Time |
Nick |
Message |
00:00 |
VanessaE |
servers are fully updated, still happens. I don't know if it's a mod issue or not. |
00:03 |
red-001 |
if they are using mt-dev tell them to update their clients |
00:03 |
* VanessaE |
updates hers.. |
00:04 |
VanessaE |
[01-22 19:03] <longerstaff13VBld> test |
00:04 |
VanessaE |
[01-22 19:03] <longerstaff13VBld> Not doubled on a phone, VanessaE. |
00:04 |
red-001 |
if it still happens after you update then it's a mod issue |
00:07 |
VanessaE |
red-001: not if longerstaff isn't seeing it on his client. |
00:08 |
VanessaE |
that immediately rules out mods (but not necessarily server) |
00:08 |
VanessaE |
it's client-side. updating my client solved it. |
00:13 |
red-001 |
if both the server and client are protocol version 29 but client doesn't have the commit that removes the chat prediction this happens |
00:13 |
VanessaE |
red-001: that's what I thought. |
00:14 |
VanessaE |
what protocol version is 0.4.15? |
00:14 |
red-001 |
iirc 28 |
00:14 |
VanessaE |
ok, good. |
00:15 |
VanessaE |
so long as it won't affect users of the stable version, I see no need to worry about it then. |
00:15 |
red-001 |
iirc the protocol only got bumped to 29 a few days before my pr |
00:20 |
Fixer |
VanessaE: doubles |
00:20 |
VanessaE |
Fixer: update your client. |
00:22 |
Fixer |
does not happen on newest git client, case closed |
00:35 |
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01:23 |
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01:28 |
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01:38 |
paramat |
sorry but i feel tenplus1 is not suitable for a MTG dev. no offense, i really like him, he's a valued contributor and has helpful suggestions. i suspect he may not want to, he seems fed up with MTG dev |
01:38 |
paramat |
i would consider krock first |
01:39 |
paramat |
we have more need for new devs in engine |
02:05 |
paramat |
^ sofar thoughts on tenplus1 as mtg dev? |
02:41 |
paramat |
#5070 |
02:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/5070 -- Plantlike: Fix visual_scale being applied squared by paramat |
02:49 |
paramat |
i will merge #5079 #5095 later tonight |
02:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/5079 -- Dungeons: Make >=2 wide stairs possible by paramat |
02:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/5095 -- Zoom FOV: Reduce minimum zoom FOV to 7 degrees by paramat |
02:55 |
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03:24 |
sofar |
https://forum.minetest.net/viewtopic.php?f=11&t=12379&start=25#p243447 |
03:24 |
sofar |
this is why I don't think tenplus1 is right for being mtg dev |
03:31 |
paramat |
also our bad experience dealing with his PRs |
03:33 |
sofar |
anyone can do anything with any code they want, it's all open source, I don't mind people maintaining their own versions |
03:33 |
sofar |
I'm much happier making slow and long term contributions to mtg myself |
03:34 |
sofar |
I don't think he would be OK with that |
03:34 |
sofar |
does he actually want to be one? |
03:37 |
paramat |
we don't know yet |
03:37 |
paramat |
i doubt it :] |
03:47 |
Zeno` |
maybe not |
04:12 |
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04:19 |
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04:47 |
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04:55 |
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05:11 |
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06:09 |
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06:21 |
sofar |
why would my inventory show black cubes for nodes? custom game - no minetest_game |
06:21 |
sofar |
the wielded node looks OK |
06:21 |
sofar |
it's just the inventory that shows them as black inventory cubes |
06:23 |
sofar |
how quaint, if I drop them the ones that have textures are larger than the ones without |
06:29 |
nore |
pushing https://github.com/Ekdohibs/minetest/commit/d04d8aba7029a2501854a2838fd282b81358a54e (squashed #4986) in 15 minutes if nobody disagrees |
06:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/4986 -- Hardware node coloring by juhdanad |
06:29 |
sofar |
please go ahead :) |
06:33 |
nore |
sofar: black cubes in inventory looks like an old bug |
06:33 |
nore |
I thought it has been fixed |
06:34 |
sofar |
I've got an almost empty subgame, I don't see it with minimal |
06:34 |
nore |
hm, quite strange |
06:34 |
sofar |
I wonder if it's the formspec |
06:35 |
nore |
what happens if you take the nodes and use them in mtg? |
06:35 |
nore |
(could be the texture) |
06:35 |
sofar |
oh the nodes are fine, I can place them and the world mapgen has them showing up OK |
06:35 |
sofar |
there's a fake mapgen that places one of them as flat surface below 0 |
06:36 |
nore |
I mean, take the definitions out of your subgame and looking at your inventory in mtg with them |
06:36 |
sofar |
I'm sure that will work |
06:37 |
sofar |
oh I don't define `default`, that could be it |
06:37 |
sofar |
(I don't want to) |
06:37 |
nore |
hmm |
06:38 |
nore |
could it be related to the texture name? |
06:38 |
sofar |
it's not even used by my subgame btw |
06:38 |
nore |
(IIRC the code uses inventorycube to create the inventory texture, if the texture name is weird it could fail) |
06:39 |
sofar |
I have rotating inventory stuff enabled |
06:39 |
sofar |
that doesn't make use of inventorycube |
06:40 |
nore |
hmmm |
06:40 |
sofar |
besides, inventorycube is in builtin |
06:40 |
sofar |
and I do have that, of course |
06:40 |
sofar |
btw it's both the HUD inventory bar, and the default inventory |
06:40 |
nore |
yes, what my idea was was that if the texture name had strange characters, the engine couldn't parse the inventorycube modifier |
06:41 |
nore |
but it's probably not that then |
06:41 |
sofar |
it's just alphanum stuff |
06:41 |
sofar |
e.g. default_stone.png |
06:41 |
nore |
looks like missing lighting on the nodes when doing the rendering |
06:41 |
nore |
which was an old bug I thought was fixed |
06:41 |
sofar |
I don't get why that wouldn't break minetest_game then |
06:42 |
sofar |
or minimal |
06:42 |
nore |
yeah, that's quite strange |
06:43 |
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nrzkt joined #minetest-dev |
06:44 |
nore |
#4986 merged! |
06:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/4986 -- Hardware node coloring by juhdanad |
06:44 |
nrzkt |
ty nore |
06:47 |
sofar |
I think it's the hud... |
07:02 |
sofar |
so many ugly problems, if I export without linking textures, my model is all messed up |
07:02 |
sofar |
but if I do link textures, irrlicht complains because minetest can't find them since `PWD` is different |
07:03 |
sofar |
even though in game they show just fine |
07:03 |
sofar |
(figures) |
07:03 |
sofar |
so my choices are: thousands of warnings |
07:03 |
sofar |
or, broken textures |
07:04 |
sofar |
also, I get thousands of these: |
07:04 |
sofar |
[pid 15677] stat("/home/sofar/.minetest/worlds/atwt/map.sqlite-wal", 0x7fd742ffc450) = -1 ENOENT (No such file or directory) |
07:04 |
sofar |
[pid 15677] stat("/home/sofar/.minetest/worlds/atwt/map.sqlite-journal", 0x7fd742ffc450) = -1 ENOENT (No such file or directory) |
07:04 |
sofar |
thousands of sqlite stat() calls |
07:04 |
sofar |
that doesn't seem optimal either |
07:14 |
VanessaE |
nore: and that commit is now on my servers. |
07:14 |
nore |
VanessaE: nice ;) |
07:14 |
nore |
(that was a quick update) |
07:15 |
VanessaE |
cheapie's been waiting on it ;) |
07:15 |
VanessaE |
(and there's dozens of other mods that could benefit from it too) |
07:20 |
thePalindrome |
Is there still no way to have the same node with a different texture? |
07:21 |
VanessaE |
no. |
07:21 |
VanessaE |
that was something meta_set_nodedef was for |
07:22 |
nore |
meta_set_nodedef was too heavy on client |
07:22 |
nore |
waaaay too heavy |
07:22 |
thePalindrome |
mm |
07:22 |
thePalindrome |
curses |
07:22 |
thePalindrome |
I'd love to have an animated node |
07:22 |
thePalindrome |
textures or meshes, but :shrug: |
07:23 |
sofar |
nore: if I do singleplayer the problem is gone |
07:23 |
sofar |
nore: o_O |
07:23 |
nore |
at some point in time, it started using > 1s to produce the mesh for each mapblock |
07:23 |
nore |
sofar: wtf |
07:24 |
nore |
at least it's not a quantum bug |
07:24 |
sofar |
yeah, switch to local server, black boxes |
07:24 |
sofar |
ohhh, weird |
07:24 |
sofar |
run a second time as singleplayer: black boxes again |
07:24 |
sofar |
wtf |
07:24 |
nore |
sofar: out of memory perhaps? |
07:24 |
nore |
missing memory could explain that sort of things |
07:25 |
sofar |
removed player data: singleplayer ok |
07:26 |
sofar |
any new player it works OK |
07:26 |
sofar |
when the player logs in again, the inventory of that player has black nodes |
07:27 |
nore |
waaaaat |
07:27 |
nore |
what about other games? |
07:27 |
sofar |
and if I shutdown minetest entirely, then load an old player, black boxes |
07:27 |
nore |
*subgames |
07:27 |
sofar |
they're all fine |
07:28 |
nore |
hmm... could you construct a minimal subgame example with the bug, then? |
07:29 |
sofar |
meh, I'll try |
07:30 |
nore |
sofar: else, do you have the code so that I can try? |
07:30 |
sofar |
unpublished, not publishing yet |
07:30 |
sofar |
sorry :) |
07:30 |
sofar |
but, I'll do a PoC |
07:33 |
sofar |
so, easy enough to reproduce |
07:33 |
sofar |
filing bug... |
07:34 |
paramat |
will merge #5027 #5079 #5095 in a moment |
07:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/5027 -- Add several helper functions for angles/vectors. by sofar |
07:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/5079 -- Dungeons: Support nodebox stairs wider than 1 node by paramat |
07:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/5095 -- Zoom FOV: Reduce minimum zoom FOV to 7 degrees by paramat |
07:36 |
sofar |
rebuilding minetest master to be sure it's not some local patch |
07:38 |
sofar |
aw crap |
07:38 |
sofar |
that was the issue :/ |
07:39 |
VanessaE |
about 4986: can I suggest that someone include a couple of standardized palettes? the CGA color set, the VGA 8-bit set, etc. |
07:40 |
VanessaE |
(so that mods don't have to duplicate that effort) |
07:40 |
nore |
sofar: do you know what patch it is? |
07:41 |
sofar |
well, I was on 15122e015 |
07:41 |
sofar |
but I must have had something local |
07:43 |
paramat |
merging |
07:44 |
thePalindrome |
In terms of the client-side api, do we have plans for a custom data packet? |
07:45 |
nore |
thePalindrome: well, there is much to be done before that |
07:45 |
VanessaE |
also, the format of the palette image needs to be documented. |
07:45 |
thePalindrome |
I figured, I was mainly wondering for future reference :P |
07:45 |
sofar |
nore: I was on 51746ca9 with an earlier version of #4806 applied |
07:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/4806 -- Add search to advanced settings by rubenwardy |
07:46 |
nore |
sofar: strange then |
07:47 |
sofar |
it'll come haunt me again I'm sure |
07:48 |
nore |
unfortunately I guess it will :/ |
07:48 |
paramat |
merged |
07:48 |
sofar |
aight, back to what I wanted to do then |
07:48 |
sofar |
lol |
07:49 |
* thePalindrome |
is still hoping for animated textures |
07:49 |
thePalindrome |
Giant machines aren't as cool if they don't move :P |
07:51 |
paramat |
but we have animated textures? |
07:51 |
thePalindrome |
s/animated/dynamic |
07:51 |
red-001 |
aren't they already possible |
07:51 |
paramat |
ok |
07:51 |
red-001 |
tnt uses them |
07:51 |
VanessaE |
guys... |
07:51 |
thePalindrome |
Think a furnace that changes textures when it starts burning |
07:51 |
thePalindrome |
But yeah, that's very intensive :P |
07:52 |
VanessaE |
see my comments above re: node coloring, please |
07:52 |
thePalindrome |
Ah, I mean something different |
07:53 |
nore |
VanessaE: it would be a good idea, could you perhaps make a pr about it please? |
07:53 |
paramat |
Vanessa, seen, but to not be forgotten an issue is needed |
07:53 |
VanessaE |
nore: I can't make a PR for something I don't understand :) |
07:54 |
nore |
VanessaE: well, that would just be adding a few textures |
07:54 |
paramat |
now at last i can add stairs to sandstone dungeons |
07:54 |
VanessaE |
nore: right. but what's the desired pixel color layout? must the image (for 256 colors) be 16x16, or would say 32x8 also work? etc. |
07:55 |
cheapie |
32x8 and 16x16 seem to both work. |
07:55 |
nore |
hm, I think any would work |
07:55 |
VanessaE |
ok. |
07:55 |
cheapie |
I haven't tested others. |
07:55 |
nore |
as long as the image has exactly 256 pixels |
07:55 |
VanessaE |
maybe cheapie could supply "standard" palettes then? |
07:56 |
cheapie |
I have a 3 green, 3 red, 2 blue palette here... |
07:56 |
VanessaE |
just want to nip this in the bud before every mod author out there starts making his or her own palettes. |
07:56 |
thePalindrome |
ooh, good point |
07:56 |
VanessaE |
(of course, I'll make the unified dyes palette too, but you get my point) |
07:56 |
cheapie |
Here: https://cheapiesystems.com/media/images/rgblightstone_palette.png |
07:57 |
cheapie |
That one is as follows: pixel number = 32*green + 4 * red + blue |
07:57 |
cheapie |
Green and red have 8 values, blue 4. |
07:58 |
cheapie |
It's based on public domain content here: https://commons.wikimedia.org/wiki/File:256colour.png and I agree to release my modifications (just downscaled it) under that as well. |
07:59 |
cheapie |
(or any license you want, really) |
07:59 |
sofar |
for the purpose that I indend to use them I'll make custome palettes per node |
08:00 |
cheapie |
That's fine, but shipping standard palette(s) is probably not a bad idea. They are selectable, after all. |
08:01 |
thePalindrome |
hmm |
08:01 |
thePalindrome |
I kindof want to make a dance floor mod now :P |
08:01 |
VanessaE |
thePalindrome: already been done. |
08:01 |
cheapie |
rgblightstone :P |
08:01 |
VanessaE |
(though primitive compared to what this feature could allow) |
08:01 |
cheapie |
+ a LuaC, I suppose. |
08:02 |
thePalindrome |
oh lol |
08:02 |
cheapie |
VanessaE: rgblightstone is done. |
08:03 |
VanessaE |
that was fast. |
08:03 |
cheapie |
It wasn't too hard. I was able to reuse most of the code. |
08:11 |
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08:16 |
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08:20 |
red-001 |
could someone review #5094? |
08:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/5094 -- CSM: Add method to display a formspec and callbacks by red-001 |
08:21 |
paramat |
#5102 is trivial and tested, can be merged anytime |
08:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/5102 -- Dungeons: Add nodebox stairs to sandstone dungeons by paramat |
08:27 |
nrzkt |
red-001: i will look at it |
08:28 |
sofar |
nrzkt: I'm starting to build something that uses lsqlite3... because we don't have proper player metadata and because entites can get erased |
08:28 |
nrzkt |
sofar: what do you mean by something that use lsqite3 ? |
08:28 |
sofar |
nrzkt: I suppose it would be too hard to make a minetest-specific sqlite API? |
08:29 |
nrzkt |
sqlite api for LUA ? |
08:29 |
sofar |
remember the `datastorage` mod? |
08:29 |
nrzkt |
sofar: why not re-use my previously non merged PR ? |
08:29 |
sofar |
which is? |
08:29 |
nrzkt |
i have two PR to fix those meta data problems which only need time or second maintainer |
08:30 |
sofar |
well the player attribute stuff only solves half the problem |
08:30 |
sofar |
but really, I just want to have a sqlite db |
08:30 |
nrzkt |
#4155 |
08:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/4155 -- Implement player attribute backend by nerzhul |
08:30 |
nrzkt |
yes i want pg + sqlite |
08:31 |
sofar |
I'll settle for sqlite :) |
08:31 |
sofar |
but pg, maybe, no objections to that :) |
08:31 |
nrzkt |
it should support pg |
08:31 |
sofar |
gonna file a issue for it |
08:31 |
nrzkt |
https://gitlab.com/epixelgame/epixel/blob/master/src/server/database-postgresql.cpp |
08:32 |
VanessaE |
One more thing: minetest_game will need some kind of "standard" colorizing tool e.g. a paintbrush or something. |
08:32 |
sofar |
VanessaE: only if colors are used by nodes |
08:32 |
sofar |
and even then, I'm not even sure |
08:32 |
VanessaE |
sofar: which you can be sure they will be. |
08:32 |
sofar |
you can do colored nodes without intending them to be colored by players |
08:33 |
VanessaE |
maybe a chatcommand. /setcolor <something> and then "paint" a bunch of nodes with it? |
08:33 |
VanessaE |
s/it/with a paintbrush/ |
08:33 |
sofar |
sounds like a worldedit thing |
08:33 |
* nore |
agrees with sofar |
08:33 |
VanessaE |
nono I'm thinking more like a user building something, say with the wool mod |
08:33 |
nrzkt |
sofar: => https://gitlab.com/epixelgame/epixel/blob/master/src/client/database-sqlite3.cpp |
08:33 |
VanessaE |
why have 16 nodes instead of just one + paintbrush? |
08:33 |
nore |
if I make e.g. different colors of grass, I don't want the player to be able to change their color |
08:33 |
nrzkt |
you have all you need to move players to database |
08:33 |
nore |
VanessaE: for wool it's different |
08:34 |
sofar |
nrzkt: no, I don't want the world map in sqlite |
08:34 |
nrzkt |
it's not the world map only |
08:34 |
nrzkt |
you have the player |
08:34 |
nore |
(but for that, maybe clicking the nodes with dye would change their color) |
08:34 |
sofar |
nrzkt: I want my own custom sqlite db for my mod's usage |
08:34 |
VanessaE |
nore: that's not a bad idea. |
08:34 |
nrzkt |
sofar: multiple micro sqlite per mod ? could be ... consuming |
08:35 |
sofar |
I only intend to make one |
08:35 |
sofar |
and then share it between my mods |
08:35 |
nrzkt |
it's for MT or just you ? |
08:35 |
sofar |
for my custom subgame |
08:35 |
nrzkt |
okay |
08:35 |
nrzkt |
if you backport postgresql backend is mandatory |
08:35 |
nrzkt |
could be nice to have https://github.com/minetest/minetest/pull/4155 merged no ? |
08:36 |
nrzkt |
and after that merge, add database backend to replace the whole player |
08:36 |
nrzkt |
(using relational DB) |
08:36 |
VanessaE |
as for changing the color of grass, seems to me the "tool" that would be used (whether it's a dye item or a paintbrush) should just check if the node has some proper group that allows the color to be changed, along the same lines as what the screwdriver does. |
08:38 |
VanessaE |
(or a group that, if present, expressly forbids it) |
08:40 |
sofar |
nrzkt: I still want something like 4155, but it doesn't solve all the problems I have |
08:40 |
sofar |
I would still need an extra DB :) |
08:40 |
sofar |
I also need to go to bed, lol |
08:40 |
VanessaE |
the point I'm trying to make, guys, is a standard is needed, same reason for a standard palette, otherwise we'll have a hundred different ways to "paint" blocks, depending on the mod |
08:41 |
nrzkt |
sofar: i agree this should not be map db |
08:41 |
VanessaE |
this should be sorted out now, before this feature has a chance to gain traction. |
08:41 |
nrzkt |
it's not a problem sofar, just have two connectors and use the proper connector :) |
08:41 |
sofar |
VanessaE: as long as minetest_game doesn't add it's own meschugga palettes, I'm fine with that |
08:42 |
nore |
VanessaE: I think using dyes is a good solution |
08:42 |
sofar |
nrzkt: #5103 if you want to comment |
08:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/5103 -- Mod API: database |
08:42 |
paramat |
many different palettes is the idea of the feature, it varies according to the node |
08:42 |
VanessaE |
sofar: I was thinking more along the lines of a standard palette image that gets included with the engine, since it's not a game thing really. the paint-with-dye thing would be minetest_game territory |
08:42 |
* paramat |
likes meshuggah |
08:42 |
VanessaE |
paramat: yes, but color coordination is also desirable. |
08:42 |
sofar |
but you can't have painted wool nodes that way |
08:43 |
sofar |
since breaking a blue wool block will drop you a white wool block |
08:43 |
sofar |
so it's useless for painted nodes, now |
08:43 |
VanessaE |
so have it drop both the wool and the dye that was used to make it |
08:43 |
VanessaE |
or save the color in same way you do for a written-in book |
08:43 |
sofar |
BWAHAHAHAHHAA |
08:44 |
sofar |
sorry, nah, that's what I meant with meshugga |
08:44 |
VanessaE |
well something is going to be needed. |
08:44 |
sofar |
not in minetest_game |
08:44 |
sofar |
you need it in homedecor |
08:44 |
sofar |
or mypaint |
08:45 |
sofar |
as is, minetest_game can do fine without it |
08:45 |
VanessaE |
some kind of standard is going to be needed or we're gonna end up with a hundred ways to do this. |
08:45 |
sofar |
eh, most likely tenplus1 already has made 3 standards just now |
08:45 |
sofar |
shrug |
08:46 |
VanessaE |
heh |
08:47 |
* sofar |
gotta get some sleep - later |
08:47 |
VanessaE |
bye |
08:58 |
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09:12 |
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09:14 |
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09:35 |
juhdanad |
Hi all! Thanks for merging my PR! Don't worry, I think it won't be used widely in the near future, as the current stable version does not render colors. |
09:47 |
nore |
hm, what |
09:47 |
nore |
I thought I had tested it and it worked fine |
09:47 |
* nore |
tests again |
09:49 |
nore |
doesn't work, I must have tested the wrong commit :/ |
09:49 |
nore |
did you change anything lately? |
09:50 |
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09:51 |
juhdanad |
nore: no. In the PR description I pointed it out that old clients are colorblind. |
09:51 |
nore |
juhdanad: ah, that |
09:51 |
nore |
still, I don't get any colors with a newly built client |
09:51 |
VanessaE |
nore: try VE-C |
09:51 |
VanessaE |
there's already a number of uses of it |
09:51 |
nore |
VanessaE: lol |
09:52 |
nore |
however, I think UDP ports are blocked here, I'll try anyway |
09:52 |
VanessaE |
(cheapie spared no time in getting RGBlightstone to use it) |
09:54 |
nore |
ok, that was just me testing with a node too dark to see the color change |
09:55 |
nore |
yup, ports blocked |
09:55 |
nore |
well, anyway, it works |
09:55 |
nore |
my bad |
10:17 |
juhdanad |
I have an idea what causes black inventory cubes! Punching a lot of kinds of blocks! |
10:17 |
juhdanad |
Punching a block generates five textures (with crack overlays) and I don't know if these get deleted. |
10:18 |
juhdanad |
So if you punch all kinds of blocks, your graphics card will store six times as many textures. |
10:19 |
juhdanad |
This could explain why this occurs randomly. |
10:19 |
juhdanad |
Anyone wants to test my theory? :) |
10:26 |
Zeno` |
I dunno if we can delete textures (due to irrlicht) |
10:28 |
juhdanad |
I think they just should be dropped. |
10:29 |
Zeno` |
how? |
10:31 |
juhdanad |
I mean "texture->drop();" |
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10:34 |
Zeno` |
perhaps yeah |
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16:45 |
red-001 |
!seen sapier |
16:45 |
ShadowBot |
red-001: I saw sapier in #minetest-dev 17 hours, 58 minutes, and 54 seconds ago saying "but I haven't tested so not sure if this does work. For what I've read it should work" |
16:49 |
nrzkt |
red-001: let us time to review we are not bots :p |
16:51 |
* sofar |
wakes up |
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17:43 |
sapier |
red-001 I'd be here now |
17:44 |
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17:45 |
red-001 |
I was wondering why your test doesn't check the io functions |
17:46 |
red-001 |
the lua security one |
17:46 |
sapier |
because I haven't finished that part by now |
17:47 |
red-001 |
btw could you review #5100 when you have some time? |
17:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/5100 -- [CSM] Improve security by red-001 |
18:01 |
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18:02 |
nrzkt |
hey |
18:03 |
red-001 |
hi nrzkt |
18:30 |
red-001 |
so only the death formspec should be moved to the lua right? not the mainmenu or anything like that? |
18:31 |
nrzkt |
mainmenu has its own lua stack already |
18:32 |
nrzkt |
we are ingame in client |
18:32 |
nrzkt |
i don't know if some chat parts can be ported to builtin |
18:32 |
sofar |
client-side death formspec seems weird |
18:33 |
red-001 |
sofar whats strange about it? |
18:33 |
red-001 |
nrzkt, I meant the esc menu |
18:34 |
red-001 |
the one with exit game and change keys |
18:36 |
red-001 |
sofar does it break anything, could you post a screenshot? |
18:36 |
sofar |
if it's client-side, how does the server know the client has clicked respawn? |
18:36 |
nrzkt |
sofar, death formspec is client side only |
18:36 |
nrzkt |
it's in cpp side in master branch |
18:36 |
sofar |
ok, then we have a terminology mismatch |
18:37 |
red-001 |
the client runs a command that sends the respawn packet to the server |
18:37 |
nrzkt |
he knows because there is a trigger on this special formspec which send TOSERVER_RESPAWN |
18:37 |
sofar |
you're just moving it from cpp to lua on the client then? |
18:37 |
nrzkt |
exact |
18:37 |
red-001 |
yes |
18:37 |
sofar |
does that involve a new API function? |
18:37 |
red-001 |
yes the new function and callback are used |
18:38 |
sofar |
to order send the packet to the server? |
18:38 |
nrzkt |
exact |
18:38 |
nrzkt |
there is a function in client side api to trigger respawn packet |
18:38 |
nrzkt |
but sofar better, checkout the official branch and test it please :) |
18:39 |
nrzkt |
if you add your keyboard with us could be good |
18:39 |
nrzkt |
sofar, #5094 needs to be merged to continue the devel |
18:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/5094 -- CSM: Add method to display a formspec and callbacks by red-001 |
18:39 |
nrzkt |
especially on formspecs |
18:40 |
nrzkt |
and red-001 i don't think main menu should be in lua itself, but if a coredev wants, then open a pr |
18:40 |
sofar |
nrzkt: spent all weekend in blender, no time to test ;) |
18:40 |
nrzkt |
heh |
18:44 |
red-001 |
so I assume adding server to client code transfer should wait for improved security? |
18:45 |
sofar |
I'd argue not |
18:46 |
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18:46 |
red-001 |
It might be a good idea then to work on porting the server to client mod transfer from the old PR |
18:55 |
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18:55 |
est31 |
going forward, I don't want to maintain this any more: https://github.com/est31/minetest-flatpak |
18:55 |
est31 |
seems there is interest by contributors to improve it |
18:55 |
est31 |
maybe the minetest org can adopt it? |
18:55 |
est31 |
celeron55, ^ |
19:00 |
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19:00 |
Nymeven |
hi |
19:01 |
red-001 |
hi Nymeven |
19:02 |
celeron55 |
est31: is it used by any considerable amount of users? |
19:02 |
Nymeven |
how can i learn c++ in order to create a game like minetest (or other) or help you? |
19:03 |
est31 |
celeron55, I've got one person doing PRs to the repo |
19:03 |
sfan5 |
Nymeven: try googling |
19:03 |
est31 |
maybe it could alternatively be integrated into the main minetest repo as well |
19:03 |
est31 |
into util/ or sth |
19:03 |
Nymeven |
ok.. |
19:04 |
sfan5 |
Nymeven: no but seriously, try searching something like "c++ for game development" or "learning c++" |
19:04 |
Nymeven |
ok |
19:05 |
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19:05 |
est31 |
or maybe build/flatpak |
19:06 |
sfan5 |
please don't put more stuff into the build/ dir |
19:06 |
sfan5 |
its naming sucks |
19:06 |
red-001 |
Nymeven, once you learn the basics you can start working on projects allowing you to get better and learn more complex concepts |
19:07 |
Nymeven |
ok, thx |
19:07 |
celeron55 |
pick a project that you want to make that is slightly out of reach, then learn what you need for it while making it |
19:07 |
celeron55 |
then repeat for infinite times |
19:07 |
kaeza |
see also: http://abstrusegoose.com/249 </offtopic> |
19:08 |
celeron55 |
that's how i learn things anyway |
19:08 |
est31 |
me too |
19:08 |
est31 |
doing audio decoders was like black magic for me |
19:08 |
est31 |
then I sat down and wrote one :) |
19:10 |
est31 |
celeron55, the overall goal is to one day provide an flatpak repo for minetest. Once that's the case it would be best to have it in the minetest namespace. Before that its mostly an unofficial thing, but I guess the flatpak fans like it |
19:10 |
est31 |
also, I'm not sure whether endless os uses it |
19:11 |
est31 |
most likely not |
19:13 |
celeron55 |
est31: can you ask your contributor to adopt the repo? |
19:14 |
est31 |
that's an idea as well |
19:14 |
est31 |
gonna do it |
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22:27 |
red-001 |
for #5100 it's not really possible to work on making the io library more secure, unless a modding subsystem gets added as that will likely add some sort of virtual filesystem |
22:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/5100 -- [CSM] Improve security by red-001 |
22:30 |
sapier |
I'm astonished how simple you can do a quest support for mobs :) |
22:31 |
sapier |
it's less then 700 lines including gui code :-) funny if I did know that befor I'd have done it long ago |
22:31 |
sapier |
well I guess documentation will be about same again :) |
23:00 |
red-001 |
so does #5094 need another review? |
23:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/5094 -- CSM: Add method to display a formspec and callbacks by red-001 |
23:01 |
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23:01 |
nrzkt |
if sapier or sofar could look, i will merge it tomorrow evening after timeout if not, as the PR is good and not in master |
23:01 |
nrzkt |
and rubenwardy look at some interesting thigns too |