Time |
Nick |
Message |
00:06 |
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01:18 |
nore |
sofar: should I port all the settings in minetest_game/settingtypes.txt to config API? |
01:46 |
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02:21 |
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03:54 |
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03:58 |
paramat |
nore game#1695 ? |
03:58 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1695 -- PB&J Pup: Remove mod by paramat |
03:58 |
nore |
paramat: I'm neutral about it |
03:59 |
nore |
I honestly care no more about PB&J Pup than I cared about Nyan cat, so I have no objection at all to removing it :) |
04:01 |
paramat |
ok will merge later |
04:02 |
sofar |
nore: well, yes, but, don't go all crazy |
04:02 |
sofar |
nore: that's more of a post-0.4.16 thing for the new game I think |
04:03 |
sofar |
nore: we also should change *all* settings to be live updatable then, even tnt and fire |
04:03 |
sofar |
just make tnt not break nodes |
04:03 |
sofar |
and make fire not spread |
04:03 |
sofar |
or burn down nodes |
04:03 |
sofar |
keep all the code active |
04:03 |
nore |
well one of the reasons for disabling fire or fire sounds is to get one less ABM active and thus save processing power |
04:04 |
nore |
so that's why I don't consider it a problem that a restart is needed |
04:07 |
paramat |
fire and tnt need to be disableable by exiting to menu then re-entering a world |
04:07 |
paramat |
because of the danger |
04:12 |
paramat |
classic issue comment: "What about both a cold-summer Mediterranean biome with conifers, ferns, mountains, snow, strong storms, fog, wind, rain, rivers, large shore, mosses, some deciduous, stones and also a warm-summer Mediterranean biome?" |
04:12 |
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04:20 |
sofar |
no, nonsense |
04:20 |
sofar |
if fire doesn't spread, the abm is cheap |
04:21 |
sofar |
plus fire needs to be a node timer |
04:21 |
sofar |
then the problem is costless anyway |
04:22 |
sofar |
and you want to keep the nodetimer to tick to make fire nodes go out after a while, too |
04:22 |
sofar |
I'm more talking about a future survival game, post-0.416 |
04:25 |
benrob0329 |
I think that MTG should be forked and striped down, and have a minimalistic subgame be added as the new minimal |
04:25 |
sofar |
well so far no dev decision has been made on the topic |
04:26 |
benrob0329 |
But also add subgame dependencies, so that for eg mtg would inherent from minimal |
04:26 |
benrob0329 |
And others could be based off mtg |
04:26 |
sofar |
I don't think we want to inherit at all |
04:27 |
benrob0329 |
but wouldn't that require double the work for mapgen changes? |
04:27 |
sofar |
it's far easier to write proper unit mods and just copy them |
04:27 |
sofar |
mapgen? pffft, we have paramapgem |
04:27 |
sofar |
mapgen? pffft, we have paramapgen* |
04:28 |
sofar |
mapgen is mostly a discussion about biomes being lame |
04:28 |
sofar |
plus everyone wants the kitchen sink biome |
04:28 |
benrob0329 |
Mtg should be based off of the base game imo |
04:28 |
sofar |
no |
04:28 |
sofar |
inheritance is death |
04:28 |
sofar |
stagnation |
04:29 |
benrob0329 |
inheritance means consistency |
04:29 |
sofar |
at the cost of never changing an iota |
04:29 |
sofar |
great, you have consistency. 5 years later you manage to merge a controversial patch |
04:30 |
benrob0329 |
then mtg needs to be suitable for servers |
04:30 |
benrob0329 |
Or whatever this new subgame is |
04:31 |
benrob0329 |
Because (at least some) servers will want all default bioms |
04:31 |
paramat |
hehe |
04:32 |
sofar |
benrob0329: are you worried? then contribute :) |
04:32 |
sofar |
I'm not worried, duplicating the mapgen portions of mintest_game is like, 20 minutes work |
04:32 |
paramat |
btw don't even think about minimal, that's something very different and very broken/out of date |
04:32 |
sofar |
copy |
04:32 |
sofar |
paste |
04:33 |
sofar |
drink beer for 15 minutes |
04:33 |
sofar |
git commit |
04:34 |
paramat |
yes, copying and modifying mapgen registrations is easy |
04:35 |
benrob0329 |
Perhaps a mapgen mod for them woukd make it even easier |
04:35 |
sofar |
mv default/mapgen/lua mapgen/init.lua |
04:36 |
benrob0329 |
add depends.txt, git commit |
04:38 |
nore |
<benrob0329> But also add subgame dependencies, so that for eg mtg would inherent from minimal <-- please don't reiterate the mistake common mods was |
04:47 |
sofar |
I'd like to see very tiny mods that handle just small bits |
04:48 |
sofar |
like e.g. `emote` handles the player basics |
05:06 |
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05:12 |
paramat |
~tell nerzhul https://github.com/minetest/minetest/issues/5562 could you fix? |
05:12 |
ShadowBot |
paramat: O.K. |
06:11 |
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06:51 |
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06:56 |
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06:56 |
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06:57 |
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07:05 |
nerzhul |
pushing warning fix for fips_cipher_abort |
07:06 |
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07:07 |
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07:18 |
rdococ |
what is reflowscan.cpp's role in the water physics system? |
07:20 |
rdococ |
is it the whole thing, or is there more? |
07:20 |
rdococ |
I feel like there's more |
07:22 |
rdococ |
additionally, what is a liquid column as the code refers to? I think I know but |
07:22 |
rdococ |
... |
07:25 |
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07:25 |
rdococ |
h |
07:25 |
rdococ |
hi |
07:26 |
rdococ |
what is reflowscan.cpp's role in the water physics system? |
07:26 |
rdococ |
...nvm |
07:28 |
paramat |
this https://github.com/minetest/minetest/commit/9714cdcf4ba51b44cca72e133ec5ef2a3c9f50f6 |
07:29 |
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07:30 |
rdococ |
ah |
07:31 |
rdococ |
ty |
07:32 |
rdococ |
by chance, do you know the file that controls the removal of the water? |
07:34 |
paramat |
yeah |
07:35 |
rdococ |
which file is it? |
07:35 |
rdococ |
I've been looking in map.cpp |
07:35 |
paramat |
looking |
07:36 |
paramat |
map.cpp line640 |
07:37 |
paramat |
transformLiquids() |
07:38 |
rdococ |
I was already looking there |
07:40 |
rdococ |
but ty |
07:46 |
paramat |
time to add saplings for bushes .. |
07:47 |
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07:47 |
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Krock joined #minetest-dev |
08:17 |
rdococ |
I can't seem to follow the code... |
08:18 |
rdococ |
can you point me to the part that decreases flowing water's level when the source block is gone? |
08:21 |
rdococ |
Take 3. |
08:29 |
paramat |
hmm i'll look |
08:29 |
paramat |
game#1698 WIP |
08:29 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1698 -- Bushes: Add saplings and from-sapling schematics by paramat |
08:32 |
paramat |
line 830 |
08:32 |
paramat |
in that code block |
08:32 |
Krock |
^ https://github.com/minetest/minetest/blob/master/src/map.cpp#L830 |
08:34 |
Krock |
I was looking around L846 but totally overseen that comment :3 |
08:35 |
Krock |
rdococ, depending from where the water flows, it's calculated differently. In case it's the same level, see L848 |
08:36 |
celeron55 |
question to mtg developers: does minetest_game want to focus on singleplayer use? it kind of seems that an official subgame designed for servers could make sense in that case |
08:36 |
paramat |
yes 845-848 |
08:38 |
rdococ |
hm. |
08:38 |
paramat |
i don't intend mtg to focus on singleplayer use, i think it's more biased towards multiplayer |
08:38 |
rdococ |
where does it spread the water to other blocks? |
08:38 |
Krock |
celeron55, that's quite hard to say. it should be a base for both |
08:38 |
rdococ |
wait |
08:38 |
rdococ |
I'm already doing that |
08:39 |
paramat |
rdococ other way around, the code is looking at the neighbours of a node to see water can 'spread' into it |
08:39 |
rdococ |
ahh |
08:39 |
Krock |
right, starting with L717 |
08:40 |
rdococ |
wait what |
08:40 |
paramat |
max_node_level is the level of the flowing water made possible by surrounding water |
08:40 |
rdococ |
hm |
08:40 |
rdococ |
I kind of got that |
08:40 |
rdococ |
ye |
08:41 |
paramat |
sofar has ideas about new subgames designed for singleplayer (and i think is developing one) |
08:42 |
celeron55 |
maybe not then |
08:42 |
paramat |
game#1485 |
08:42 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1485 -- Split MTG into two games - one a game, the other a mod base |
08:43 |
paramat |
i've seen server owners (Shara) asking for a simpler modding base for servers |
08:44 |
paramat |
she says MTG is starting to get too messy for that use |
08:44 |
celeron55 |
it seems that there's a lot of standard set-up required for servers that could be made less manual |
08:44 |
Krock |
the more games there are to maintain the more time it will take to patch all games with the same bugfix |
08:44 |
celeron55 |
that's really my concern |
08:45 |
celeron55 |
a base could be a good solution |
08:45 |
Krock |
site node: the name base_game would be available now |
08:45 |
paramat |
a modding base also will not be too complex to maintain |
08:46 |
Zeno` |
I don't think MTG should focus on singleplayer |
08:46 |
Zeno` |
seems kind of strange to me for that to be the focus |
08:47 |
Zeno` |
I think that sofar does think it's meant for singleplayer primarily though |
08:47 |
Krock |
I quite like the idea of base & full features MTG |
08:47 |
Zeno` |
(I could be wrong, that's just the impression I get) |
08:48 |
paramat |
since mtg has been our only subgame it is certainly focussed on server use, multiplayer is seen as the priority although singleplayer is probably used more |
08:48 |
celeron55 |
there needs to be way to use the official MT package as a singleplayer game, and a server game, without going through some sort of alchemy book of how to fight against its design |
08:49 |
celeron55 |
a way* |
08:50 |
Zeno` |
is singleplayer really used more? |
08:50 |
Zeno` |
maybe I've lost touch with the userbase since I only speak to multiplayer users |
08:51 |
celeron55 |
it's not a matter of which one is used more; both have to make sense |
08:51 |
Zeno` |
yes, that's true |
08:53 |
paramat |
well if you consider there are thousands of users, and only a few hundred are on servers, i think there must be more game-hours in singleplayer |
08:53 |
rdococ |
that just sounds odd |
08:57 |
rdococ |
... |
08:57 |
rdococ |
forget this |
08:57 |
nerzhul |
Krock, can you finish the review on #5493 i finished it |
08:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/5493 -- Formspec: Add options to set background color and opacity (fullscreen mode) by nerzhul |
08:57 |
nerzhul |
i improved the PR performance and make bgcolor tag overriding default |
09:00 |
Krock |
well, now it's no longer the fullscreen color |
09:01 |
Krock |
instead, just a default for all backgrounds |
09:02 |
Krock |
but that should be good too, I think |
09:05 |
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09:05 |
nerzhul |
oh seems you are right, i should support for both to enhance pr |
09:06 |
Krock |
just change the setting names and the documentation and I'm fine with it :3 |
09:07 |
Krock |
but I don't think this was what kilbith wanted (to change the fullscreen bg color only) |
09:07 |
Krock |
adding another color variable for fullscreen only isn't a thing |
09:08 |
Krock |
("isn't a thing" -> as in, no big work) |
09:12 |
paramat |
personally i would be happy to maintain, with others, a new official modding base subgame |
09:13 |
paramat |
minimalism is my thing :] |
09:13 |
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09:14 |
Krock |
paramat, how about using the minimal development game then? |
09:14 |
Krock |
I'm sure that's very minimalistic |
09:16 |
Krock |
paramat, "A bush sapling grows into a tree at " seems legit ^^ |
09:16 |
red-002 |
it's also very outdated |
09:17 |
red-002 |
it doesn't even have 3d players |
09:17 |
Krock |
well yes, red-002. It's not supposed to contain any fancy stuff |
09:17 |
DS-minetest |
(bandits were fancy) |
09:17 |
Krock |
testing stuff doesn't depend on how the player looks like |
09:18 |
paramat |
oops |
09:18 |
red-002 |
yes but stuff like that would make it useless as a modding base |
09:19 |
paramat |
i thought you were joking about minimal, it would have to be completely changed and i think some devs find it useful as it is |
09:20 |
Krock |
paramat, actually I was joking about it ^^ |
09:21 |
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09:22 |
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09:22 |
paramat |
lol |
09:23 |
|
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09:26 |
paramat |
uh, forgot to make bush leaves drop saplings |
09:28 |
Krock |
chance: 1/40 *trollface* |
10:00 |
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10:04 |
paramat |
ok updated and tested, ready for review gmae#1698 |
10:05 |
paramat |
game#1698 |
10:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1698 -- Bushes: Add saplings by paramat |
10:15 |
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10:35 |
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10:47 |
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11:04 |
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11:07 |
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11:12 |
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11:22 |
twoelk |
I think mt-minimal should not be both a testbed and a modding base. It should concentrate on being a debugging tool and content to aid that purpose should be added and not any extra deco nodes |
11:26 |
twoelk |
as for mtg I could imagine with all that new content it would be better if default was split into more mods such as plants, ores |
11:29 |
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11:29 |
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11:49 |
twoelk |
having more officially maintained server orientated content somewhere might indeed be a good idea. I would suggest to aim this along the needs of educational personal though as that should include most things server owners may need and would be a benificial target group as one of minetest's development directions |
11:54 |
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11:56 |
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11:58 |
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12:14 |
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12:35 |
paramat |
erm nope, we can't have education use as the priority, use in education is only a small part of MT usage, and is over-hyped |
12:45 |
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12:48 |
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12:52 |
kilbith |
so full of certitudes... |
12:52 |
kilbith |
we use MT for educational purposes all around the world and there's a great demand/potential for it |
12:52 |
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12:52 |
kilbith |
to compete with Minecraft EDU |
12:55 |
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13:01 |
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13:01 |
rubenwardy |
I like the idea of Minetest targeting education, in particular coding |
13:01 |
rubenwardy |
but that doesn't mean that MTG should target that |
13:02 |
kilbith |
I was reacting to "only a _small_ part of MT usage, and is _over-hyped_" |
13:02 |
rubenwardy |
oh OK |
13:27 |
paramat |
yeah, i agree, it's just not the priority |
13:38 |
glut32 |
Hi all, I would like to know why unescape_string() function is used for image_path in GUIFormSpecMenu::parseBackground(...) and GUIFormSpecMenu::parseImageButton(...). The problem is that this function remove all back slash in a string. And the image_path in windows contains several back slash |
13:40 |
glut32 |
and it produces a bug for image loading |
13:42 |
paramat |
and 'over hyped' is me being unreasonable :] |
13:55 |
Thomas-S |
Bug report: Connected nodeboxes seem to be not fully rendered: Example screenshot (technic concrete fence): http://i.imgur.com/Z5Rg78j.png |
14:01 |
Krock |
ah, wrong flipped nodeboxes |
14:01 |
Krock |
with negative height/width/depth |
14:01 |
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14:01 |
Krock |
Thomas-S, open an issue \o/ |
14:03 |
Thomas-S |
Krock, #5572 |
14:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/5572 -- Connected nodeboxes seem to be not fullly rendered |
14:15 |
Krock |
paramat, I don't know what you've seen from imgur but that one is a very reliable hoster |
14:15 |
Krock |
^ IMO |
14:18 |
Krock |
merging #5547 in 10 mins |
14:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/5547 -- Item metadata compatibility by numberZero |
14:34 |
paramat |
yes i agree, but it's always better to store at Github |
14:34 |
paramat |
and easier |
14:40 |
paramat |
i'll merge game#1695 game#1698 in an hour (and make a news post in the forum) |
14:40 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1695 -- PB&J Pup: Remove mod by paramat |
14:40 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1698 -- Bushes: Add saplings by paramat |
14:44 |
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14:51 |
Krock |
whoops. time past too fast. merged now |
15:00 |
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15:02 |
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15:06 |
nerzhul |
sfan5, thanks for the review, i will answer and/or fix |
15:18 |
nerzhul |
sfan5, do we need a space after a cast ? i prefer having it |
15:18 |
sfan5 |
no idea |
15:18 |
sfan5 |
does the style guide mention it? |
15:19 |
nerzhul |
no mentioned on our wiki |
15:19 |
nerzhul |
not* |
15:19 |
nerzhul |
and not mentioned on linux kernel guildelines |
15:20 |
Krock |
Thomas-S, is the issue solved now? |
15:20 |
twoelk |
when mentioning server orientated content I meant that minetest lacks easy tools for non technic savy people and thought that teachers and the like would be a usefull target group when designing tools to aid in this area - such as monitoring a server from outside the game with a non frightening interface or the managing of player groups |
15:22 |
twoelk |
this can all be done by extra mods and in depth things probably should but minetest should offer some more help out of the box here |
15:25 |
nerzhul |
sfan5, i answered on #5559 please tell me what do you think about those comments, if you prefer to see a revert on some of commented files or not |
15:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/5559 -- Pass clang-format on various cpp/header files by nerzhul |
15:25 |
* benrob0329 |
leaves this here... https://github.com/vurtun/nuklear |
15:43 |
nerzhul |
sfan5, for the 0.4.16 you prefer me to add a manual migration using --migrate-players ? |
15:43 |
sfan5 |
manual migration is always better |
15:43 |
nerzhul |
i would use it for sqlite <-> pg but i can add file -> sqlite/pg and forbid sqlite/pg -> files |
15:44 |
sfan5 |
why forbid sqlite -> files |
15:44 |
nerzhul |
as we discussed, you, sofar and me, we statutate 0.4.16 is a transitional release for player files to database and on (0.4.16 + 1) we disable the file backend |
15:45 |
sfan5 |
some people might find it useful, e.g. for comparing performance |
15:48 |
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15:58 |
Zeno` |
what about leveldb? |
15:58 |
Zeno` |
is it going to be abandoned? |
16:00 |
sfan5 |
what no |
16:00 |
sfan5 |
it's just not planned as a backed for storing players yet |
16:03 |
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16:16 |
paramat |
will merge games 1695 1698 in a moment |
16:17 |
nerzhul |
sfan5, migrating from player to relational doesn't remove files, it move it to a backup directory, your argument doesn't work :) |
16:20 |
paramat |
merging .. |
16:24 |
paramat |
complete |
16:33 |
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16:35 |
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16:50 |
twoelk |
is there a more recent mt-dev version than from march compiled for windows yet? |
16:50 |
twoelk |
am having some issues with not seeing own chat |
16:52 |
red-002 |
that might be the servers fault |
16:53 |
red-002 |
mods can't check the protocol version of the client |
16:54 |
Krock |
twoelk, master or any custom branch? |
16:54 |
Krock |
can also apply patches into it if you wish :3 |
16:55 |
twoelk |
i thought i saw some chat prediction changes lately - can't remember where though |
16:55 |
Krock |
that one was removed |
16:55 |
sfan5 |
chat changes? |
16:56 |
sfan5 |
what you are describing has not recently had any changes |
16:56 |
twoelk |
a server where I don't see own chat is for example TPS Skylands |
16:56 |
sfan5 |
client ver? |
16:56 |
Krock |
https://github.com/minetest/minetest/commit/2f56a00d9 |
16:57 |
twoelk |
yours and krocks latest as of march 30/31 |
16:57 |
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16:57 |
Krock |
does it only happen on multiplayer or also in SP? |
16:58 |
sfan5 |
this is an issue with the mods they are using |
16:58 |
twoelk |
hm, never chatted to myself - let me start mt :-D |
16:58 |
sfan5 |
the modders expect an mt client before that commit |
16:58 |
Krock |
right, callbacks of mods could affect this |
17:01 |
twoelk |
no problem in singleplayer |
17:01 |
twoelk |
interesting is that using /me works on that specific server as in I can see what I wrote |
17:02 |
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17:03 |
Krock |
there must be some chat "enhancement" mod on the server that sends the message to everybody but you because chat prediction existed when it was written |
17:07 |
twoelk |
non that I recognise |
17:16 |
twoelk |
"xban2", "tps_teleport", "tps_sillyprivs", "tps_rule_enforcer", "tps_irc", "tps_irc_commands", "news", "names_per_ip", "bloc0415stable works indeed |
17:16 |
twoelk |
ops |
17:16 |
twoelk |
sorry for the artefacts |
17:16 |
sfan5 |
you don't have to look into the json for the mods btw |
17:17 |
twoelk |
easier to copy from there :-P |
17:17 |
twoelk |
except if I missed some better trick |
17:18 |
sfan5 |
i find that copying from the serverlist page is equally easy |
17:18 |
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17:19 |
twoelk |
not if the list exceeds the monitor - it gets tricky then |
17:20 |
sfan5 |
huh there's no problem here |
17:20 |
twoelk |
wasn't supposed to appear in my reply anyways - was somehow left in memory |
17:23 |
twoelk |
now that I try I can state that I can indeed copy no popup list content at all from the serverlist page |
17:23 |
twoelk |
using ff on w10 |
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17:26 |
* twoelk |
seems to have crashed his firefox by trying to copy generated source html with some tool |
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19:47 |
red-002 |
#5573 |
19:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/5573 -- Network: Remove old opcodes and fix documentation. by red-001 |
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20:01 |
nerzhul |
red-002, i prefer using the deprecated handler it permits to track the opcodes for a little moment |
20:02 |
nerzhul |
at least for 0.4.16 |
20:07 |
red-002 |
for all of them? or just the one that got removed only in protocol version 22? |
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20:40 |
Shara |
Best we do it this way, as we will have a record that people involved agreed |
20:41 |
Shara |
Wrong tab sorry :) |
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21:04 |
nerzhul |
merging #5557 |
21:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5557 -- [CSM] Fix documentation localplayer by Dumbeldor |
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22:58 |
red-004 |
#5577 not sure if thats the best way to calculate the average rtt |
22:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/5577 -- Add function and chatcommand to get ping to csm and fix RTT calculation. by red-001 |
22:59 |
red-004 |
but at least it works |
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23:14 |
sofar |
try it on a server that you know the ping of |
23:17 |
red-004 |
I tried it to see if it works, I'm just not sure if it's the most efficient way to do it |
23:18 |
red-004 |
and if averaging the RTT is even useful |