Time |
Nick |
Message |
00:21 |
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zorman2000 joined #minetest-dev |
00:38 |
sofar |
merging #5057 |
00:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/5057 -- Undersampling by numberZero |
00:39 |
VanessaE |
\o/ |
00:51 |
sofar |
I'd love to see #5492 get merged as well |
00:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/5492 -- [CSM] Add local particles and particlespawners. by red-001 |
00:51 |
sofar |
but, needs more reviews |
00:56 |
sofar |
!tell Krock: do you have time to rebase #5340? |
00:56 |
ShadowBot |
sofar: O.K. |
00:57 |
* VanessaE |
wonders where juhdanad disappeared to |
01:00 |
VanessaE |
all right. |
01:01 |
VanessaE |
we have colored itemstacks. so, what do I need to do in UD to dapt? |
01:01 |
VanessaE |
adapt* |
01:05 |
VanessaE |
hm, I don't see an obvious way to /giveme foo:bar with a color specified.. |
01:05 |
VanessaE |
(not that that's something UD needs) |
01:09 |
sofar |
depends on what you need or want to do |
01:09 |
sofar |
does it need to be backwards compatible? |
01:11 |
VanessaE |
well in the case of UD it'll be simple. right now, dig splits a colored node into neutral + dye. I'll make shift-dig do that, and unshifted-dig would dig the node straight into the inventory (as if UD weren't there) |
01:12 |
VanessaE |
just curious if I have to do anything special for the dig-straight-to-inventory action |
01:14 |
VanessaE |
meanwhile, I just discovered an interesting glitch: `/giveme foo:bar 99 1` prints, "foo:bar 99 1 \"\\u001\\u002\\u003\"" added to inventory. |
01:16 |
benrob0329 |
thats odd, how many does it give you? |
01:16 |
VanessaE |
it gives me a stack of 99 as expected. |
01:17 |
VanessaE |
(the 1 was just an attempt to guess at specifying a color index) |
01:17 |
benrob0329 |
that'd make sense, tbh |
01:19 |
VanessaE |
(actually if it were up to me, it would be foo:bar:color_index count e.g. coloredwood:wood_block:123 99 to get 99 of the item colored per entry 123 in the palette) |
01:30 |
VanessaE |
sofar, spotted a bug. if a node has a palette defined, the palette is applied whether paramtype2 is set to "color" or not |
01:30 |
VanessaE |
I think (have not tried) that you can reproduce this by just installing UD and "blox" and observe that all default stone turns pinkish. |
01:31 |
VanessaE |
yep, confirmed. |
01:33 |
VanessaE |
(blox mod adds a few UD-specific node def items to default:stone but does NOT change its paramtype2) |
01:35 |
VanessaE |
the same holds true for an item dug into the inventory |
01:35 |
VanessaE |
its paramtype2 is ignored |
01:37 |
VanessaE |
minetest.override_item("default:stone", { |
01:37 |
VanessaE |
palette = "unifieddyes_palette_extended.png", |
01:37 |
VanessaE |
}) |
01:44 |
VanessaE |
yep, that's all it takes. add ^^^^ that anywhere, and put the named palette somewhere MT will find it. |
01:44 |
VanessaE |
all stone will turn pinkish. |
01:45 |
VanessaE |
the wield and inventory appearance is fine though |
01:48 |
VanessaE |
you don't need UD or blox or anything else, just specify a palette image. |
02:24 |
VanessaE |
my best guess is this change, https://github.com/minetest/minetest/commit/58d83a7bb2f992194c3df304b1dcbb81f98f78c0#diff-f44f50a96d13d2421bd5301b7511ee26R111 |
02:25 |
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02:25 |
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02:41 |
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03:55 |
sofar |
VanessaE: issue number? |
03:56 |
VanessaE |
I attached my comments to the the 'colored itemstacks' PR. |
03:56 |
sofar |
the PR is merged, so it should be a new issue |
03:57 |
VanessaE |
ok. |
03:59 |
sofar |
it's just easier to track that way (a lot) |
03:59 |
VanessaE |
https://github.com/minetest/minetest/issues/5555 |
03:59 |
sofar |
tbh it's kind of weird to have a palette defined for a node that doesn't use it |
03:59 |
sofar |
but, sure, it should just be a simple extra check |
04:00 |
VanessaE |
I tried digging through the code and...well... cross-eyed :-/ |
04:03 |
sofar |
wait, are you saying the placed *nodes* are being colored? |
04:04 |
VanessaE |
I'm saying that any node including mapgen'd ones are. |
04:04 |
sofar |
in the inventory or as a placed node on the map? |
04:04 |
sofar |
screenshot? |
04:04 |
VanessaE |
just in the map/world |
04:04 |
VanessaE |
moment. |
04:04 |
sofar |
AHA |
04:04 |
sofar |
so, remove 58d83a7bb2f992194c3df304b1dcbb81f98f78c0 from your local tree |
04:04 |
sofar |
try again |
04:04 |
sofar |
my bet is that it's an older bug |
04:05 |
VanessaE |
er |
04:05 |
sofar |
well actually |
04:05 |
sofar |
maybe not |
04:05 |
VanessaE |
oh yeah, I did that already |
04:05 |
VanessaE |
it's definite 58d8... |
04:05 |
VanessaE |
definitely. |
04:06 |
VanessaE |
still want the screenshot? |
04:06 |
VanessaE |
(need to pull back to HEAD and rebuild) |
04:06 |
sofar |
screenshot is always good |
04:06 |
VanessaE |
ok, gimme a few mins |
04:10 |
VanessaE |
http://i.imgur.com/6sI1QAH.png |
04:10 |
VanessaE |
ninja'd :) |
04:11 |
sofar |
np |
04:11 |
VanessaE |
the pink is default:stone, the two ores are...idk what, something provided by glooptest I think. wield is default:stone also. |
05:09 |
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06:02 |
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06:03 |
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06:03 |
nerzhul |
hello guys, nice works this weekend :) |
06:03 |
nerzhul |
i will just repair master build which was broken (LINT) when merging localplayer CSM api |
06:04 |
nerzhul |
passing clang-format on wieldmesh.h & l_localplayer.{cpp,h} |
06:06 |
VanessaE |
morning, nerzhul |
06:11 |
nerzhul |
hi VanessaE |
06:15 |
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06:19 |
nerzhul |
arf, > 170 PR opened, another time :p |
06:22 |
VanessaE |
chicken ;) |
06:23 |
nerzhul |
can someone review #5553 |
06:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/5553 -- [CSM] Use more gettext by red-001 |
06:26 |
sofar |
nerzhul: you should consider moving the wielded item method into localplayer |
06:26 |
sofar |
as well as adding inventory methods |
06:26 |
nerzhul |
i should go to work, we can discuss about this in ~30min |
07:04 |
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07:06 |
nrzkt |
hi, sfan5 i'm looking for your comments to see how can i update the rules according to this |
07:09 |
nrzkt |
and also it seems non C++11 enabled compilers doesn't like the syntax std:vector<T<Y>> and prefer std::vector<T<Y> > |
07:15 |
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07:17 |
nrzkt |
pushing a commit to fix the T<Y<S>> to T<Y<S> > in clang-format + disable function inlining in .cpp files + disable LINT errors on l_locaplayer.cpp fixing the code style to better reading + disable include sorting |
07:21 |
sfan5 |
hm |
07:22 |
sfan5 |
what about the case where it "inlined" the contents of LuaLocalPlayer::methods[] ? |
07:24 |
nrzkt |
atm i don't know how to fix it, then i added the cpp file to whitelist |
07:24 |
nrzkt |
i run clang-format on file and restore the wrong code style on struct, i don't know how can clang-format know this specific readable code style |
07:27 |
nrzkt |
our header files should be fine if we clang format all but not some cppfiles, especially Lua. Also for some cppfiles we should define which syntax we prefer for classmember defaults (Class() : A(a), B(B)... or Class() : |
07:27 |
nrzkt |
A(a), |
07:27 |
nrzkt |
B(b), |
07:27 |
nrzkt |
unconditionaly |
07:28 |
nrzkt |
maybe it could be good to discuss about this point on ShadowNinja point (good idea to discuss together |
07:28 |
sfan5 |
can't it allow both? |
07:31 |
nrzkt |
i don't know if we can tell him, let the code style sometimes if it's readable, it's a formating tool |
07:38 |
nrzkt |
very very strange |
07:38 |
nrzkt |
oh it's normal |
07:38 |
nrzkt |
i should fix https://travis-ci.org/minetest/minetest/jobs/220452970 too, we don't build android in travis then this issue was not shown |
07:39 |
nrzkt |
pushing it now, okay sfan5? |
07:39 |
sfan5 |
a fix for the travis error you linked? yes thats okay |
07:39 |
nrzkt |
nice |
07:40 |
nrzkt |
it's now fixed, we have better clang-format rules now, tuning takes some time to do :) |
07:48 |
nerzhul |
i don't know if it's possible but i hope i can make 50% of our headers outside of whitelist before release, checked by clang-format (headers are easier for clang-format than cpp files), review code style instead of features is not very interesting we should reduce the time lost to review code style (and end users can rule clang-format -i <file> to fix it directly) |
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15:36 |
red-001 |
could someone review #5550? |
15:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/5550 -- [CSM] Move `.list_players` and `.disconnect` to builtin. by red-001 |
15:39 |
rubenwardy |
I'd rather wait longer for CSM to be more stable before making things like that official |
15:40 |
rubenwardy |
But I am neutral overall |
15:40 |
rubenwardy |
it's quite short code |
15:40 |
Krock |
"/list_players" looks good but disconnecting over chat? |
15:42 |
Krock |
for those who are too lazy to his ESC + pressing "main menu" |
15:53 |
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16:01 |
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16:04 |
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16:05 |
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16:07 |
paramat |
nerzhul nore rubenwardy Zeno` Krock could we merge #5527 ? provides in new code 2 sneak features much wanted |
16:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/5527 -- Sneak glitch: Detect ledge for 2-node climb-up by paramat |
16:09 |
Krock |
the jump height also depends on physics_override_gravity |
16:10 |
Krock |
lol, in my code it's the same check for ledge and sneak ladder :3 |
16:12 |
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16:13 |
Krock |
nvm, gravity does not change anything there |
16:15 |
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16:16 |
Krock |
it does not change the jump speed itself but instead the player height changes. this here may work with the default settings (gravity & overwrite factor) but would break on higher gravity (if anyone would want to use a higher one) |
16:17 |
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16:18 |
Krock |
thinking too far again. 1-row sneak ladders only existed because the gravity was "low" enough |
16:18 |
Krock |
LGTM |
16:38 |
paramat |
thanks |
16:40 |
paramat |
taking into account custom gravity and jump strength could be done later but might be difficult and take some time |
17:01 |
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17:06 |
paramat |
#5545 has 3 -1s shall i close? |
17:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/5545 -- Add object:kill() by zaoqi |
17:56 |
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18:02 |
sofar |
how do I unregister a globalstep function? |
18:02 |
sfan5 |
your don't |
18:02 |
sofar |
I really really want to :) |
18:02 |
sfan5 |
lemme take a look |
18:03 |
Krock |
minetest.registered_on_globalsteps[index] = nil |
18:03 |
sofar |
well yes, but, what is "index" ? |
18:03 |
Krock |
nobody knows. there's no identifier |
18:03 |
sofar |
if I pass the function, it doesn't seem to work |
18:03 |
sofar |
working with a local function too |
18:04 |
sofar |
local foo = function() |
18:04 |
sofar |
end |
18:04 |
sfan5 |
the index is a number |
18:04 |
sofar |
minetest.register_globalstep(foo) |
18:04 |
sofar |
hmmm |
18:04 |
Krock |
the index is the number of entries that the table has after this new one was added |
18:04 |
sfan5 |
so you'll have to do for k,v in ipairs(core.registered_globalsteps) do if v == your_function then table.remove(core.registered_globalsteps, k) end end |
18:05 |
sofar |
yeah, that's doable |
18:05 |
Krock |
^ |
18:05 |
sofar |
lemme try |
18:08 |
sofar |
table.remove or core.registered_globalsteps[k] = nil ? |
18:09 |
nore |
sofar: table.remove |
18:09 |
nore |
if it correctly translates |
18:09 |
nore |
because else #core.registered_globalsteps will be incorrect |
18:09 |
nore |
and ipairs as well |
18:10 |
sofar |
ok, ty |
18:11 |
sofar |
kek, game crashes, lol |
18:11 |
sofar |
2017-04-10 11:10:50: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'fire' in callback environment_Step(): .../ahkok/git/minetest/bin/../builtin/game/register.lua:412: attempt to call field '?' (a nil value) |
18:11 |
sofar |
ignore the "fire" mod, it's probably bogus |
18:12 |
sfan5 |
the code doesn't account for holes in the table |
18:13 |
nore |
exactly |
18:13 |
sfan5 |
you'll have to move the values after it |
18:13 |
nore |
or, if order is less important, you can just move the last one |
18:13 |
sofar |
yup |
18:13 |
sofar |
globalstep, so, totes unimportant |
18:14 |
nore |
oh, and I'm wondering whether there's a local variable in builtin holding the current index |
18:14 |
nore |
you should check that |
18:14 |
nore |
ehm, I'm not sure the order of globalstep is unimportant |
18:14 |
sofar |
yeah, this gets called in itself through a globalstep :) |
18:14 |
nore |
moving the values after it should be safer |
18:14 |
nore |
(and *what* are you trying to do?) |
18:15 |
sfan5 |
hm i smell a "last run mod" circumvention here |
18:15 |
sofar |
haha, let me post my code so you can see |
18:18 |
* nore |
is fearing the worst |
18:19 |
sofar |
https://gist.github.com/sofar/32bf4525a0060e6be0f7c82cf154074e |
18:19 |
sofar |
it's actually pretty neat if we can get the removal working |
18:20 |
sofar |
the idea is simple |
18:20 |
sofar |
it's a timer class |
18:20 |
sfan5 |
alternatively you could fill the hole with function() end |
18:20 |
sofar |
I'd like to support stopping and starting timers, and saving them to modstorage |
18:20 |
sfan5 |
but technically that's a memleak |
18:20 |
nore |
uh |
18:20 |
sofar |
iow let the mod handle storing/retrieving |
18:21 |
nore |
the correct way to do this is to make a globalstep handle all the timers |
18:21 |
nore |
and do that with a for ... in pairs(other table) |
18:21 |
nore |
and that's a lot easier :) |
18:21 |
sofar |
hmm yes, but it's another table with timers |
18:21 |
sofar |
we already have one |
18:21 |
sofar |
and I'd still have the hole problem? |
18:21 |
nore |
no |
18:21 |
sofar |
ahh no, that's gone then |
18:22 |
nore |
because you'd use pairs :) |
18:22 |
sofar |
but but |
18:22 |
sofar |
I'd always have one globalstep running |
18:22 |
sofar |
even if no timers exist |
18:22 |
nore |
a globalstep doing nothing doesn't cost much |
18:22 |
nore |
like, nothing at all |
18:22 |
sofar |
true, but I was attempting to avoid it irregardless |
18:22 |
sofar |
I'll think about it a bit |
18:23 |
sofar |
I should get some lunch anyway first |
18:23 |
nore |
you really want to optimize 20ns or so in a loop running at most 20 times per second? |
18:24 |
sofar |
I like idle |
18:24 |
* sofar |
hugs idle |
18:30 |
sofar |
or, I take 5 minutes and make it work |
18:30 |
sofar |
https://gist.github.com/sofar/32bf4525a0060e6be0f7c82cf154074e |
18:31 |
sofar |
can now start/stop/star timers |
18:31 |
sofar |
need to come up with a nice boilerplate save/load function and then I can publish this as a useful timer class mod |
18:33 |
Krock |
copypasta into builtin to satisfy Wuzzy |
18:33 |
sofar |
Krock: totes, yes |
18:33 |
sofar |
Krock: but would be nice to debug a bit and see if it needs more features |
18:33 |
Krock |
huh |
18:33 |
sofar |
e.g. wuzzy requested a way to get elapsed time |
18:34 |
Krock |
oh well, isn't that just another function? shouldn't be a thing to add afterwards if there are requests |
18:34 |
sofar |
and making mods handle save/restoring would gracefully handle mods going away as well as mods changing function names |
18:35 |
sofar |
yes, we can throw it in builtin, but, I haven't actually *tested* it other then start/stop :) |
18:35 |
sofar |
and I like making things a mod for a bit to prove its usefullness |
18:35 |
sofar |
especially for something as building-block like as this |
18:36 |
sofar |
anyway, lunch, bbl |
18:38 |
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18:40 |
sapier |
Hello, I've received a mail from some guy from buildpiper.com who requests support in increasing performance of minetest on a raspberry pi 3. Did anyone else get that mail too? |
18:40 |
Krock |
*checks* |
18:41 |
Krock |
either deleted long time ago or not received |
18:42 |
Krock |
but there seems to be the chance to get by 70% reduced hostinger plans |
18:42 |
sapier |
Increasing performance is always good and that guy seems to have some expertise so maybe it's a chance for joining efforts. At least if someone is interested |
18:43 |
Krock |
sounds good but an issue describing the way how it should work or a PR would be more helpful |
18:44 |
Krock |
in case it's a core problem and not a system tweak guide |
18:44 |
sapier |
Well those guys do replace minecraft by minetest thus I guess a little bit pr for minetest should be possible |
18:45 |
sapier |
according to their own checks they have already pinpointed some hotspot functions |
18:45 |
sapier |
mapblock_mesh:updateAllFastFaceRows for example uses 40% of their cpu time |
18:46 |
rubenwardy |
I got that email |
18:46 |
rubenwardy |
Gregory Guterman |
18:47 |
sapier |
yes |
18:47 |
rubenwardy |
optimisation isn't really my thing though :P |
18:47 |
sfan5 |
i have also received that mailo |
18:47 |
sfan5 |
s/o// |
18:47 |
sapier |
Well I'd consider it an interesting task but I'm out of time so no chance for me to support |
18:48 |
nore |
I guess I'll probably have received it as well, can't check right now but I think it is worth looking into |
18:48 |
sapier |
I guess he did adress every core developer |
18:48 |
nore |
especially if as they seem to say there is a huge bottleneck somewhere |
18:48 |
sapier |
40% cpu time in a single function is a quite strong evidence yes |
18:49 |
sapier |
unless it's main loop of course ;-) |
18:49 |
nore |
(heh, and the function's name includes "Fast", lol) |
18:49 |
rubenwardy |
the old one was 43% |
18:49 |
sapier |
yes noone can tell god/fate/whatever you call it doesn't have a sense of humor ;) |
18:51 |
sapier |
well 3% is 3% :) |
18:54 |
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18:58 |
Krock |
didn't we recently already have an update there? |
18:59 |
nore |
Krock: we did, but it was only a simple bugfix that improved the performance of rendering |
18:59 |
nore |
(well, that reduced the number of tris anyway) |
19:03 |
nerzhul |
can someone review #5553 please ? |
19:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/5553 -- [CSM] Use more gettext by red-001 |
19:04 |
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19:08 |
nerzhul |
sapier, welcome back, related to https://forum.minetest.net/viewtopic.php?f=7&t=17180 no ? |
19:09 |
sapier |
nerzhul: yes looks like the location that guy mentioned |
19:09 |
paramat |
i might merge #5527 later, in case anyone wants to comment |
19:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/5527 -- Sneak glitch: Detect ledge for 2-node climb-up by paramat |
19:09 |
sapier |
to be honest looks like those two guys are connecte |
19:09 |
sapier |
d |
19:10 |
rubenwardy |
same day too |
19:11 |
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19:11 |
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19:13 |
nerzhul |
merging #5550 |
19:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/5550 -- [CSM] Move `.list_players` and `.disconnect` to builtin. by red-001 |
19:13 |
Krock |
#5553 can be merged soon too |
19:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/5553 -- [CSM] Use more gettext by red-001 |
19:13 |
nerzhul |
Krock, i'm doing it then |
19:14 |
sapier |
I'm gonna pinpoint that guy from the mail to the irc development channel and tell hin that his topic got known to the community but I cannot tell him when it's gonna be adressed |
19:14 |
nerzhul |
thanks red-001 for your massive involvement on CSM |
19:14 |
nerzhul |
i think you developped ~60% of the CSM features :p |
19:15 |
Krock |
but already the first garbage appeared in it. minetest.localplayer.got_teleported() is a function that returns "true" for less than 10ms |
19:15 |
Krock |
and that only after being teleported |
19:16 |
nerzhul |
Krock, you only have it on one loop before reseting flag i think |
19:16 |
Krock |
it's used to block sneaking from .. sneaking for exactly one iteration, which is nonsense |
19:21 |
nerzhul |
red-001, can you rebase #5499 please ? |
19:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/5499 -- [CSM] Add `on_joinplayer` and `on_leaveplayer` callbacks. by red-001 |
19:30 |
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19:39 |
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19:40 |
paramat |
game#1693 nore rubenwardy sfan5 sofar Krock |
19:40 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1693 -- Disable fire by default on servers by Ezhh |
19:52 |
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19:54 |
paramat |
please can anyone test to settle this issue https://github.com/minetest/minetest/issues/5438#issuecomment-290906127 is fixed for me but not for tenplus1, but i expect he was using an old build |
19:56 |
paramat |
^ Krock ? |
19:58 |
paramat |
fixed in master with 'sneak glitch' as default (true) |
20:00 |
Krock |
ugh.. so much text to read the actual problem |
20:00 |
Krock |
is it now about walking on ledges or the slab bug? |
20:01 |
paramat |
whether it is possible to sneak across several nodes along one of those 1-node-high ledges |
20:01 |
paramat |
works for me in latest |
20:01 |
Krock |
checking |
20:03 |
Krock |
walking along: ok. walking around the edge: impossible |
20:07 |
paramat |
yes thanks, i get stuck at the corners |
20:08 |
paramat |
but along works |
20:08 |
nerzhul |
Krock, if you get some time or sfan5 can you look at #5559 please, thanks |
20:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/5559 -- Pass clang-format on various header files by nerzhul |
20:09 |
Krock |
Also tested that with my sneak version - walking around like it was possible with the old sneak code, works. |
20:10 |
Krock |
nerzhul, since when are two tabs for additional lines in function arguments enforced? |
20:10 |
Krock |
one-tab is also compatible with our current code style guidelines |
20:11 |
Krock |
lolwhat: https://github.com/minetest/minetest/pull/5559/files#diff-1d27d1f78f1d6a5ddb1c892e48b3105bR42 |
20:12 |
nerzhul |
as i said some headers are not necessary to merge i can remove it from subset, for the diff you show we should choose which strategy i should apply to clang-format |
20:12 |
nerzhul |
i can remove chat.h from the subset, it was questionable. For the two tabs it's mandatory to have same subset everywhere in clang-format |
20:12 |
nerzhul |
it's "ContinuationIndentWidth: 16" |
20:13 |
nerzhul |
s/subset/config/g |
20:23 |
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20:24 |
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20:25 |
sofar |
If -hub is going to be a flame war from server owners I'm staying out of it |
20:26 |
Krock |
flame war about fire. *ta-tjing* |
20:27 |
Shara |
sofar: No flame war from me. I prefer to disagree politely. Not even sure why this led to argument. |
20:28 |
sofar |
we're never gonna get anywhere if people don't start contributing |
20:29 |
sofar |
and, I'm spending my time working towards the goal that I've had for a long time: to make some really good single/lan play game |
20:29 |
sofar |
so, all this bickering by people who are more than capable of making a fantastic wiki page documenting what it takes to make a good server |
20:30 |
sofar |
it just oil on the fire that burns to destroy any goodwill I have towards people who are more than capable |
20:30 |
sofar |
so, time to step out of the fire for me |
20:30 |
kilbith |
talk is cheap. show me the code. |
20:30 |
sofar |
it's like people like sorcerykid. "I want this change" - "drops modified lua file screaming take my patch" |
20:30 |
Shara |
sofar: reaction here made me wish I had 'not' tried to contribute. |
20:31 |
Shara |
Please note I did speak with a dev before even starting to look at the code. |
20:31 |
Krock |
kilbith, here, the code :PP https://github.com/minetest/minetest_game/pull/1693/files |
20:31 |
sofar |
Shara: I get that, you actually wrote a patch |
20:32 |
sofar |
but I'm not even looking and I can find it breaks peoples games |
20:32 |
sofar |
no hard feelings though |
20:32 |
Shara |
I just wanted to understand how. permanent flame still works fine. |
20:32 |
Krock |
breaking is when they depend on it |
20:32 |
Krock |
do they depend on destructive flames? |
20:33 |
Shara |
I don't understand how something can depend on destructive flames that burn out anyway. |
20:34 |
Krock |
sorry, going to move this to -hub |
20:35 |
Shara |
Krock: sure, just no one there seems able to answer this. |
20:37 |
sofar |
it doesn't matter, you broke something they had before |
20:38 |
Shara |
I don't think it's wrong of me to want to understand what, but okay. |
20:39 |
sofar |
the answer is: the player depends on being able to burn down something |
20:39 |
sofar |
it was possible, now it isn't |
20:40 |
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20:41 |
sofar |
but the attitude that we can just break little kids' games, seriously |
20:41 |
Krock |
sadly you can't burn cobble houses :< |
20:41 |
sofar |
that has to stop |
20:42 |
sofar |
if you run a server on the wide open internet, you're not a kiddo anymore |
20:42 |
sofar |
you obviously know what a firewall it already, for instance |
20:49 |
sofar |
I feel like I'm beating a dead horse but the fact is nobody appears to consider the impact of changes to all the little kids in the world, yet we've got maybe a dozen server operators havily involved and breathing loudly. And then there's the forums that are swamped with people who are obviously way too active on social media. |
20:50 |
sofar |
if I don't represent them, then who does? |
20:50 |
sfan5 |
can someone give me a tl;dr on what happened |
20:51 |
Krock |
sfan5, fire_enabled = minetest.is_singleplayer() END |
20:51 |
sfan5 |
that's retarded |
20:51 |
sfan5 |
is in mtg? |
20:51 |
sfan5 |
+that |
20:51 |
Krock |
yesh. I hope it was TL;DR enough |
20:51 |
benrob0329 |
Everyone fought over what the drfault fire settings should be |
20:51 |
sofar |
good summary |
20:51 |
sfan5 |
who the fuck merged that shit |
20:51 |
sofar |
nobody, I pushed back |
20:52 |
sfan5 |
oh |
20:52 |
nore |
on -hub my suggestion made a consensus that would cause no problems for both server owners & LAN games |
20:53 |
nore |
which is, I repeat: if this is a multiplyaer game, the first time a player with server privs joins, ask them whether they want to disable these "dangerous" behaviours or not |
20:53 |
Shara |
Hmm, I'm a retard for making a PR that TWO devs looked at and liked first? |
20:53 |
Shara |
And you all wonder why people don't contribute enough... |
20:53 |
Shara |
I don't mind if you don't want the PR. |
20:53 |
sfan5 |
you're twisting my words |
20:53 |
nore |
sfan5: *however*, tnt has been like that for a long time |
20:54 |
sfan5 |
nore: that's pretty unintutive |
20:54 |
benrob0329 |
Shara: sadly, this is true |
20:54 |
sfan5 |
nore: tnt is arguably more destructive |
20:54 |
nore |
sfan5: nope |
20:54 |
nore |
fire is far worse |
20:54 |
benrob0329 |
At this point, tnt is mostly contained |
20:54 |
sfan5 |
also MC has both enabled by default in multiplayer and they're doing fine |
20:54 |
sofar |
most you can do with TNT is a hole of ~30 size |
20:55 |
sofar |
fire? could burn for miles |
20:55 |
sfan5 |
because most servers admins install mods (aka plugins) to limit those |
20:55 |
benrob0329 |
MC has properly optimized fire |
20:55 |
sfan5 |
benrob0329: how does that matter? |
20:55 |
sfan5 |
i don't really like different single vs multiplayer behaviour |
20:55 |
benrob0329 |
Its far easier to contain if you can actually move |
20:55 |
sfan5 |
if someone sets up a server why should it suddenly turn into a sandbox by default |
20:56 |
rubenwardy |
The best fix for this is a wiki page which teaches how to set up a server, and how to secure it |
20:56 |
paramat |
sfan5 fire is far more dangerous than tnt, but if you want to remove the tnt multiplayer thing i can understand that |
20:56 |
sfan5 |
rubenwardy: yes |
20:56 |
rubenwardy |
and also for all existing guides to have a link edited into the topic to that wiki page |
20:56 |
benrob0329 |
Currently a large fire will crash even a good server |
20:56 |
benrob0329 |
And at that point the world is lost |
20:57 |
Shara |
There has to be something to let the person know to read the wiki page to begin with. |
20:57 |
benrob0329 |
A help button? |
20:57 |
paramat |
the PR was only done for consistency with tnt, that's hardly 'retarded shit' |
20:57 |
Shara |
Then wiki pages that are actually clear, concise and up to date |
20:57 |
rubenwardy |
!g minetest host a server |
20:57 |
ShadowBot |
rubenwardy: Server list - Minetest - The server list is also available at servers.minetest.net ... server_announce = true server_name = My server server_description = A server that I made. server_url ... </l/?kh=-1&uddg=http%3A%2F%2Fwww.minetest.net%2Fservers%2F>, Setting up a server - Minetest Wiki - Setting up a Server . Start your server on your desired port Note: It is recommended to (5 more messages) |
20:57 |
rubenwardy |
http://wiki.minetest.net/Setting_up_a_server |
20:57 |
sfan5 |
when the first person joins the server tell them that they might wanna look here ^ |
20:58 |
Shara |
rubenwardy: Yes, but how does someone who has just downloaded the game know to do that and find it? |
20:58 |
rubenwardy |
how do they know how to start a server without googling that? |
20:58 |
rubenwardy |
yes, they can use the server tab - but they'd need to port forward first |
20:58 |
benrob0329 |
Or add a ? Button to the main menu, giving resource links when pushed |
20:58 |
Krock |
Tab "server" -> Create -> Play |
20:58 |
Shara |
It's not all that complicated (I managed it - should say something really...) |
20:58 |
rubenwardy |
and doing that requires reading the link |
20:59 |
benrob0329 |
Heck, display said help menu on first open |
20:59 |
benrob0329 |
And point to it on first close (people who close all menus instantly |
21:00 |
Shara |
There is no need to read wiki to start a server. I never did. I only had a clue what I was doing because I made mine private for a couple of months and learned by inviting people in to show me things. |
21:01 |
Shara |
But anyway.... I tried to contribute; I am sorry it just generated some kind of argument. |
21:01 |
benrob0329 |
If someone contributing causes a flame war, there is a problem. |
21:02 |
nore |
okay, so what is the problem with just giving a wiki link when starting a multiplayer server? |
21:04 |
Shara |
nore: I feel like I've seen a PR somewhere (or a discussion anyway) when the idea of the game having links to anything on wiki got a big no. |
21:04 |
Shara |
Might be mistaken though. |
21:04 |
nore |
Shara: the game having links and an help page to setup the server are different things though |
21:05 |
paramat |
at least be consistent and change the tnt mod so we know what the mtg approach should be, the PR was done for consistency with tnt and i helped with it and encouraged it, so you can blame me, not the author |
21:05 |
rubenwardy |
http://wiki.minetest.net/Setting_up_a_server#Protect_server |
21:07 |
nore |
note that mtg does not provide a protection mod by default anyway |
21:07 |
paramat |
being aggressive towards an author for submitting a PR that is consistent with mtg is not reasonable |
21:07 |
benrob0329 |
Perhaps it should add some kind of protection |
21:08 |
benrob0329 |
Even just border stones/stakes |
21:08 |
Shara |
benrob0329: Issue there is different people want different kinds. You'd probably get this argument *10 at least. |
21:09 |
benrob0329 |
**10 id say, stuff like that can't be decided upon apparently |
21:09 |
sofar |
game#1694, I suck |
21:09 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1694 -- TNT: do not change behavior based on `singleplayer` gameplay. by sofar |
21:09 |
nore |
what I mean is: since mtg does not provide protection, I can't see why having a single setting for tnt & fire would be too complicated for server owners |
21:09 |
nore |
they need to install a *protection mod* |
21:10 |
nore |
also, there is the wiki page we can give a reference too when creating a new server |
21:10 |
Shara |
Feels like an option for first time starting server could be a nice answer... |
21:11 |
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21:13 |
sofar |
tbh, an sfinv tab with MP options would be good |
21:13 |
sofar |
with "you must restart your server for these changes to take effect" yada yada |
21:14 |
nore |
seems good to me |
21:14 |
benrob0329 |
that'd be akin to Gmod, so it.wouldnt be out of place |
21:14 |
nore |
do you want to code it, or should I do that tonight? |
21:15 |
benrob0329 |
If settings are easy to get to, both tnt and fire spread could be diabled/enabled by default |
21:16 |
sofar |
nore: unsure how I'll feel after work ;) |
21:16 |
nore |
okay, tell me then, I have a few other bug fixes/feature requests on pipeworks to code as well ;) |
21:16 |
sofar |
but, should really switch to using modstorage :D |
21:17 |
nore |
yep |
21:17 |
nerzhul |
nore, which case needs mod storage in pipeworks ? |
21:17 |
nore |
if there's an ingame setting no reason to use text file |
21:17 |
* benrob0329 |
mentions particles for itens in pipes |
21:17 |
nore |
nerzhul: what do you mean? |
21:18 |
nerzhul |
you talked about pipeworks and sofar tell you to use mod storage :p |
21:18 |
benrob0329 |
Is mod storage per world? |
21:19 |
nore |
well, pipeworks serialises a lot of things in text files :/ |
21:19 |
nore |
like the position of items |
21:19 |
nore |
anyway, I should get back to work now |
21:20 |
nerzhul |
benrob0329, yes it use world_dir |
21:35 |
lisac |
#5561 |
21:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/5561 -- [CSM] No option to send a chat message |
21:38 |
nerzhul |
lisac, did you read client_lua_api.md ? if there is nothing it's normal :) |
21:39 |
lisac |
lol, I did read it. |
21:39 |
lisac |
And ctrl+F a few times. |
21:39 |
lisac |
Is it not complete? :D |
21:40 |
red-001 |
it should be |
21:40 |
red-001 |
at least the method list |
21:41 |
red-001 |
there is some disagreement over whatever mods should be able to send chat messages |
21:41 |
red-001 |
thats why it hasn't been added yet |
21:52 |
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22:05 |
red-001 |
could someone remove the rebase needed tag from #5492? |
22:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/5492 -- [CSM] Add local particles and particlespawners. by red-001 |
22:08 |
nore |
red-001: done |
22:13 |
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22:50 |
cheapie |
Has there been any progress made on the "mod storage" CSM feature? It seems like everyone abruptly stopped talking about it. |
22:51 |
red-001 |
it got added |
22:51 |
cheapie |
Oh, where are the docs, then? |
22:51 |
red-001 |
is it not in the csm doc? |
22:51 |
cheapie |
I don't see it, and neither does grep. |
22:51 |
cheapie |
(looking at https://raw.githubusercontent.com/minetest/minetest/master/doc/client_lua_api.md) |
22:52 |
red-001 |
huh |
22:53 |
sofar |
cheapie: `sethome` uses it |
22:53 |
red-001 |
I think it's the same as the server-sided version right now |
22:53 |
nore |
sofar: CSM |
22:53 |
sofar |
cheapie: check that code for details and exampl |
22:54 |
sofar |
nore: yes csm uses it but no example code |
22:54 |
cheapie |
sofar: I see it in the server-side docs, does it work the same way in CSM? |
22:54 |
nore |
ah yeah |
22:54 |
red-001 |
sofar some mods use it |
22:54 |
nore |
strange it's not in the doc, should be added |
22:54 |
sofar |
cheapie: yah, it's exactly the same |
22:54 |
cheapie |
OK, I'll give it a try. Thanks! |
22:54 |
sofar |
red-001: I like pointing to examples in mintest_game :) |
22:55 |
sofar |
they are after all, maintained |
23:01 |
cheapie |
Still no way to get the local player's name? |
23:02 |
sofar |
I thought I merged it? |
23:03 |
sofar |
localplayer:get_name() |
23:03 |
sofar |
note the localplayer handle is difficult to obtain |
23:04 |
sofar |
https://github.com/minetest/minetest/blob/master/doc/client_lua_api.md#localplayer |
23:04 |
cheapie |
get_name() worked. You may want to document that... |
23:04 |
sofar |
oh, it's missing |
23:04 |
sofar |
red-001: docs for localplayer:get_name() :) |
23:04 |
cheapie |
I'm seeing a common theme with client_lua_api.md :P |
23:04 |
sofar |
tbh I wonder if we should have called it lp:get_player_name() |
23:06 |
red-001 |
yeah the localplayer doc seems to be unfinnished |
23:09 |
red-001 |
sofar, cheapie maybe comment any issues with the localplayer docs on #5557? |
23:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/5557 -- [CSM] Fix documentation localplayer by Dumbeldor |
23:09 |
cheapie |
red-001: That's the only issue I've found so far, and likely the only one I'll find as that's the only part I find useful. |
23:12 |
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23:55 |
cheapie |
I don't know if this is something else missing from the docs or if I'm doing it wrong, but shouldn't checkboxes be sent with the rest of the fields? |