i merged my PR for on_death callback, which adds 2 other callbacks, then you can use on_death callback now, and also i added preview.lua for preview functions to prevent poluting init.lua |
23:24 |
red-001 |
ok I'm working on adding formspec support |
23:25 |
nrzkt |
red-001, nice, but warn about a thing: they should not conflict with server formspec, they should have something (maybe a flag) to define which modding area define it |
23:25 |
sofar |
well, at any point in time the server may push a formspec to the client |
23:26 |
sofar |
so you shouldn't really interfere in that |
23:26 |
nrzkt |
ofc |
23:26 |
red-001 |
what do you mean by not conflict? |
23:26 |
nrzkt |
example formspec "death" |
23:27 |
nrzkt |
if server create a formspec "death" it should not override client "death" :) |
23:29 |
red-001 |
so client handle input into client formspecs and server handles input into server formspecs? |
23:30 |
nrzkt |
exactly |
23:30 |
nrzkt |
it's not a simple thing you want to work on, but, each formspec mode (client or server) should interact with its parent, and also formspec names between client & server should not conflict |
23:34 |
nrzkt |
go to bed, see you, red-001 take your time :) and thanks for contributions |
23:34 |
red-001 |
good night |
23:36 |
red-001 |
so I assume client formspecs should take precedence over server ones? |
23:37 |
nrzkt |
absolutely no, they should not, client formspec is a client formspec and server formspec should be server formspec |
23:37 |
nrzkt |
red-001, also please rebase #5092 |
23:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/5092 -- Add client-sided chat commands by red-001 |
23:37 |
nrzkt |
the two formspec modes should not know the other |
23:41 |
red-001 |
done |
23:41 |
sofar |
hud stuff |
23:42 |
nrzkt |
sofar, please comment main issue to have a persistent and fiable thing :D |
23:42 |
nrzkt |
but yes i agree HUD should be modded client side, like inventories :) |
23:45 |
sofar |
all default HUD items should just be client side |
23:47 |
nrzkt |
sofar, yes |
23:48 |
nrzkt |
i cannot remember how they are currently designed but if they are sent by server at connection design it to be client side doesn't work because we will override them each time, except with protocol breakage |
23:48 |
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23:49 |
nrzkt |
red-001, for chat commands... maybe we should use . instead of / for client to distinguish client & server commands, what do you think sofar? |
23:50 |
nrzkt |
brb gtb :D time to sleep |