Time |
Nick |
Message |
00:02 |
|
Warr1024 joined #minetest-dev |
00:13 |
|
Warr1024 joined #minetest-dev |
00:19 |
Hijiri |
started working on toolcaps override |
00:19 |
Hijiri |
is it ok if it's a separate method instead of a meta field |
00:19 |
Hijiri |
since it isn't a string or number or other easily meta-able thing |
00:26 |
Hijiri |
not that I'm waiting or anything, I'll just get feedback on the PR if someone doesn't like it |
00:30 |
|
GreenDimond joined #minetest-dev |
00:42 |
|
Taoki joined #minetest-dev |
00:42 |
Hijiri |
is there something like luaL_checktype except it's ok if it's nil? |
00:48 |
sofar |
lua_isnil? |
01:07 |
|
proller joined #minetest-dev |
01:50 |
Hijiri |
sofar: I meant something that errors if the argument isn't nil or the provided type |
01:50 |
Hijiri |
I just ended up using lua_isnoneornil and lua_istable |
01:50 |
Hijiri |
and then luaL_typerror |
02:24 |
|
kaeza joined #minetest-dev |
02:40 |
|
diegom joined #minetest-dev |
02:52 |
|
kaeza joined #minetest-dev |
03:09 |
VanessaE |
ok, so.. |
03:09 |
VanessaE |
the mesh cache thing is working reasonably well even for my box |
03:10 |
VanessaE |
we can haz auto view range next? :) |
03:11 |
* benrob0329 |
slips a not under the door |
03:11 |
benrob0329 |
it reads: "World Portals" |
03:13 |
VanessaE |
really though, if that and the huge delay that comes from loading a block with lots of entities in it could be solved, that would be great. :) |
03:14 |
nore |
VanessaE: isn't it only displaying the entities that is slow? |
03:14 |
VanessaE |
I can manage 92 to 96% hit rate on the cache, btw |
03:15 |
VanessaE |
nore: well having them displayed costs FPS yes, but in this case well... go on VE-S, /spawn, turn and face east, and run |
03:15 |
VanessaE |
you'll get a few big 1-2 second stalls in the renderer |
03:15 |
VanessaE |
I assume this is from entities' meshes being created |
03:15 |
VanessaE |
because indeed, there are lots of entities in that direction (item frames and signs) |
03:20 |
nore |
hmmm |
03:34 |
cheapie |
Is it normal that I get the exact same FPS regardless of the undersampling setting? I thought it was supposed to help. |
03:36 |
|
octacian joined #minetest-dev |
03:46 |
nore |
cheapie: I think it helps with drawtime, but if the limit is somewhere else it won't help |
03:47 |
sofar |
cheapie: what fps are you getting before and after? |
03:47 |
cheapie |
About 26 and 26. |
03:47 |
sofar |
do you have vsync enabled? |
03:47 |
cheapie |
(at the spawn on VE-S) |
03:47 |
cheapie |
Yes (driver forces it on), but I can get 60 FPS elsewhere on the same server. |
03:48 |
Zeno` |
cheapie what OS? |
03:48 |
cheapie |
Debian sid amd64, using an R9 380 with amdgpu. |
03:54 |
sofar |
cheapie: what value for undersampling? |
03:54 |
cheapie |
I tried 0, 2, and 4. The visual quality changed as expected, but the frame rate was the same on all three. |
03:59 |
sofar |
well, that's interesting |
04:42 |
nore |
pushing https://github.com/Ekdohibs/minetest/commit/88f99f32c096b17154548de8bfa53d4e9ddbfcf4 is 10 minutes (trivial bugfix) |
04:43 |
sofar |
std::string::npos |
04:43 |
sofar |
otherwise, yes, +1 |
04:44 |
nore |
oops indeed, pushed before compiling :) |
04:45 |
sofar |
merged #5594 |
04:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/5594 -- Don't make TAB exit game if bound to inventory. by sofar |
04:47 |
nore |
ok, bugfix pushed as well |
04:48 |
sofar |
ok what PRs am I reviewing/testing tonight? |
04:48 |
sofar |
player backend thing I think, again? |
04:49 |
nore |
sofar: #5373 as well |
04:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/5373 -- Add the possibility to skip light update and fix light later by juhdanad |
04:49 |
nore |
already tested, only needs code review |
05:05 |
|
nerzhul joined #minetest-dev |
05:09 |
|
Hunterz joined #minetest-dev |
05:11 |
sofar |
I'd be interested to see how players in sqlite3 holds out |
05:11 |
nerzhul |
sofar, nice thanks for the review, i just need to catch the exception then :) |
05:11 |
sofar |
tempted to use it |
05:11 |
nerzhul |
what do you mean by holds out ? |
05:12 |
sofar |
it's not been used in a production environment yet |
05:13 |
sofar |
no idea how it'll work with 60k user accounts |
05:13 |
nerzhul |
oh i'm using pgsql backend since 2 years on my server :p |
05:14 |
nerzhul |
sqlite with 60k is like having a 3 months old firefox profile |
05:14 |
nerzhul |
for servers i suggest postgresql instead of sqlite, sqlite is nice for little servers, huge server should really use postgresql |
05:15 |
nerzhul |
also the player database is tiny compared to a map database :) |
05:16 |
nerzhul |
i'm on #5607 |
05:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/5607 -- Segfault when drawing load screen |
05:18 |
sofar |
mariadb instead of postgres? :P |
05:24 |
nerzhul |
just code it then :p maybe we can add it in next release to complete the SQL backends |
05:25 |
nerzhul |
after merging this PR we will have a very nice and refactored database backend permitting to plug easily a new backend or a new type of backend for mt :p |
05:25 |
nerzhul |
for 5607 it's very strange |
05:25 |
nerzhul |
texture_src is set in game.init |
05:25 |
nerzhul |
which is called before createClient |
05:26 |
nerzhul |
Client::m_tsrc is NULL only if set to NULL in Client constructor |
05:29 |
nerzhul |
also in backtrace lines doesn't match with our lines |
05:35 |
nerzhul |
sofar, i launch migration using VanessaE players now :) seems to work well |
05:37 |
nerzhul |
migraiton okay on 9160 players :) |
05:37 |
nerzhul |
db takes 24 MB on disk |
05:37 |
nerzhul |
(sqlite) |
05:48 |
nerzhul |
merging #5591 |
05:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/5591 -- Reorder TileSpec. by sofar |
05:50 |
|
benrob0329 joined #minetest-dev |
06:06 |
nerzhul |
could be nice to see bigfoot here :( |
06:09 |
sofar |
I looked at a bunch of structs/classes but didn't spot any weird ones with holes like that unfortunately |
06:13 |
nerzhul |
nice shot for CPU afinity :) it's very rare to look at processor level optimizations |
06:13 |
nerzhul |
(hello java/go/php/python/etc :p) |
06:20 |
sofar |
trick I learned when doing kernel drivers |
06:21 |
Calinou |
we should make sure to document PostgreSQL setup well, else people won't really bother with it :P |
06:34 |
nerzhul |
Calinou, yeah, i added it to database backends on the documentation and explain how to use it in minetest, but maybe i should document the postgresql server part too a little bit |
06:37 |
|
Fritigern joined #minetest-dev |
06:39 |
nerzhul |
i added a note about postgresql shared_buffer for non postgresql inited to enhance its performance |
06:40 |
* VanessaE |
hopes someone will merge judnahad's soft overlays patch, and fix connected nodeboxes not doing full 6d facedir :) |
06:46 |
sofar |
why the heck is our curl client asking for "default_stone.png" and not the $hash in the $uri? |
06:46 |
sofar |
is that still the default? |
06:47 |
Calinou |
did we document remote media server creation by the way? |
06:47 |
Calinou |
(collectstatic, for example) |
06:48 |
sofar |
obviously docs are lacking |
06:48 |
sofar |
if I need to get a script with wrong default options from gist |
06:48 |
sofar |
and read weblogs to see it's wrong |
06:50 |
Zeno` |
Can I ask what the future of leveldb is? |
06:51 |
Zeno` |
Also.. if player stuff is stored in the db, it *will* be able to be easily purged won't it? |
06:52 |
Zeno` |
because on a server 99% of players (ok, I'm making that statistic up but it's probably accurate) only join once |
06:52 |
Calinou |
we could have automatic purging toio |
06:52 |
Zeno` |
true |
06:52 |
Calinou |
probably not turned on by default, but eg. the server admin can make it so that players who haven't joined for a month are automatically pruned from the database |
06:53 |
Zeno` |
hopefully they don't go on holiday :D |
06:53 |
VanessaE |
on my servers, that's done weekly |
06:53 |
Calinou |
pfft, who disconnects during holidays ;) |
06:53 |
Zeno` |
lol |
06:53 |
VanessaE |
anyone who left a player file behind, but never gained interact -> deleted. |
06:53 |
Calinou |
it could also be made that when you're a regular (eg. you get some privilege), you are never pruned from the database for inactivity |
06:53 |
Zeno` |
VanessaE, yeah... so that's what I'm asking. If most player stuff is moved to the database then this still needs to be easy to do |
06:54 |
Zeno` |
probably a command line option would be good as well. But I'm not really sure of the direction this is going yet |
06:55 |
VanessaE |
well I imagine it'll be something like SELECT FROM players WHERE age < [some number of hours/days/etc] |
06:55 |
nerzhul |
Zeno`, we can add a such option in next release if needed |
06:55 |
VanessaE |
but that wouldn't filter for players who have no interact. |
06:55 |
Zeno` |
I think it'll be needed |
06:55 |
nerzhul |
VanessaE, not exact, we need accounts to be migrated to db, it's not the case :) |
06:55 |
VanessaE |
nerzhul: pseudocode. |
06:56 |
nerzhul |
auth.txt is not moved i didn't do it in players to db, it needs a separated backend and, as Lua is very linked with current file backend on auth i didn't provide a such pr. On my server i removed the lua binding to bypass this problem and have accounts in db :p |
06:57 |
nerzhul |
but SELECT name FROM accounts where last_conn < NOW() - 1 month (postgresql) and call PlayerDatabase::RemovePlayer should fit + AuthDatabase::RemovePlayer |
06:58 |
nerzhul |
we will have it after release when i will send and we merge authdb to database yes :) |
06:58 |
VanessaE |
and THAT is why I won't migrate my servers from the player-files backend... I'd never have been able to figure that out |
06:58 |
nerzhul |
i think you do find players -mtime +60 -delete: p |
07:00 |
VanessaE |
nope. |
07:00 |
VanessaE |
I just delete abandoned accounts. |
07:00 |
VanessaE |
ones where interact was never gained. |
07:00 |
VanessaE |
once a week, but I don't delete based on age. |
07:00 |
nerzhul |
note: if you delete from players auth.txt i s not purged :p same problem |
07:00 |
nerzhul |
but i can add a field: last_modification |
07:00 |
nerzhul |
i add it as a todo |
07:00 |
nerzhul |
will add it to player db backend |
07:01 |
nerzhul |
todo added on #5475, i will do it today it's trivia l:p |
07:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/5475 -- Player data to Database by nerzhul |
07:05 |
Zeno` |
sounds reasonable |
07:06 |
nerzhul |
see you soon :) |
07:08 |
|
Krock joined #minetest-dev |
07:08 |
|
Krock joined #minetest-dev |
07:16 |
|
kilbith joined #minetest-dev |
07:23 |
|
kaeza joined #minetest-dev |
07:41 |
|
TC01 joined #minetest-dev |
07:43 |
|
nrzkt joined #minetest-dev |
09:20 |
|
TC01 joined #minetest-dev |
09:40 |
|
proller joined #minetest-dev |
09:52 |
|
shivajiva joined #minetest-dev |
09:54 |
|
YuGiOhJCJ joined #minetest-dev |
09:56 |
red-004 |
#5492 #5554 |
09:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/5492 -- [CSM] Add local particles and particlespawners. by red-001 |
09:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/5554 -- [CSM] Allow enabling and disabling mods. by red-001 |
09:58 |
|
Krock joined #minetest-dev |
09:58 |
|
Krock joined #minetest-dev |
10:18 |
VanessaE |
http://pastebin.ubuntu.com/24406701/ |
10:19 |
VanessaE |
already reported, https://github.com/minetest/minetest_game/issues/1700 |
10:19 |
|
juhdanad joined #minetest-dev |
10:23 |
|
DS-minetest joined #minetest-dev |
10:36 |
|
nrzkt joined #minetest-dev |
10:38 |
nrzkt |
ty for the review sfan5 i will fix that soon. Also Select * is always a bad practice, you should always use a finite list of cols to your database, i respect DBA with this :p |
10:38 |
sfan5 |
k sure |
10:42 |
|
lisac joined #minetest-dev |
10:57 |
nrzkt |
just a question sfan5 are you okay if we make players into sqlite a default for new worlds ? |
11:03 |
Krock |
1) try getting the backend from world.mt |
11:04 |
Krock |
2) reset to sqlite3 if invalid, since the map backend defaults to sqliet3 anyways |
11:04 |
Krock |
^ my two cents to this topic |
11:23 |
|
proller joined #minetest-dev |
11:26 |
sfan5 |
nrzkt: not this version yet |
11:26 |
sfan5 |
Krock: that won't work for old worlds |
11:27 |
Krock |
how old worlds? |
11:28 |
sfan5 |
old worlds use the "files" backend but it isn't specified in world.mt |
11:28 |
sfan5 |
so if you set it to sqlite3 by default it will ignore the existing files |
11:28 |
Krock |
ah right :/ |
11:42 |
sfan5 |
nrzkt: i actually meant that you should keep the "You are using old player file backend. [...]" and only replace after the "You should switch soon to SQLite3 or PostgreSQL. See [...]" |
11:44 |
|
Megaf joined #minetest-dev |
11:53 |
|
DI3HARD139 joined #minetest-dev |
11:56 |
nrzkt |
sfan5, oh i see :) re-adding it then :) i misunderstand |
12:00 |
nrzkt |
sfan5: is this okay like this ? |
12:04 |
nrzkt |
=> https://github.com/minetest/minetest/pull/5475/files#diff-59f5585fbd782ec57b38b0ee73fa885cR385 |
12:07 |
sfan5 |
yes |
12:13 |
Zeno` |
what's the reasoning behind removing leveldb support? |
12:13 |
nrzkt |
on android you mean ? |
12:13 |
Zeno` |
oh, this is for Android only? |
12:13 |
nrzkt |
because leveldb was not removed from core |
12:13 |
nrzkt |
yes, it's compilation time disabled on android |
12:13 |
Zeno` |
ah ok then |
12:13 |
Zeno` |
now I understand |
12:13 |
nrzkt |
clients uses sqlite and will never switch to leveldb :p |
12:14 |
nrzkt |
heh |
12:14 |
Zeno` |
yes, that is fair enough |
12:15 |
nrzkt |
sfan5: nice :) i will add the last remaining point when i will solve my production issue (apache seems to have 15k connections and i need to handle more :p) |
12:15 |
nrzkt |
(2 apache * 15k conn) |
12:16 |
|
Darcidride joined #minetest-dev |
12:17 |
|
RichardTheTurd joined #minetest-dev |
12:54 |
|
Fixer joined #minetest-dev |
13:02 |
|
kilbith joined #minetest-dev |
13:04 |
|
Warr1024 joined #minetest-dev |
13:07 |
|
kilbith_ joined #minetest-dev |
13:08 |
|
Megaf joined #minetest-dev |
13:36 |
|
paramat joined #minetest-dev |
13:46 |
|
halt_ joined #minetest-dev |
13:47 |
|
Grandolf joined #minetest-dev |
13:56 |
nrzkt |
Krock: strange crash, i don't understand how it can happen for him and neither in android nor in my client, do you have the problem on HEAD with windows ? |
14:13 |
Krock |
no, I can start Minetest just fine |
14:15 |
|
Taoki joined #minetest-dev |
14:18 |
|
nrzkt joined #minetest-dev |
14:23 |
paramat |
can anyone approve #5581 ? simple PR |
14:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/5581 -- Fix Lua crash if opening door with slab or stair by MarkuBu |
14:24 |
Krock |
I have no clue how that stuff works but the code looks good (style-wise) |
14:27 |
cheapie |
CSM idea: Since sending chat messages from CSM is controversial, why not just limit it to chat commands? Being able to send commands from CSM is the only real reason I wanted to be able to send messages from it anyway. |
14:28 |
Krock |
there's already a flood prevention |
14:28 |
Krock |
if chatcommands aren't counted there yet, they sohuld |
14:28 |
Krock |
*should |
14:31 |
|
XtremeHacker joined #minetest-dev |
14:31 |
nrzkt |
sfan5: i have the sqlit epart with: creation_date and modification_date, i just need to add same thing on pgsql :) |
14:32 |
paramat |
yes i don't know how 5581 works either, but it's a fix from the person who coded finepos and is tested, so i +1 |
14:32 |
nrzkt |
cheapie: yes, sending chatmessage with client side limitation + the current server side limitation should do the trick |
14:32 |
nrzkt |
#5581 |
14:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/5581 -- Fix Lua crash if opening door with slab or stair by MarkuBu |
14:32 |
cheapie |
*shrug* If you want to make it able to send arbitrary chat messages, that's fine by me too :P |
14:33 |
|
xtremehacker_ joined #minetest-dev |
14:39 |
|
octacian joined #minetest-dev |
14:41 |
celeron55 |
there needs to be a way for CSM and server-side mods to communicate without rate limiting though, does that exist yet? |
14:41 |
cheapie |
I think that's in the CSM roadmap thingy, right? |
14:41 |
cheapie |
"Mod channels" or whatever? |
14:42 |
nrzkt |
celeron55: not at this moment, it's in the roadmap with mod channels but it will not be added before release |
14:42 |
nrzkt |
this release is CSM teasing mode :) |
14:42 |
celeron55 |
that might leave us with many mods that communicate to the server using chat commands |
14:42 |
celeron55 |
as people will want to do that no matter what |
14:43 |
celeron55 |
is it wise? |
14:43 |
cheapie |
Heh, I'm mostly just after having it do "//lua minetest.get_player_by_name("cheapie"):override_day_night_ratio(1)" for me :P |
14:43 |
nrzkt |
in fact the mod channel should works with channel between clients, and channel with server mods |
14:44 |
nrzkt |
a mod (server or client) will subscribe a channel and communication will be multicast to other listeners |
14:45 |
celeron55 |
so we're accepting all CSM mods wanting to do that in the next release to just use chat commands |
14:45 |
celeron55 |
right? |
14:46 |
celeron55 |
they will do it, it's just a question of what they will use to do it |
14:49 |
nrzkt |
chat commands are server side or client side, a chat command can use a channel to fetch some informations, but it should be async :) |
14:50 |
nrzkt |
(a CSM chat command) |
14:50 |
|
juhdanad joined #minetest-dev |
14:51 |
nrzkt |
imagine: local mod_channel = minetest.subscribe_mod_channel("test") ; mod_channel:send({"hallo": "hi"}); while not mod_channel:empty(); do local msg = mod_channel:recv() print(msg) done |
14:51 |
nrzkt |
(yeah it's shellua :D) |
14:53 |
paramat |
ok i'll merge #5581 #5606 in 2-3 hours |
14:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/5581 -- Fix Lua crash if opening door with slab or stair by MarkuBu |
14:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/5606 -- Conf.example: Move some lines to minetest.conf.example.extra by paramat |
14:54 |
nrzkt |
sfan5: i added creation_date and modification_date on sqlite and pg for player databases :) (i just need to test postgres at home this evening, i don't have a minetest pgsql on my machine atm) |
14:58 |
nrzkt |
i squashed a little bit #5475, it's available for a last review :) |
14:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/5475 -- Player data to Database by nerzhul |
15:08 |
red-004 |
nrzkt, do new worlds use the sqlite by default? |
15:10 |
nrzkt |
who broke minetest linter |
15:11 |
nrzkt |
red-004: it's not the case, i can do it if sfan5 and sofar agree |
15:12 |
nrzkt |
it's celeron55 heh, i will push a commit to add src/mesh_generator_thread.cpp as it's not a correct style atm and will fix src/mesh_generator_thread.h |
15:36 |
|
YuGiOhJCJ joined #minetest-dev |
16:03 |
|
proller joined #minetest-dev |
16:10 |
|
DS-minetest joined #minetest-dev |
16:12 |
|
cx384 joined #minetest-dev |
16:19 |
|
Hunterz joined #minetest-dev |
16:25 |
|
est31 joined #minetest-dev |
16:33 |
Hijiri |
Is it ok if I remove the protocol argument from ToolCapabilities::serialize? |
16:33 |
Hijiri |
since there's only one protocol implemented in there anyway |
16:34 |
Hijiri |
The issue is I'm trying to serialize tool capabilities to put in item metadata, and there isn't necessarily a player to put in |
16:34 |
sofar |
If it's not in the way, I would leave it in place |
16:35 |
Hijiri |
It's in the way because I don't have a protocol version to pass in |
16:35 |
Hijiri |
unless I just pass in latest version or something |
16:38 |
Hijiri |
otherwise I need to give itemstack meta serialize and itemstack serialize a version argument |
16:41 |
sofar |
why can't you pass in the latest version? |
16:42 |
Hijiri |
lost connection |
16:42 |
Hijiri |
sorry, just caught up with the public logs |
16:43 |
Hijiri |
sofar: I don't see the point of even having the version argument if I just always pass in the latest version, except not changing other parts of the code |
16:44 |
Hijiri |
And if the serialization is allowed to be different based on player protocol version then I might misserialize the toolcaps if protocol changes in the future |
16:44 |
Hijiri |
since it would appear safe for someone to add version-dependent behavior to the method |
16:47 |
sofar |
have the serialize code by default pick the latest version? |
16:47 |
sofar |
how costly would it be to add it back later? |
16:47 |
sofar |
how costly is it to remove it entirely? |
16:48 |
Hijiri |
I'm trying to find where it's used currently |
16:48 |
Hijiri |
probably just in item definition send |
16:50 |
Hijiri |
sofar: by serialize code do you mean item meta or toolcaps? |
16:51 |
sofar |
I don't know, I'm just asking generic questions about removing a protocol number :) |
16:51 |
Hijiri |
well, I could instead add protocol version arguments to the functions I'm modifying that I'm trying to add toolcaps to |
16:52 |
Hijiri |
I feel like that would involve more changes since it's used in more places |
16:52 |
Hijiri |
I'll just do something and PR it I guess, I'll get more feedback there |
16:53 |
Hijiri |
There is some other thing that is semi-blocking me though |
16:53 |
Hijiri |
I'm not sure how I should add something to the serialized item metadata |
16:53 |
Hijiri |
since the deserialize uses the Strfnd thing |
16:56 |
Hijiri |
are metadata keys/values already pre-escaped so they won't contain the delimiters used in serialize/deserialze of ItemStackMetadata? |
17:03 |
|
octacian_ joined #minetest-dev |
17:06 |
|
nerzhul joined #minetest-dev |
17:27 |
Hijiri |
sofar: Is there a convention for naming of internal meta fields? |
17:27 |
sofar |
none |
17:27 |
Hijiri |
I might just put the serialized stuff in a special-use meta field instead of making it a separate part of the metadata |
17:29 |
Krock |
well, you better shouldn't use \0x01 to \x03 |
17:29 |
Hijiri |
sofar: alright |
17:29 |
Hijiri |
Krock: oh yeah |
17:30 |
Hijiri |
could be a problem since tool caps serialize numbers |
17:30 |
Hijiri |
I could json string escape it |
17:49 |
nore |
a special meta field is the best thing, and json-serializing sounds reasonable to me |
17:49 |
|
Megaf joined #minetest-dev |
17:52 |
|
Warr1024 joined #minetest-dev |
17:52 |
nerzhul |
sofar, sfan5 i didn't see if you're okay to make sqlite3 default for players for a new world ? |
17:52 |
Hijiri |
oh, I guess I can bypass the protocol version thing if I write custom json thing |
17:53 |
sfan5 |
doing that next release might be a good idea |
17:53 |
sofar |
^^ |
17:53 |
nerzhul |
okay not this, for android too ? |
17:53 |
nerzhul |
because android have no choice :p |
17:53 |
sfan5 |
since android is mostly singleplayer do we have a simpler alternative? |
17:53 |
sofar |
leave android as is imho, not many users anyway |
17:54 |
nerzhul |
not many users in our build yes :p |
17:54 |
nerzhul |
i can let files, no problem :) i just need to test it with sqlite3, i will do it in ~10 min, i'm testing pg atm |
17:54 |
Hijiri |
do we have a data structure to represent json |
17:54 |
Hijiri |
in C++ |
17:55 |
nerzhul |
Json::Value |
17:55 |
nerzhul |
it's jsoncpp |
17:55 |
sfan5 |
we only have whatever jsoncpp has for decoding |
17:55 |
Hijiri |
alright |
17:55 |
Hijiri |
thanks |
18:00 |
nerzhul |
okay migration to pgsql works properly with timestamps, just need to connect one time with a random player to see timestamp |
18:00 |
nerzhul |
oh |
18:00 |
nerzhul |
i should fix scheme |
18:02 |
nerzhul |
on VanessaE migration failed this time |
18:02 |
nerzhul |
wtf |
18:02 |
nerzhul |
position = (-2.14748e+07,-467809,3331.97) |
18:02 |
VanessaE |
yeah. |
18:03 |
nerzhul |
it seems pgsql doesn't like it with current precision, i will adjust scheme |
18:03 |
Krock |
Y position outside limits o.o |
18:03 |
VanessaE |
there's some bug in the engine that causes players to occasionally end up with bullshit coords |
18:03 |
VanessaE |
that's what leads to crashes in areas mod and a couple others. |
18:03 |
|
ssieb joined #minetest-dev |
18:05 |
nerzhul |
10,4 => 15,7 in numeric precision on pg solve the problem :) |
18:05 |
nerzhul |
okay all are migrated, and when you start a migration no problem to continue when you have problem and solve it |
18:07 |
|
Warr1024 joined #minetest-dev |
18:09 |
nerzhul |
VanessaE, https://github.com/minetest/minetest/pull/5475#issuecomment-294932648 for you :D |
18:09 |
nerzhul |
delete from players where modification_date < NOW() - '2 month' cascade; |
18:09 |
nerzhul |
:D |
18:11 |
nerzhul |
only Android should be tested now |
18:13 |
nerzhul |
i'm compiling |
18:13 |
nerzhul |
android compilation is stupid, i forget a file in Android.mk it recompile all MT sources... |
18:15 |
Krock |
same with MSVC |
18:15 |
nerzhul |
MSVC have a precompiled no ? |
18:16 |
nerzhul |
the main problem with android, how can i verify the sqlite db xD |
18:16 |
Krock |
huh? Talking about Minetest. It recompiles all Minetest source files |
18:17 |
nerzhul |
okay android works well when i set sqltie3 by default |
18:17 |
nerzhul |
i stopped and restarted the new world it's okay |
18:27 |
nerzhul |
sfan5, sofar everything is working as intended :) we can merge when you want, android okay, pgsql okay after fixing VanessaE coordinates into pg scheme :) |
18:27 |
VanessaE |
nerzhul: um, shouldn't someone fix the bug that led to those out-of-bounds coords? |
18:27 |
nerzhul |
oh it's sure, but it's not the purpose of this PR :) |
18:28 |
nerzhul |
i ensure we store all coordinates, right or wrong |
18:29 |
nerzhul |
thanks sfan5 and sofar for your time to test this backend :) |
18:38 |
|
Megaf_ joined #minetest-dev |
18:40 |
|
juhdanad joined #minetest-dev |
18:47 |
|
sofar joined #minetest-dev |
18:51 |
|
kilbith joined #minetest-dev |
19:04 |
|
halt_ joined #minetest-dev |
19:05 |
|
Grandolf joined #minetest-dev |
19:07 |
ShadowNinja |
sofar: Does using index.mth fix that? |
19:07 |
ShadowNinja |
Er, the "load by name instead of hash in URL" thing. |
19:11 |
ShadowNinja |
(see mt_media_collector in my GitHub if you need a way to generate it) |
19:15 |
VanessaE |
I pointed him to my variation of sfan5's scripts. |
19:15 |
VanessaE |
idk what he finally did though (forgot) |
19:16 |
|
kaeza joined #minetest-dev |
19:16 |
sfan5 |
people often stumble upon the fact that index.mth needs to be served to POST reuqests |
19:17 |
|
proller joined #minetest-dev |
19:18 |
VanessaE |
...which frankly I don't understand the logic behind that |
19:35 |
nerzhul |
minetest data server is a little bit complicated for nothing :( |
19:40 |
|
paramat joined #minetest-dev |
19:50 |
|
rubenwardy joined #minetest-dev |
19:50 |
|
cx384 joined #minetest-dev |
20:10 |
sofar |
ShadowNinja: generating the index.mth doesn't seem to be the problem (I can make one that looks just like VanessaE's) |
20:10 |
sofar |
somehow the problem seems with the POST method |
20:11 |
sofar |
I'm writing an actual fcgi daemon right now to do it the *right* way |
20:11 |
sofar |
well, not right now since we had a power outage and my box at home is offline |
20:11 |
sofar |
I actually want to make it dynamic and a drop-in thing |
20:12 |
sofar |
so it can handle and manage the cache at the same time |
20:12 |
ShadowNinja |
Ah. I'd probably use PHP to just get it to work. |
20:12 |
sofar |
I'm writing it in go |
20:12 |
sofar |
so you can use it without php on a server |
20:12 |
sofar |
mostly to just stuff it behind nginx easily |
20:13 |
sofar |
and rely on the nginx code to handle the GETs |
20:20 |
paramat |
are MTG devs ok with me adding tin ore and more realistic crafting for bronze? (for example crafting 1 copper ingot with 7 tin ingots for 8 bronze or whatever) should be quick and easy for me to do, i'll take stuff from moreores |
20:20 |
VanessaE |
fuck. yes. |
20:21 |
VanessaE |
(ok I ain't a mt_game dev but so what :P ) |
20:21 |
benrob0329 |
Ditto |
20:23 |
paramat |
^^^ sofar rubenwardy nore sfan5 ShadowNinja |
20:23 |
sfan5 |
dont care |
20:24 |
|
proller joined #minetest-dev |
20:25 |
nore |
paramat: ok for me |
20:25 |
nore |
also, we really need to discuss about the "split" of mtg some time |
20:27 |
paramat |
and to be clear, no mithril, for simplicity and to avoid trademark issues |
20:28 |
VanessaE |
what about silver? |
20:28 |
VanessaE |
can't see a trademark concern there :) |
20:29 |
paramat |
maybe later, the bronze issue is higher priority |
20:29 |
VanessaE |
as for mithril, one could simply rename it to say azurite |
20:29 |
VanessaE |
but ok |
20:29 |
paramat |
we don't really need another magical ore |
20:30 |
VanessaE |
my though is simply that if you add tin, that makes three ores (and four metals) formerly handled by moreores. at that point, you should bring in the other two |
20:30 |
VanessaE |
thought* |
20:31 |
VanessaE |
i.e. don't leave moreores as this tiny little stub that ends up needing to be absorbed into some other mod |
20:32 |
paramat |
that's not strong reasoning though, we should add what's needed instead of worrying about how a mod ends up |
20:33 |
VanessaE |
we should add what's needed AND what's just kinda nice to have |
20:34 |
Shara |
How can mithril be trademarked when it's used in many different things? |
20:34 |
VanessaE |
if we only added what's needed, we'd only have ... well... the minimal game. |
20:34 |
VanessaE |
Shara: JRR Tolkien came up with it, used it in LotR |
20:34 |
paramat |
more ores could always have new ores added to it, so no issue |
20:35 |
paramat |
yeah i have no idea if there are trademark issues |
20:35 |
VanessaE |
paramat: I really don't understand the resistance here. |
20:35 |
Shara |
VanessaE: a quick google search implies he probably didn't though |
20:35 |
VanessaE |
why so much worry over having a few more nodes? |
20:35 |
Shara |
But either way, it has been used in other things too. |
20:35 |
rubenwardy |
paramat, more realistic ores etc is cool |
20:35 |
rubenwardy |
not sure about fantasy ores |
20:36 |
nore |
http://tvtropes.org/pmwiki/pmwiki.php/Main/Mithril |
20:36 |
VanessaE |
but that's why I said to rename it to azurite: https://en.wikipedia.org/wiki/Azurite |
20:36 |
VanessaE |
non-fictional, non-magical. |
20:36 |
nore |
The name "mithril"note or similarly spelled variations (mithral, mythril, and others) is present in other fictional contexts like role-playing games, since the Tolkien Estate did not trademark the term, unlike "Hobbit" or "Balrog". |
20:36 |
VanessaE |
(didn't know it could be a source of copper - that can be very useful in fact) |
20:37 |
nore |
so, no copyright issues |
20:37 |
cx384 |
I think we need new groups: ore, lump, metal, and crystal |
20:39 |
paramat |
ok |
20:41 |
VanessaE |
ok? |
20:43 |
paramat |
MTG just has basic fundamental ores, so silver may be ok, but azurite may be excessive. each ore slows mapgen too. mods are there for more special ores |
20:44 |
paramat |
ok and thanks on the trademark issue |
20:44 |
|
Sokomine joined #minetest-dev |
20:45 |
cx384 |
and you should maybe change the crafting recipe of locked chests so that it needs group metal |
20:46 |
ShadowNinja |
paramat: I'm fine with tin. |
20:47 |
cx384 |
because the new ores don't have much uses |
20:47 |
benrob0329 |
cx384: that would work, but not all metals are suited for lockmaking |
20:48 |
benrob0329 |
Id like to have an actual "lock" that you can lock doors n such with |
20:48 |
|
Megaf_ joined #minetest-dev |
20:48 |
cx384 |
hm you're right |
20:49 |
benrob0329 |
along with a couple more doors for defferent types of wood |
20:49 |
benrob0329 |
*different |
20:51 |
paramat |
ok will work on the tin |
20:52 |
VanessaE |
paramat: each ore slows down the mapgen - by an imperceptible amount. |
20:52 |
VanessaE |
so really, you shouldn't be worrying about that. |
20:52 |
VanessaE |
if you think an ore just doesn't make sense to include, that's fine |
20:53 |
VanessaE |
but arguments toward performance really don't follow - the mapgen's so fast you could add a hundred new ores and not notice a difference. |
21:00 |
cx384 |
I think an iron copper alloy is unrealistic. https://www.quora.com/Is-there-an-alloy-purely-made-of-iron-and-copper |
21:03 |
cx384 |
Tumbaga is more realistic. https://en.wikipedia.org/wiki/Tumbaga |
21:04 |
sofar |
paramat: +1 on tin for bronze |
21:04 |
sofar |
paramat: but, can I be honest? can we please also fix *steel* to be iron + coal? |
21:04 |
|
halt_ joined #minetest-dev |
21:05 |
sofar |
steel = iron + coal |
21:05 |
sofar |
bronze = tin + copper |
21:05 |
nore |
what about the future of mtg, first? :) |
21:05 |
sofar |
I put it on the mtg meeting notes for a topic |
21:06 |
sofar |
we should do a whole meeting on it |
21:06 |
nore |
yes |
21:07 |
nore |
it's easier to do it as well since there are less devs |
21:08 |
cx384 |
do you want to add an allow furnace or something like that? |
21:09 |
sofar |
I actually would like to add more "crafting" nodes |
21:09 |
paramat |
humanly imperceptible or unnoticeable periods of time are irrelevant, for example 10ms is unnoticeable but a long time in code. small amounts of time add up, so yes, an ore has to be justified. it's down to priciple: don't carelessly add lots of unnecessary stuff |
21:10 |
VanessaE |
"don't carelessly add" is fine |
21:10 |
VanessaE |
but the whole point of performance is how it looks to the end user |
21:11 |
VanessaE |
it doesn't matter how fast or slow something is "in code". it matters how fast or slow it looks to the user |
21:11 |
VanessaE |
and the mapgen is fast as hell now |
21:11 |
paramat |
fixing steel could be ok, we can consider that separately |
21:11 |
|
kaeza joined #minetest-dev |
21:12 |
VanessaE |
sofar: I could be okay with that coal+iron but you really REALLY need a proper alloy furnace for that |
21:12 |
sofar |
right |
21:13 |
paramat |
"it doesn't matter how fast or slow something is "in code"" < nonsense. how it seems to the user is the combination of careful optimisations, each saving unnoticeable amounts of time |
21:13 |
VanessaE |
yes |
21:14 |
VanessaE |
but saying that 10ms is "a long time in code" doesn't follow |
21:14 |
paramat |
yeah a furnace with multiple inputs would be god |
21:14 |
paramat |
good |
21:14 |
paramat |
even |
21:14 |
VanessaE |
is that 10ms per block? per chunk? for one ore? or for a hundred? |
21:15 |
* paramat |
is godless :] |
21:15 |
VanessaE |
technic has a fuel-fired alloy furnace that might be suitable for the purpose. |
21:15 |
VanessaE |
(it is as far as I know, just a modified default furnace) |
21:16 |
VanessaE |
sorry to harp on this paramat, but what good is high performance if you don't USE it? :) |
21:17 |
sofar |
I'm a fan of "tiering" content |
21:17 |
sofar |
so e.g. stone cobble makes a regular furnace |
21:17 |
VanessaE |
bricks make an alloy furnace in technic I think |
21:17 |
cx384 |
why shouldn't it be possible to smelt alloys in a normal furnace? |
21:17 |
sofar |
but you need perhaps granite or some rare rock to make an alloy furnace |
21:17 |
VanessaE |
cx384: because it only takes one input :P |
21:18 |
sofar |
alternatively, we could upgrade the furnace with something to an upgraded version of the furnace |
21:18 |
cx384 |
VanessaE, but you can change it. |
21:18 |
VanessaE |
sofar: so if you smelt iron ore, will you get a plain iron ingot? if so, why not combine that with bricks (think of the iron as a cheap rebar) to make an alloy furnace? |
21:21 |
nore |
also note that the game should not be too linear to be interesting |
21:21 |
VanessaE |
cx384: it can be changed, but I think having a separate machine for the purpose is a better idea. |
21:21 |
nore |
i.e. you can develop in different directions if you want, even if to reach the best you can do you have to do all of these |
21:22 |
nore |
the width should increase then decrease as you advance |
21:23 |
cx384 |
VanessaE, ok but normally you need a blast furnace to smelt iron https://en.wikipedia.org/wiki/Iron#Blast_furnace_processing |
21:23 |
|
AntumDeluge joined #minetest-dev |
21:24 |
paramat |
10ms is a long time in code anywhere, obviously. you're making zero sense. we are using the performance. we don't need another set of tools |
21:24 |
VanessaE |
paramat: who said anything about adding more tools? |
21:25 |
VanessaE |
and 10ms is only a long tine "in code" if you're doing something that ought be fast and isn't. |
21:25 |
VanessaE |
remember, I came from the days when we counted microseconds, not milliseconds... |
21:25 |
paramat |
what would azurite be used for in MTG? |
21:26 |
VanessaE |
off the top of my head, it could be another copper source, given how valuable that metal is in some situations, or a source of blue dye. |
21:26 |
VanessaE |
it could just be decorative. |
21:26 |
paramat |
we already have copper ore |
21:26 |
VanessaE |
or someone could find some weird but crafty use for it |
21:27 |
VanessaE |
let's put it this way: |
21:27 |
nore |
<VanessaE> it could just be decorative. <-- like lapis lazuli in MC :p |
21:27 |
VanessaE |
why do we have metal blocks? |
21:27 |
VanessaE |
what use are those in mtg? |
21:28 |
VanessaE |
nore: now that you mention it, I guess MC uses lapis for those same things. |
21:28 |
nore |
VanessaE: blue dye, decoration, and magic IIRC |
21:28 |
paramat |
ores in MTG tend to be the basic fundamental ones, more specialist ones are for mods because many don't want the special ones, that's how MTG works |
21:28 |
VanessaE |
part of what makes mtg "boring" as I've heard people describe it, is that you just can't get very creative with it. |
21:28 |
nore |
hmm |
21:29 |
paramat |
they can add mods or use another subgame |
21:29 |
VanessaE |
and so they do. |
21:30 |
VanessaE |
paramat: you didn't answer my question though |
21:30 |
VanessaE |
why have metal blocks? |
21:30 |
paramat |
anyone who finds MTG boring is actually facing their own lack of imagination, it's like saying LEGO is boring, it's down to what you do with it |
21:30 |
VanessaE |
what are THOSE used for in mtg? |
21:30 |
Fixer |
breaking, mtg is boring |
21:31 |
nerzhul |
lego is boring if you don't have many pieces :) |
21:31 |
paramat |
our metal blocks are basic metals used for construction, they're in because they're basic |
21:31 |
VanessaE |
as for LEGO, it IS boring if all you have are a dozen colors of 4x2 bricks. |
21:32 |
nore |
exactly |
21:32 |
VanessaE |
paramat: wait, a gold block is basic, but silver isn't? |
21:32 |
paramat |
MTG is not quite that bad |
21:32 |
nore |
whereas when you have gears, axles, etc LEGO are not boring |
21:32 |
paramat |
i'm not opposed to silver |
21:32 |
cx384 |
I think sometimes minetest can be boring because it is not very challenging |
21:32 |
paramat |
just azurite or mithril |
21:33 |
nore |
same with mtg: add some things that the player has to think to build |
21:33 |
|
XtremeHacker joined #minetest-dev |
21:34 |
nore |
so, just adding some game mechanics that will cause the player to think how do design something will make it much more interesting |
21:34 |
paramat |
mtg has a pretty good variety of elements already |
21:34 |
Fixer |
paramat: for sandbox |
21:34 |
nore |
paramat: of *elements* yes, but not of mechanics |
21:34 |
VanessaE |
paramat: ok, then add tin and silver. |
21:34 |
Fixer |
mine blocks @ build house @ end of game |
21:35 |
nore |
there are liquid flooding, carts, and I guess that's all |
21:35 |
nore |
ah, and tree growing |
21:35 |
VanessaE |
Calinou: mind submitting a PR to merge mithril into gloopblocks so that moreores can be phased out? |
21:35 |
nore |
and you can't even interface those together |
21:35 |
paramat |
silver will be considered separately, i'm neutral on that |
21:36 |
nore |
but anyway I guess we need that mtg splitting and make it a **real** game |
21:36 |
cx384 |
it takes 10-30 minutes to get the best tools. |
21:36 |
Fixer |
okay-okay, you can build a very simple railroad and ride it :) |
21:36 |
VanessaE |
we tried that split-it-up before, nore. it did not end well. |
21:36 |
Fixer |
but look on actual server, nobody in their mind use vanilla |
21:36 |
nore |
(hint: it's not one.) |
21:36 |
Fixer |
nore: +1 |
21:37 |
nore |
VanessaE: yeah, there were common mods, these were clearly a mistake |
21:37 |
nore |
what I meant is more like a fork of mtg |
21:37 |
nore |
and the fork's objective being primarily singleplayer |
21:38 |
nore |
with breaking changes being allowed |
21:38 |
nore |
so it can go forward |
21:39 |
nerzhul |
just do it after release then, don't forget i embed minetest_game in Android build, and if we should switch how manage this for android users ? |
21:39 |
nore |
yeah, I guess when we do that, use the new game for the android version |
21:40 |
nore |
the other version will mainly be for servers anyway I think |
21:40 |
Calinou |
VanessaE: doesn't More Ores have more ores than just mithril? |
21:40 |
Calinou |
silver and tin |
21:40 |
VanessaE |
Calinou: it won't soon |
21:40 |
VanessaE |
tin is going into mtg |
21:40 |
VanessaE |
and silver may also |
21:40 |
VanessaE |
that would leave moreores with only mithril. |
21:41 |
Calinou |
nice |
21:41 |
Calinou |
I don't think I can look at this until this weekend though |
21:41 |
nore |
so moreores should be renamed moreore :p |
21:41 |
VanessaE |
one_more_ore ;) |
21:41 |
nore |
yetanotherore |
21:58 |
|
octacian joined #minetest-dev |
22:02 |
nerzhul |
ooch ! thanks cppcheck spawn_ltree copy TreeDef at each usage |
22:03 |
nerzhul |
i will provide a PR fixing various memory copy instead of const ref and merge it tomorrow on the morning |
22:03 |
VanessaE |
that'll cost a bit won'd it? |
22:03 |
VanessaE |
won't* |
22:03 |
|
octacian joined #minetest-dev |
22:03 |
|
octacian joined #minetest-dev |
22:04 |
nerzhul |
6 strings, 3 nodes, 5 int and 2 bool |
22:14 |
nerzhul |
for performance PR: #5610 |
22:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/5610 -- Fix various variables passed by copy instead of const ref by nerzhul |
22:14 |
nerzhul |
basicly const ref |
22:17 |
sofar |
nerzhul: looks fine to me |
22:17 |
sofar |
I saw that spawn_ltree one, too |
22:20 |
nerzhul |
:) |
22:20 |
nerzhul |
maybe we should add cppcheck to travis too at a moment, when everything will be fixed |
22:30 |
|
Lunatrius joined #minetest-dev |
22:32 |
|
torgdor joined #minetest-dev |
22:36 |
nerzhul |
merging #5610 |
22:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/5610 -- Fix various variables passed by copy instead of const ref by nerzhul |
22:37 |
|
torgdor joined #minetest-dev |
22:40 |
|
torgdor joined #minetest-dev |
22:55 |
octacian |
Is modmgr documented anywhere? |
22:57 |
sofar |
the in-game one |
22:59 |
octacian |
I'm talking modmgr.lua from builting. AFAIK there is no documentation. |
23:00 |
sofar |
that's what I thought ... the code is the docs afaicr |
23:00 |
octacian |
lol That's what I've come up with |
23:00 |
octacian |
I'm working on a PR to allow installing mods from ZIP right from the main menu |
23:01 |
Fixer |
octacian: why installing from zip if you can read it from zip |
23:02 |
sofar |
minetest doesn't support reading zip files atm |
23:02 |
sofar |
it would be a new library to link against |
23:02 |
octacian |
Since when? |
23:02 |
octacian |
You guys really need to keep the documentation updated with the code |
23:02 |
octacian |
https://github.com/minetest/minetest/blob/master/doc/menu_lua_api.txt#L73 |
23:03 |
sofar |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt -> no mention for "zip" ? |
23:03 |
sofar |
oh, menu_lua_api has it |
23:03 |
sofar |
nice, sorry, I never knew |
23:03 |
octacian |
So MT currently doesn't support reading ZIP files? Or no? |
23:03 |
sofar |
looks like it does |
23:04 |
octacian |
Well, then I shall continue :D |
23:04 |
octacian |
Now, to decide where to put the button... |
23:05 |
Fixer |
octacian: stooooop, why can't you put zip in /mods and just use it as usual (without any new buttons) |
23:05 |
octacian |
Fixer: you can... The point is to make it easier for some new players by simply having a button in the mods tab that allows installing mods directly from MT's main menu |
23:06 |
Fixer |
octacian: you mean you press install, you search from mod zip, and then it installs it in mods? |
23:06 |
octacian |
Yes |
23:08 |
paramat |
please no button feature, players are able to put a zip in /mods |
23:08 |
octacian |
paramat: Yes, but as I just stated, it makes it easier for new players who are unaware of that |
23:09 |
octacian |
Plus, we have a button to "Uninstall selected mod", it only makes sense to have an "Install mod" button |
23:09 |
paramat |
auto-extraction from zip might be ok though. will it result in a zip and an extracted mod duplicate file in /mods? |
23:09 |
octacian |
I still have to test. All of the code is still there from when the modstore was supported, so |
23:10 |
sofar |
please a button feature, players don't even know where the hell /mods/ is |
23:10 |
paramat |
all players know how to put a file into /mods, they've managed it so far, this is excessive spoon-feeding |
23:10 |
sofar |
heck no |
23:10 |
sofar |
stop that |
23:11 |
octacian |
paramat: that's mostly true, but it doesn't hurt |
23:11 |
sofar |
stop trying to educate players into stupid things like copying files to a folder |
23:11 |
octacian |
And again, it's more consistent |
23:11 |
octacian |
:rotfl: |
23:11 |
sofar |
they want to *PLAY*, not learn basic computer skills |
23:11 |
sofar |
I want a friggen button myself |
23:12 |
paramat |
so it would load from computer desktop i guess? |
23:12 |
sofar |
I don't want to wrestle my file manager, the damn program knows exactly where it needs to go |
23:12 |
octacian |
Correct. |
23:12 |
Calinou |
<octacian> I'm working on a PR to allow installing mods from ZIP right from the main menu |
23:12 |
Calinou |
that's a pretty nice idea, I find |
23:12 |
octacian |
However, I must say, the MT file picker should at some point be improved :rotfl: |
23:12 |
Calinou |
like, it can open a native file manager (a built-in file manager is an alternative, but it's a lot of work to get it right, and many users won't like it) |
23:12 |
Calinou |
and you can select a .zip, and should the .zip be properly packaged, it's automatically installed |
23:12 |
Calinou |
(and you can uninstall it from GUI too) |
23:12 |
octacian |
Built-in file manager ATM. I'll have to look around later as to native file manager |
23:13 |
Calinou |
native file manager will likely require a sizeable amount of OS-specific code, and may cause issues in fullscreen, though |
23:13 |
paramat |
ok it seems reasonable if it loads the zip from desktop |
23:14 |
octacian |
I was also thinking installing from URL would be really neat |
23:14 |
Calinou |
can be a bit risky, probably behind a switch |
23:14 |
octacian |
I'm not sure how stable core.download_file is though |
23:15 |
paramat |
ok i guess some players have trouble finding /mods, 'all' was unreasonable of me |
23:17 |
paramat |
i guess the button would show a list of files in desktop, and you select the one which is a mod? there may be multiple zips in desktop, some not mods |
23:18 |
octacian |
Yes |
23:18 |
octacian |
Again though, file picker does need to be improved to not show hidden files and to only show specific file type |
23:19 |
paramat |
sorry for overreaction, i was unsure whether you were trying to install from the internet, which is problematic |
23:20 |
octacian |
Ah, yes, I understand :D |
23:23 |
paramat |
i'll also merge #5560 later |
23:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/5560 -- Fix tool digging speed limit by HybridDog |
23:33 |
|
TC02 joined #minetest-dev |
23:34 |
Hijiri |
implemented tool cap overrides \o/ |
23:34 |
rubenwardy |
octacian, Calinou: https://github.com/rubenwardy/NodeBoxEditor/blob/master/src/dialogs/FileDialog.cpp#L13-L18 |
23:34 |
rubenwardy |
https://github.com/rubenwardy/NodeBoxEditor/blob/master/src/util/tinyfiledialogs.c |
23:35 |
rubenwardy |
requires a 2000 line wrapper to handle all the different OSes though |
23:48 |
paramat |
er, so yes loading a mod zip from desktop and auto extraction is a nice idea |
23:59 |
rubenwardy |
paramat: https://forum.minetest.net/viewtopic.php?p=264563#p264563 |
23:59 |
rubenwardy |
lvm related |