Time |
Nick |
Message |
00:39 |
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00:45 |
paramat |
VanessaE see https://github.com/minetest-technic/technic/issues/337 simple edit which reduces memory use by technic worldgen, if you need help editing this let me know |
00:46 |
paramat |
i had a look at mesecons but it's so complex it may take time to see how to optimise |
00:47 |
paramat |
and that doesn't explain why it worked for you before of course |
00:48 |
VanessaE |
technic is such a clusterfuck that I try not to do too much there |
00:48 |
VanessaE |
(though I just added labels to the ABMs earlier) |
00:49 |
VanessaE |
I do have both the issue and the webpage you pointed to open, though |
00:50 |
VanessaE |
figured I'd give it a try but where VM stuff is concerned, I know nothing at all. |
01:01 |
paramat |
the data buffer optimisation is simplest and mesecons may not be using perlinmaps, so perhaps try applying point 3 |
01:10 |
VanessaE |
wait so you're saying, |
01:10 |
VanessaE |
https://github.com/minetest-technic/technic/blob/master/technic_worldgen/oregen.lua#L127 |
01:10 |
VanessaE |
`local noise` above that, outside the function, and strip 'local' off of this? |
01:12 |
VanessaE |
no, I guess you mean line 139. |
01:16 |
VanessaE |
meh, I'll let someone else do it. I don't understand what I'm even looking at. :-/ |
01:17 |
paramat |
l125 local data = vm:get_data(dbuf) |
01:18 |
paramat |
then outside the on-gen function, just before: local dbuf |
01:18 |
paramat |
that's all, as in the example in the forum post |
01:19 |
paramat |
point 3 |
01:20 |
VanessaE |
I see. |
01:22 |
* VanessaE |
tries it.. |
01:25 |
paramat |
it will not make a huge difference but a significant one |
01:28 |
paramat |
also you can move L127 to outside on-gen, just before |
01:28 |
paramat |
to only create the noise object once |
01:29 |
VanessaE |
ok |
01:30 |
paramat |
this doesn't use perlinmaps so the 3rd optimisation doesn't apply here |
01:30 |
paramat |
by third i mean point 2 |
01:30 |
paramat |
=/ |
01:34 |
VanessaE |
meh, moving the noise object outside of on-gen throws a "attempt to index upvalue" (nil) error. |
01:35 |
paramat |
ok there's another way as described in point 1 |
01:35 |
VanessaE |
http://pastebin.ubuntu.com/24291294/ |
01:36 |
paramat |
L127 noise = noise or minetest.get_perlin(9876, 3, 0.5, 100) |
01:36 |
paramat |
with local noise = nil outside on-gen and just before |
01:36 |
paramat |
might work |
01:38 |
paramat |
then it created the noise object inside on-gen but only once |
01:38 |
paramat |
*creates |
01:40 |
paramat |
sofar could you consider #5476 ? dev is too quiet recently, this is much wanted. seems fine but would be good for more players to test it |
01:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/5476 -- Sneak glitch option: Add ability to climb onto a 2 node high ledge by paramat |
02:00 |
paramat |
i think i'll have to ask c55 to review later |
02:01 |
VanessaE |
paramat: https://github.com/minetest-technic/technic/commit/eb344ad804aa83570ccda9a5886733d8b42aa598 |
02:17 |
paramat |
looks ok |
02:51 |
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07:06 |
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07:07 |
nerzhul |
hello :) sfan5 #5473 is now green and finished, please finish your review :) |
07:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/5473 -- Update embedded jsoncpp from unk version to 0.10.6 + move libs to lib/ instead of src/ by nerzhul |
07:25 |
nerzhul |
nore can you finish your review on #1737 please ? |
07:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/1737 -- Added formspec element 'KeyEventBox' for charbased input by ninnghazad |
07:26 |
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07:26 |
burli |
hi there |
07:27 |
nerzhul |
hi burli |
07:27 |
burli |
I have an important question. Maybe someone can help |
07:28 |
burli |
https://forum.minetest.net/viewtopic.php?f=47&t=4668&p=261288#p261288 |
07:37 |
burli |
I assume that control keys are only updated once at each server step and not at each call of get_player_control() |
07:37 |
nerzhul |
exactly |
07:38 |
burli |
Is there any other way to stop the lua script at a specific point and continue later? |
07:39 |
burli |
I don't need to stop the script after each line, but once in a loop would be good |
07:40 |
nerzhul |
no |
07:42 |
burli |
then the only way is output to a file |
07:43 |
red-001 |
are particle spawner id's reused after the spawner expires? |
07:43 |
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07:51 |
paramat |
please can anyone approve this bugfix? #5453 i can change the variable name on merge |
07:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/5453 -- Fix upside down textures by numberZero |
07:54 |
celeron55 |
can i say +1 solely on the basis of it being numberZero fixing his own mistake? :P |
08:02 |
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08:08 |
paramat |
yes i'm fine with that, after all it's been well tested too |
08:09 |
paramat |
#5491 is fine +1 |
08:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/5491 -- mapgen: Fix segfault when selecting invalid mapgen by SmallJoker |
08:10 |
paramat |
celeron55 remember my core version of watershed? it's been changed and improved and is usable https://github.com/paramat/minetest/tree/rivergen |
08:11 |
paramat |
problem is working on it for 2 years i'm kind of numb to it |
08:15 |
paramat |
but i've learnt useful stuff which can be applied in any other core mapgen i write |
08:18 |
nerzhul |
mergin 5491 then |
08:19 |
nerzhul |
paramat, can you review #5487 it's fairly trivial addition but required :) |
08:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/5487 -- [CSM] Add function and chat command to disconnect from server. by red-001 |
08:19 |
nerzhul |
many intresting pr are finished and needs merge |
08:19 |
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08:21 |
paramat |
sorry i'm avoiding CSM stuff, i don't remotely understand it and there are higher priorities |
08:21 |
nerzhul |
just read the PR please; |
08:22 |
paramat |
yes dev has been quiet recently, lots of good contributions but few reviews |
08:22 |
paramat |
looking |
08:25 |
paramat |
sorry at the moment other PRs have priority over CSM. CSM seems to not be experiencing lack of dev attention so i'm focussing elsewhere |
08:26 |
nerzhul |
lol in fact CSM is very very asked by modders and players, look at the WIP on localplayer API |
08:26 |
paramat |
my workload is so high it's up to other devs to do more :] |
08:27 |
nerzhul |
yeah, i know but we should merge all ready PR when 2 core dev are here, many devs are absent it's not easy |
08:28 |
paramat |
CSM is not priority when you look at the other unreviewed PRs, but i understand you're enthusiastic about it, which is good |
08:30 |
celeron55 |
i guess i could start reviewing CSM stuff |
08:31 |
paramat |
celeron55 concerning sn**k, we fixed a few serious bugs midweek and i have a PR for 2-node pull-up onto a ledge #5476 which desired as much as sn**k ladders. so stuff is going well and much better than most believe |
08:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/5476 -- Sneak glitch option: Add ability to climb onto a 2 node high ledge by paramat |
08:31 |
nerzhul |
celeron55, could be nice to have some help |
08:32 |
nerzhul |
it's basicly adding API on client, the core side is finished, maybe some mor ecallbacks are needed, but we have many of them |
08:32 |
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08:40 |
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08:40 |
celeron55 |
paramat: i think most are happy with the development |
08:41 |
celeron55 |
nerzhul: my view on CSM is still that client-side physics are important and i need to look into how to add them into the upstream CSM system |
08:42 |
celeron55 |
reviewing stuff doesn't seem like a bad idea if i'm to understand what it currently does 8) |
08:42 |
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08:43 |
paramat |
yes i'll merge #5453 |
08:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/5453 -- Fix upside down textures by numberZero |
08:43 |
nerzhul |
celeron55, what do you mean ? lua knowing localplayer physics or more than that ? |
08:43 |
celeron55 |
i mean, moddable client-side physics and also camera control and such |
08:44 |
celeron55 |
defining different physics, as in the airplane experiment i made |
08:44 |
nerzhul |
because writing physics can be cheat, but camera control should be fine, it's in the roadmap |
08:44 |
celeron55 |
anything can be a cheat; that's not an excuse for less functionality |
08:45 |
nerzhul |
if we permit players to do some physics change and server doesn't know it we will destroy the games and servers games |
08:45 |
celeron55 |
the server has to be able to choose whether it wants to stick to the regular physics or allow something else; probably per-player control |
08:46 |
celeron55 |
as in, if someone builds a plane, only then allow different physics |
08:46 |
celeron55 |
or whatever a game wants to do |
08:46 |
nerzhul |
but if server only set a client flag we can have cheated clients, for example atm we can prevent client ot send TOSERVER_DAMAGE and then evade from node damages and falling damages |
08:47 |
celeron55 |
the server can use existing anticheat for the players that are set to use regular physics |
08:47 |
celeron55 |
as i said, it's up to the game to balance between that |
08:48 |
celeron55 |
and the game can add server-side anticheat for the different physics too if the author chooses easily enough checkable ones |
08:50 |
paramat |
nore could you look at #5476 ? |
08:50 |
celeron55 |
if a game wants to have vehicles or flying characters or whatever, it's better if it can have them even if they don't have anticheat than not at all; even if it's a disaster on servers, it will still work in singleplayer and in private servers |
08:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/5476 -- Sneak glitch option: Add ability to climb onto a 2 node high ledge by paramat |
08:51 |
celeron55 |
i think one choice i will have to make is whether to run the physics in the same lua environment as other CSM, or whether they need a separate environment |
08:57 |
paramat |
will merge #5453 in a few mins |
08:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/5453 -- Fix upside down textures by numberZero |
08:58 |
celeron55 |
i recently set up a windows computer in my living room and now i'm thinking i really want to get travis builds to be downloadable from somewhere so that testing PRs is easy on windows |
08:59 |
celeron55 |
i suppose i can just set up a server where travis can http-upload the package it makes |
09:00 |
celeron55 |
it builds fully-functional windows packages, right? |
09:01 |
celeron55 |
"CPack: - package: /home/travis/build/minetest/travisbuild/minetest/_build/minetest-0.4.15-24adebd-win64.zip generated." |
09:01 |
celeron55 |
just send that somewhere and make the somewhere publish it for downloading |
09:02 |
nerzhul |
don't really know |
09:04 |
celeron55 |
i don't see why not - i'll try it |
09:05 |
celeron55 |
as long as they don't have rules forbidding that, it should be fine |
09:05 |
celeron55 |
certainly many would like this |
09:06 |
celeron55 |
i mean, like, every windows user in existence |
09:06 |
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09:10 |
paramat |
merging 5453 |
09:16 |
paramat |
merged |
09:21 |
Hijiri |
what use cases are there for client-installed client mods (as opposed to ones sent from the server), other than cheaty stuff? |
09:22 |
nerzhul |
it's impossible to cheat with current CSM because you can only read informations, and write on chat |
09:22 |
celeron55 |
i guess some HUD extensions and extra animations or something |
09:22 |
celeron55 |
not really much that i care about i think :P |
09:23 |
celeron55 |
a formspec replacement, probably |
09:23 |
celeron55 |
that's something not cheaty that everyone wants |
09:23 |
celeron55 |
but it still requires a lot of interaction with the server |
09:24 |
Hijiri |
wouldn't that be sent from the server though? So the server mods can define how the GUI works |
09:24 |
celeron55 |
all the things that are not cheaty require a lot of co-operation from server-side mods |
09:24 |
celeron55 |
so basically things that are pre-installed just to wait if the server wants to use them |
09:25 |
nerzhul |
celeron55, we don't implemented Hud but local formspec yes |
09:25 |
Hijiri |
like optional stuff |
09:25 |
Hijiri |
that makes sense |
09:25 |
nerzhul |
local formspec permit to have a pure client side craftguide |
09:25 |
paramat |
you can cheat by reading information, such as that ore finder mod |
09:25 |
Hijiri |
client-side craftguide is a good one |
09:25 |
Hijiri |
and isn't too cheaty |
09:26 |
celeron55 |
client-side craftguide is kind of cheaty in the strict definition of cheaty though |
09:26 |
celeron55 |
anything the server doesn't know about is "cheaty" |
09:27 |
celeron55 |
the only client-side mods that are not cheaty are ones that do nothing unless the server asks them to |
09:27 |
Hijiri |
And does what the server expects when told to do things |
09:27 |
celeron55 |
or enables them somehow |
09:28 |
celeron55 |
yes :P |
09:28 |
nerzhul |
i don't think, every information sent by server can be considered as trusted and could be used in any form on client :) |
09:29 |
Hijiri |
I guess the question is whether we consider the sandboxing capabilities of Lua secure enough |
09:29 |
Hijiri |
and I guess you don't |
09:29 |
celeron55 |
i do, but i'm kind of scared what kind of APIs will come out of development that isn't primarily focused on eating lua sent by the server |
09:29 |
nerzhul |
csm forbid nearly all OS features |
09:30 |
Hijiri |
I meant @nerzhul |
09:30 |
Hijiri |
nerzhul: but that's not sufficient for code sent from the server? |
09:30 |
Hijiri |
(in addition to not allowing file access at all except to other mod scripts for reading, maybe) |
09:31 |
nerzhul |
it's why i don't think we should handle server sent informations for next release as CSM is a pure preview for modders |
09:31 |
nerzhul |
just expose client API, see the come back from users/modders about api, and next add protocol informations isntead of sending mods from server to client |
09:32 |
Hijiri |
Is that just a step toward server-sent client mods or are you planning not to have them? |
09:33 |
Hijiri |
Right now you don't have to worry about having the right mods installed to connect to a server, but if mods require a corresponding client mod then that won't be possible unless it can be sent from the server. |
09:33 |
celeron55 |
i think nothing else is a good goal for CSM than server-sent client mods |
09:35 |
red-001 |
I agree |
09:35 |
celeron55 |
but if the ones developing want to take intermediate steps, that's fine |
09:35 |
red-001 |
local mods are just a nice side goal |
09:36 |
nerzhul |
i hope we can have a release in june with sufficnet pure CSM API and maybe a mod store permitting users to start CSM community |
09:36 |
nerzhul |
for CSM i also think as sofar requested we can work on mod channels permitting mods to discuss without being handled by server directly |
09:37 |
Hijiri |
I think the server should be able to handle it directly if it wants to |
09:37 |
nerzhul |
but i should work on the chat protocol permitting to have a better implementation with channel for users and mods |
09:37 |
nerzhul |
yes, but client to client is also nice. In world of warcraft you have only this mode and it just works fine |
09:37 |
celeron55 |
does there exist a document about how CSM works currently? |
09:37 |
celeron55 |
or is planned to work |
09:37 |
nerzhul |
client share positions for example with other clients permitting to do some mutliplayer features |
09:38 |
nerzhul |
celeron55, atm you have a on_step callback, and on_<playerevents> callbacks |
09:38 |
celeron55 |
i don't mean the lua-facing API but the internals |
09:38 |
nerzhul |
internals are just callbacks |
09:39 |
nerzhul |
look at ClientScripting class |
09:39 |
celeron55 |
so there's a single lua environment and simple synchronous callbacks to it, from the main thread? |
09:39 |
celeron55 |
like, the simplest thing that can work |
09:39 |
Hijiri |
I'm going to sleep, night |
09:39 |
nerzhul |
exact |
09:39 |
celeron55 |
ok, that doesn't need much explaining then |
09:39 |
nerzhul |
:) |
09:40 |
celeron55 |
hmmmm would hate it but gladly he isn't here, lol |
09:40 |
nerzhul |
it's exact same model as server, but rewrote to be lightweight and take our experience in consideration |
09:40 |
celeron55 |
i don't think it really takes our experience into consideration but it might be the only choice we can manage to make |
09:42 |
celeron55 |
i think i should be able to quite easily port my physics experiment onto this |
09:42 |
celeron55 |
which is good |
09:43 |
sfan5 |
hm |
09:43 |
celeron55 |
funnily enough it will make all the... sneak code replaceable by lua |
09:43 |
sfan5 |
does an error in a client side mod crash the whole client? |
09:45 |
nerzhul |
sfan5, it disconnect the client if i remember |
09:46 |
celeron55 |
probably the same thing that happens if a singleplayer game's server-side mod crashes |
09:46 |
sfan5 |
that would be bad if CSM turns out to be used like javascript by the servers |
09:48 |
celeron55 |
in the end it will be, and we have to somehow deal with that |
09:48 |
celeron55 |
we could do the same thing that JS does and consider all crashed callbacks as units that can fail on their own |
09:48 |
celeron55 |
and hope for the best |
09:49 |
nerzhul |
celeron55, no this definitively should be bad as this can alter player local data (mod storages for examples) |
09:49 |
nerzhul |
if we have a separated lua stack for each mod we can disable the crashed mod, but it's not possible atm |
09:50 |
celeron55 |
that means all communication between mods has to be done by message passing |
09:50 |
nerzhul |
yes |
09:50 |
celeron55 |
there's probably not really going back from any model that is published |
09:51 |
celeron55 |
so if we want that, it should be done now |
09:51 |
nerzhul |
exactly |
09:51 |
nerzhul |
separate each mod in its own lua stack it not simple, especially for registered callbacks, but it's possible |
09:51 |
nerzhul |
sfan5, can you finish your review on #5473 please ? |
09:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/5473 -- Update embedded jsoncpp from unk version to 0.10.6 + move libs to lib/ instead of src/ by nerzhul |
09:52 |
celeron55 |
then you really can't define any nice APIs for mods to talk to each other |
09:52 |
celeron55 |
which is MT's strong point due to the model on servers |
09:53 |
celeron55 |
and also javascript's on web browsers, actually |
09:53 |
sfan5 |
stuff like minetest.is_protected would be just downright impossible with that |
09:54 |
celeron55 |
i think we'll have to stick with the crashing stuff and enjoy what it gives us when it doesn't crash |
09:54 |
celeron55 |
8) |
09:54 |
sfan5 |
IMO it would suffice that if a mod causes an error to try to disable all of it's callbacks, minetest.after's or other stuff |
09:54 |
sfan5 |
what you suggest would work but be a quite painful way to enforcing that modders write good code |
09:55 |
celeron55 |
that seems fine until you realize the mod probably has an API that other mods call |
09:57 |
celeron55 |
i would conclude that while it may seem there are alternatives, practically the alternatives are too cumbersome to use |
09:57 |
celeron55 |
we could add a new class of mods in the future that run in their own environment; both on the client and on the server and see what happens with them |
09:58 |
celeron55 |
but it can't be the primary type of mod; nobody is going to enjoy writing them |
09:58 |
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10:20 |
nerzhul |
can someone review #5493 ? |
10:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/5493 -- Formspec: Add options to set background color and opacity (fullscreen mode) by nerzhul |
10:20 |
nerzhul |
it's an interesting PR which was closed by its author but should be merged, i think paramat it should have your attention |
10:20 |
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10:38 |
red-001 |
updated #5492 |
10:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/5492 -- [CSM] Start work on csm particles. by red-001 |
10:38 |
red-001 |
most of the code should be finnished |
10:40 |
red-001 |
I'm not going to add any example code as it would require a way to load textures |
10:41 |
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10:47 |
paramat |
5493 is low priority and not much needed, i'm busy with more important stuff |
10:57 |
nerzhul |
just work |
11:00 |
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11:40 |
nerzhul |
merging #5487 |
11:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/5487 -- [CSM] Add function and chat command to disconnect from server. by red-001 |
11:41 |
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12:47 |
nerzhul |
merging trivial #5495 |
12:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/5495 -- Clang-format: trivial fix on some headers by nerzhul |
13:08 |
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13:19 |
red-001 |
#5496 |
13:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/5496 -- Add missing source to android build by kolewu |
13:19 |
red-001 |
maybe there is a way to autogenerate these files? |
13:21 |
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13:41 |
sfan5 |
there is |
13:42 |
sfan5 |
but it would be way better if someone were to just throw away the mess our android build system is |
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14:47 |
nerzhul |
merging #5496 |
14:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/5496 -- Add missing source to android build by kolewu |
14:50 |
nerzhul |
and #5485 |
14:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/5485 -- First commit for fine pointed by MarkuBu |
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15:02 |
paramat |
thanks for 5485 |
15:02 |
nerzhul |
no problem |
15:02 |
nerzhul |
maybe you can look at #5494 |
15:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/5494 -- Fix 'alpha' property for liquid nodes by juhdanad |
15:03 |
paramat |
yeah |
15:03 |
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15:03 |
nerzhul |
rubenwardy, can you answer to adrido on #5416 please ? |
15:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/5416 -- Windows: Skip cmd for release builds by adrido |
15:04 |
nerzhul |
and help us to merge #5385 |
15:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5385 -- FormSpec: support custom colors in dropdown by adelcoding1 |
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15:28 |
red-001 |
the code style checker needs some improvement |
15:29 |
red-001 |
it seems to cause a good deal of false positives |
15:40 |
Fixer |
https://github.com/minetest/minetest/pull/5416 please review, it is finished, hides cmd console for windows for "release" builds, console can be reenabled with cmake configure line, enabled by default for debug builds |
15:41 |
red-001 |
plus sometimes not following code style results in more clear code |
15:42 |
sfan5 |
^ the problem with that pr is that you can't get console output even if you run mt in a console window |
15:42 |
sfan5 |
red-001: i agree, the style checker can provide a good guideline but shouldn't be an authority on what's allowed and what isn't |
15:44 |
Fixer |
sfan5: why would player need to run it from console? developers can enable console anyway or use mtail on debug.txt |
15:44 |
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15:44 |
sfan5 |
people developing mods? |
15:45 |
Fixer |
than mtail on debug.txt - problem solved |
15:45 |
red-001 |
not everything is logged in debug.txt |
15:45 |
Fixer |
i'm against shoving down useless cmd window on players, it also clutters the taskbar ._. |
15:46 |
sfan5 |
me too |
15:46 |
celeron55 |
i too think hiding the console window makes sense |
15:50 |
celeron55 |
...maybe we should ask those that actually use windows though |
15:50 |
Fixer |
I use windows.. thats why i advocated it |
15:50 |
DS-minetest |
then ask in #minetest, there are more people that could answer |
15:51 |
Fixer |
from what i remember linux users don't even get a minetest cmd window |
15:51 |
DS-minetest |
we can start minetest in terminal |
15:52 |
celeron55 |
on windows, if a program wants to be able to write into console, a console window will always be opened if it isn't launched from console |
15:52 |
celeron55 |
on linux the output will just be ignored if a program isn't opened in a console |
15:52 |
celeron55 |
disabling console on windows means you don't get console output even if you launch the program in console |
15:53 |
Fixer |
one word: http://ophilipp.free.fr/op_tail.htm |
15:54 |
DS-minetest |
cant you make something like minetest --showwriting ? |
15:55 |
sfan5 |
no |
16:01 |
Fixer |
yep, just checked, with console disabled, no output in cmd |
16:18 |
celeron55 |
what if we added a small console program that would just basically act as "tail -f debug.txt" |
16:18 |
celeron55 |
that modders on windows can run alongside minetest |
16:18 |
celeron55 |
no need to re-create our own console windows or anything; just a second program that is a console program |
16:20 |
celeron55 |
and no need to separately download and learn to use an actual generic implementation of "tail", which would seem like a thing windows users hate |
16:20 |
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16:28 |
kaeza |
no ponies on minetest.net? sad |
16:30 |
Calinou |
kaeza: building a Minetest logo on /r/place would be fun, but we don't have even 1% of the army the ponies have :D |
16:30 |
Fixer |
celeron55: when console is disabled, there is not even a --help or anything visible in cmd :/ |
16:34 |
celeron55 |
yeah, windows is absolutely silly |
16:35 |
celeron55 |
if you want to show --help in a gui program, you have to open a gui |
16:35 |
celeron55 |
i've seen some programs do that; it feels silly until you realize why they do it |
16:38 |
kaeza |
can't you dynamically create a console in Windows? |
16:38 |
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16:39 |
kaeza |
or does that just fuck up stdio somehow? |
16:42 |
kaeza |
there's this, but I don't have a Windows env to test: https://msdn.microsoft.com/en-us/library/windows/desktop/ms681944(v=vs.85).aspx |
16:42 |
Fixer |
https://stackoverflow.com/questions/13100785/mingw-build-gui-application-with-console |
16:44 |
Fixer |
-mconsole -mwindows, hmmm |
16:44 |
celeron55 |
the AllocConsole + freopen answer seems pretty good |
16:44 |
garywhite |
kaeza, you could always get an old copy of Windows, it looks like based on that MSDN link that even Win2000 would do for you. I have a link for a website that allows you to download old versions of Windows if you want. (it's not illegal, it sounds like MS doesn't care as long as they don't release XP or higher) |
16:44 |
celeron55 |
altough, maybe it won't work if MT is started from console... |
16:46 |
Fixer |
let me try -mwindows - mconsole mode %) |
16:46 |
sfan5 |
garywhite: w2000 is the lowest supported ver |
16:47 |
garywhite |
ik, but anything higher you'd have to pay out the rear for |
16:48 |
sfan5 |
just pirate it ¯\_(ツ)_/¯ |
16:48 |
sfan5 |
you actually don't even have to, you can download w10 from microsoft directly (somehow) |
16:49 |
celeron55 |
i suppose wine works for testing this also |
16:49 |
sfan5 |
i don't think it does |
16:49 |
garywhite |
sfan5, you can download win10 from MS, but you still have to pay $100+ for a key |
16:49 |
Fixer |
https://developer.microsoft.com/en-us/microsoft-edge/tools/vms/#downloads ? |
16:50 |
sfan5 |
you can use windows unactivated |
16:50 |
sfan5 |
Fixer: no not those |
16:50 |
Fixer |
yes, those for testing |
16:50 |
Fixer |
you can DL original iso from other place |
16:50 |
sfan5 |
yes but those weren't the ones i meant |
16:50 |
celeron55 |
nobody has time for installing windows for such a tiny thing though, why even discuss about it :P |
16:51 |
Fixer |
i can test AllocConsole function if you write it :} |
16:51 |
Fixer |
it opens a new console for already started process iirc |
16:51 |
kaeza |
Fixer, it seems you can use AttachConsole(ATTACH_PARENT_PROCESS) and it will return 0 with GetLastError() returning ERROR_INVALID_HANDLE if there's no console in the parent process |
16:51 |
garywhite |
Hence why I suggested Win2K, it's old enough that it only takes about 15 mins to install to a VM |
16:52 |
kaeza |
you could use that to create a console if needed |
16:52 |
kaeza |
er, to check if a console needs to be created |
16:52 |
celeron55 |
minetest doesn't build on 2k because zlib requires some api that is found from xp up |
16:53 |
celeron55 |
(and possibly other reasons by now; that's from 5 years ago) |
16:53 |
garywhite |
rats |
16:53 |
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16:53 |
Fixer |
microxp :trollface: |
16:54 |
garywhite |
for the record, I have tried to run MT in Win2K, & I think if it were on a real PC it would run fairly well |
16:54 |
kaeza |
garywhite, I have a monthly cap of 2GB. ain't wasting precious bytes on this :P |
16:54 |
celeron55 |
kaeza: one question is, if MT isn't built as a console program and is started in console, is it possible to attach MT's stdout/stderr to the console |
16:54 |
Fixer |
just use this in vm, why so big problem? https://az412801.vo.msecnd.net/vhd/VMBuild_20141027/VirtualBox/IE6/Mac/IE6.XP.For.Mac.VirtualBox.zip |
16:54 |
Fixer |
don't mind Mac in url |
16:55 |
celeron55 |
kaeza: as they aren't attached to anything by default |
16:57 |
kaeza |
celeron55, I'd guess that freopen() code could be used, but no idea really |
16:57 |
garywhite |
Who the heck has only a 2GB cap? |
16:57 |
kaeza |
☚ |
16:57 |
garywhite |
I've never seen that before tbh |
16:58 |
sfan5 |
then you haven't seen south america or africa or asia |
16:58 |
Fixer |
solution was found https://github.com/minetest/minetest/pull/5416#issuecomment-290932479 |
16:58 |
sfan5 |
did i forget something? |
16:58 |
sfan5 |
ah, australia |
16:59 |
kaeza |
and (some parts of) USA, from what I read |
16:59 |
Fixer |
i have 2mbit, but no cap, can DL more than USA 300gb cap, which is horrible |
17:00 |
Fixer |
it seems usa has particularly bad internet, they also want to sell your privacy to 3rd parties, thats big no-no |
17:00 |
Fixer |
sometimes some leftism is good |
17:00 |
Fixer |
:trollface: |
17:01 |
Fixer |
in european sence |
17:02 |
celeron55 |
i moved to a new apartment and still haven't ordered cable internet as i have infinite usage cap in my phone's 3G connection... |
17:02 |
celeron55 |
the only bad thing really is awful ping |
17:03 |
celeron55 |
and, well, it's not terribly reliable |
17:03 |
burli |
I have a strange problem. Sometimes I get this error message |
17:03 |
burli |
attempt to index upvalue 'walkable' (a function value) |
17:03 |
burli |
if I do this |
17:03 |
burli |
minetest.registered_nodes[name].walkable |
17:04 |
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17:04 |
burli |
but only sometimes. |
17:04 |
Fixer |
celeron55: infinite and without lowering speed past some limit? this is fine |
17:04 |
sfan5 |
sounds like some mod has set "walkable" to a function which is totally incorrect |
17:05 |
celeron55 |
Fixer: yeah, no limits except 21Mbit/s speed limit; it costs 14€/month or something |
17:05 |
burli |
sfan5, I don't use any mod |
17:05 |
sfan5 |
o.O |
17:05 |
burli |
And this happens for air! |
17:05 |
sfan5 |
is your lua broken? :D |
17:05 |
burli |
where can I dump some code? |
17:06 |
sfan5 |
any pastebin |
17:06 |
Fixer |
"Just a question to coredevs, how should the commandline argument be called to make the console visible?" |
17:07 |
burli |
https://pastebin.com/7zZjeFss |
17:07 |
sfan5 |
Fixer: ideally it should automatically use the console IF there is one open |
17:07 |
burli |
https://pastebin.com/wRaHAkCZ |
17:07 |
burli |
this is the code |
17:07 |
burli |
the first link is the last output |
17:08 |
burli |
it's really strange |
17:09 |
sfan5 |
i think lua is getting confused because your function is also named "walkable" |
17:09 |
sfan5 |
try replacing the if thing with return minetest.registered_nodes[name]["walkable"] |
17:10 |
celeron55 |
does lua really think something.walkable is the same as something[walkable]? |
17:10 |
celeron55 |
i.e. index with the value of walkable |
17:10 |
celeron55 |
that doesn't seem right 8) |
17:10 |
Krock |
attempt to index upvalue 'walkable' |
17:10 |
Krock |
no, this means it tried to do this: walkable[] |
17:11 |
Krock |
which is weird shit |
17:11 |
celeron55 |
that's what i thought too, but the code doesn't do that |
17:11 |
burli |
sfan5, the thing is: it is working most times |
17:11 |
Krock |
but it's what the error outputs and what Lua most likely tries to do :3 |
17:12 |
Krock |
is this raw Lua or LuaJIT btw? |
17:12 |
burli |
jit |
17:14 |
kaeza |
burli, definitely need more context. are you sure that's the correct code? |
17:14 |
burli |
It is part of my pathfinder. I get the ID from voxelmanip. And most times it works. This error accures only sometimes if the algorithm finds dry_shrub |
17:15 |
burli |
Or it happens if dry_shrub is near. Its really strange. |
17:15 |
burli |
default:grass_x works |
17:16 |
red-002 |
code someone review #5492? |
17:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/5492 -- [CSM] Add local particles and particlespawners. by red-001 |
17:16 |
red-002 |
could* |
17:17 |
kaeza |
burli, is that the code around pathfinder/init.lua:132 ? |
17:17 |
burli |
this is the full code. Please don't lough, it is horrible ;-) https://pastebin.com/0NB26bhT |
17:17 |
kaeza |
burli, also, let's take this to #minetest or #minetest-project |
17:18 |
burli |
lets go to project |
17:18 |
burli |
sorry. cant write there |
17:18 |
burli |
then #minetest |
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20:37 |
paramat |
could anyone review caverns? #5382 |
20:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/5382 -- Cavegen/Mgv5/Mgv7: Add optional giant caverns by paramat |
20:45 |
Krock |
what exactly does "taper" do? |
20:52 |
red-001 |
#4962 |
20:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/4962 -- Save the name of the world in world.mt and remove invalid characters from the directory name by red-001 |
20:59 |
paramat |
Krock the caverns don't stop abruptly near the upper limit but smoothly blend to nothing, taper is the distance over which that happens |
21:00 |
Krock |
oh, that's nice |
21:01 |
paramat |
i made it a parameter so that you can, if wanted, have the taper 31000 nodes long for a continuous expansion of cavern size all the way to world base |
21:02 |
paramat |
so that if wanted, at world base everything is cavern |
21:02 |
paramat |
which would make a nice base for a world |
21:02 |
paramat |
but that's not the default |
21:03 |
Krock |
looks good as it is right now |
21:04 |
paramat |
default is taper from -256 to -512 |
21:04 |
paramat |
then constant size below -512 |
21:05 |
paramat |
i made the threshold 0.7 after your request and further testing |
21:09 |
paramat |
just remembered that hmmmm and i were planning to make the registered biomes able to place defined air nodes, for space or alien atmospheres, added it to my todo list |
21:10 |
paramat |
if at some point you're fairly happy with 5382 let me know and i'll complete the docs, wanted to do those last to avoid conflicts |
21:23 |
Krock |
yes, the C++ code looks good - already approved that. Docs shouldn't be a too big thing |
21:28 |
Krock |
fun fact: sneak ladders built with a single pile of air|solid|air|solid can already be climbed with my minimalist code, instead the regular sneak ladder doesn't work yet :/ |
21:32 |
paramat |
thanks for reviewing. and good luck |
21:32 |
Krock |
thanks. will need it :) |
21:39 |
Fixer |
i have not looked into doublejump too deep, currently trying to reproduce fps drop bug |
21:42 |
paramat |
no problem, it has issues anyway, meh |
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22:12 |
Hijiri |
once CSM is fully in, are we going to revisit all the issues where est suggested waiting for CSM? |
22:13 |
nerzhul |
maybe you can link them in roadmap issue ? |
22:27 |
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22:47 |
Hijiri |
ok, I'll try |
22:47 |
Hijiri |
though I was half-joking originally |
22:49 |
Hijiri |
I don't know of a good way to find all of them, I'll link them when I see them |
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