Time |
Nick |
Message |
00:10 |
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00:22 |
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00:37 |
paramat |
#5724 another high priority bugfix, will merge in 2hrs |
00:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/5724 -- Custom step height: Fix implementation by paramat |
00:38 |
paramat |
if no objections |
01:12 |
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01:16 |
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02:34 |
paramat |
#5724 updated to fix yet another error in the custom stepheight commit, that was a very broken PR |
02:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/5724 -- Custom step height: Fix implementation by paramat |
02:48 |
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02:55 |
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02:55 |
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03:00 |
paramat |
sofar are you ok wth #5704 ? might merge it later |
03:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/5704 -- Shaders: Remove unused water surface shader by paramat |
03:18 |
paramat |
i'll also merge #5367 soon since tested by 2 devs |
03:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/5367 -- Builtin: Fix subgame mod selection by SmallJoker |
03:19 |
paramat |
will merge with #5724 |
03:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/5724 -- Custom step height: Fix implementation by paramat |
03:22 |
paramat |
ShadowNinja any opinion on #5704 ? |
03:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/5704 -- Shaders: Remove unused water surface shader by paramat |
03:26 |
ShadowNinja |
paramat: Seems good if it doesn't actually affect waving water and the shaders are exact duplicates. |
03:26 |
paramat |
no change, i tested with all shaders enabled |
03:26 |
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03:27 |
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03:27 |
ShadowNinja |
Alright. |
03:27 |
ShadowNinja |
I better get going now. I've got a busy week coming up... |
03:29 |
paramat |
thanks |
03:31 |
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03:58 |
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03:58 |
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04:20 |
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04:37 |
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04:41 |
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04:48 |
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04:56 |
paramat |
will merge #5704 #5724 in a moment |
04:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/5704 -- Shaders: Remove unused water surface shader by paramat |
04:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/5724 -- Custom step height: Fix implementation by paramat |
04:58 |
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05:02 |
paramat |
merging |
05:13 |
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05:14 |
paramat |
merged |
05:57 |
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06:07 |
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06:21 |
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06:21 |
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06:24 |
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06:34 |
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06:49 |
sofar |
~tell paramat I'm playing with 5e04f1a and I can't go through doors, walk up stairs or anything. I can't even walk through a 2-node high hole. |
06:49 |
ShadowBot |
sofar: O.K. |
06:50 |
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07:20 |
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07:28 |
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07:29 |
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07:42 |
nerzhul |
Zeno`, sofar are you okay with #5720 ? |
07:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/5720 -- Add cancel button to password change menu. by red-001 |
07:44 |
nerzhul |
nore, sfan5 ^ |
07:49 |
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08:07 |
nerzhul |
i just published the tiny #5726 which should properly catch Mod errors for #5723 can someone review it please ? |
08:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/5726 -- read_schematic_replacements: ensure fields are strings by nerzhul |
08:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/5723 -- Segmentation Violation (Linux) with latest Minetest |
08:10 |
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08:11 |
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09:42 |
nerzhul |
pushing a trivial doxyfile fix |
09:42 |
nerzhul |
oh it's not needed :) sorry |
09:44 |
nerzhul |
(then not pushedà |
10:32 |
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Fixer joined #minetest-dev |
11:00 |
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11:25 |
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11:29 |
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11:29 |
tenplus1 |
hi folks |
11:30 |
tenplus1 |
Question: did you guys really mean to change chest inventory from 'main' to 'default:chest' ??? |
11:30 |
rubenwardy |
wat |
11:31 |
tenplus1 |
latest aniamted chest changes the chest inventory and breaks mod compatibility with many mods |
11:31 |
tenplus1 |
*animated |
11:31 |
rubenwardy |
grrrr sofar https://github.com/minetest/minetest_game/commit/011ad78b42146725d93761473c7fd06698b2ca73#diff-4c0fc0806e6a443774cea3aea5f3febeL1788 |
11:32 |
tenplus1 |
exactly |
11:32 |
tenplus1 |
and another current bug where if a chest is blown up you lose all contents instead of it dropping |
11:33 |
tenplus1 |
am just wondering if there was a reason it was changed, cause this is going to annoy a lot of mod makers |
11:34 |
VanessaE |
so change it back |
11:34 |
VanessaE |
seems like a trivial fix to do so |
11:34 |
tenplus1 |
hi Vanessa, and yes am about to add a pull to do just that, but... I wanted to know if it was meant on purpose 1st |
11:34 |
VanessaE |
(also... wtf sofar?) |
11:39 |
nerzhul |
rubenwardy, seems it's one year ago |
11:39 |
nerzhul |
sofar committed with paramat on 18 Jan 2016 |
11:39 |
rubenwardy |
nope |
11:39 |
rubenwardy |
it was a week or so |
11:39 |
VanessaE |
definitely not |
11:39 |
rubenwardy |
that's the commit date, not the merge date |
11:39 |
VanessaE |
more like a few days ago |
11:39 |
nerzhul |
oh sorry |
11:40 |
rubenwardy |
ie: if you amend/squash, it keeps the old date |
11:41 |
nerzhul |
yes i know, i thought github just show the merge date :) |
11:48 |
tenplus1 |
https://github.com/minetest/minetest_game/pull/1731 |
11:50 |
tenplus1 |
that should revert back to 'main' for inventory name and restore contents of newly made 'default:chest' inv |
11:50 |
nerzhul |
seems there is no other core dev than me, and i'm not on mt_game :( |
11:50 |
nerzhul |
i have 2 core PR to merge and nobody is there :p |
12:13 |
VanessaE |
do the collision box and related things require a server update? |
12:14 |
VanessaE |
I've got a user complaining that he can't pass under 2-node-high gaps, on my server, but his client is up-to-date |
12:14 |
VanessaE |
(or at least as up-to-date as the Launchpad dailies repo is) |
12:14 |
tenplus1 |
that's the one I use on xanadu |
12:19 |
Amaz |
It seems to be a serverside thing: https://github.com/minetest/minetest/issues/5713#issuecomment-299706922 |
12:19 |
VanessaE |
wat |
12:19 |
VanessaE |
how and why? |
12:19 |
VanessaE |
this is stupid |
12:22 |
tenplus1 |
admn |
12:22 |
tenplus1 |
*damn |
12:22 |
* VanessaE |
grumbles |
12:22 |
VanessaE |
I had no plans to update my servers until after the 0.4.16 release |
12:22 |
tenplus1 |
so only when you set player collision it gives hassle |
12:23 |
tenplus1 |
I can currently setup 2 high gap, place door and walk through normally |
12:23 |
VanessaE |
G*d damn it ShadowNinja |
12:28 |
sfan5 |
i haven't followed stuff closely the last days |
12:28 |
tenplus1 |
hi sfan5 |
12:28 |
sfan5 |
but lol who merged PRs that were *this* broken |
12:29 |
VanessaE |
sfan5: hence the G*d damn it |
12:32 |
tenplus1 |
sfan5: https://github.com/minetest/minetest_game/pull/1731 |
12:32 |
sfan5 |
lmao |
12:34 |
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12:37 |
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12:39 |
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12:41 |
VanessaE |
THIS by the way is why I advocate for much longer feature freezes (which ought to be coming up pretty soon now?) |
12:41 |
tenplus1 |
am searching last week of builds to see what else may be borked |
12:45 |
nerzhul |
VanessaE, i think it require a server update yes, i was not very happy with collision box settable because i seems there is a mismatch between client & server in default options... |
12:45 |
VanessaE |
FAIL |
12:45 |
VanessaE |
I can;'t update my server, doing so will break a lot of other shit |
12:45 |
nerzhul |
oh yes i know, it was merged before i looked at this |
12:45 |
VanessaE |
thanks to those chests changes |
12:46 |
tenplus1 |
+1 my pull Vanessa, lets get it changed back |
12:46 |
VanessaE |
chests +1'd. |
12:47 |
nerzhul |
just +1 for quality not for idea, it's a sensible difference |
12:47 |
VanessaE |
someone has to fix the collision box issue client-side |
12:47 |
tenplus1 |
sweet :PP |
12:47 |
tenplus1 |
collisionbox issue only appears when it's changed, yes ? |
12:47 |
nerzhul |
tenplus1, i don't know, seems logical it's a mismatch between server & client |
12:47 |
VanessaE |
I don't exactly know, but I believe cheapie's skin mod does update the player's attributes on connect |
12:48 |
VanessaE |
(to get around some of the player-flat-skin and related issues) |
12:48 |
tenplus1 |
am running latest dev and like I mentioned before, made a 2 high hole with door and walked through ok... that's default behaviour |
12:48 |
tenplus1 |
so only if a mod changes player collisionbox will it be an issue |
12:48 |
VanessaE |
nerzhul: it's an unresolvable mismatch, requires total cooperation from all server owners and clients all at once. |
12:50 |
nerzhul |
VanessaE, yes, i saw taht problem 1 year ago, it's why i didn't propose a PR to fix it, waiting for a breaking/fix pr |
12:50 |
nerzhul |
pr/cycle |
12:50 |
VanessaE |
this is an example of something that should have waited for 0.5.0 |
12:51 |
nerzhul |
oh i think so, i just don't know why it has been merged |
12:51 |
VanessaE |
(or I should say, that should have precipitated a 0.5.0 release) |
13:02 |
nerzhul |
sfan5, can you look at #5726 ? It's a simple patch to review |
13:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/5726 -- read_schematic_replacements: ensure fields are strings by nerzhul |
13:03 |
sfan5 |
looks good to me |
13:03 |
sfan5 |
as long as you've tested this |
13:05 |
nerzhul |
i'm waiting for end user who have the crash because i don't have his mods |
13:05 |
nerzhul |
except if you know a mod using schematic replacements |
13:05 |
nerzhul |
(maybe in default ?) |
13:05 |
nerzhul |
minimal* |
13:06 |
nerzhul |
VanessaE, tenplus1 do you know a mod which use schematic replacements ? |
13:06 |
VanessaE |
Dreambuilder has a mod for that |
13:06 |
VanessaE |
it's in its "extras" mod |
13:07 |
nerzhul |
if you know a simple mod, i need to be atomic on the call to test it |
13:07 |
tenplus1 |
I use to use schem replacements for ethereal's lava pits (to use desertstone) |
13:07 |
VanessaE |
it issues new tree schematics, to disable the generation of apple trees. |
13:07 |
VanessaE |
the extras mod SHOULD run by itself, and it's pretty small |
13:07 |
nerzhul |
or if you get a working code fragment, i don't really know this API |
13:07 |
nerzhul |
can you link it please ? |
13:07 |
nerzhul |
sfan5, #5720 needs some of your time if you have it :) |
13:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/5720 -- Add cancel button to password change menu. by red-001 |
13:09 |
VanessaE |
https://github.com/VanessaE/dreambuilder_modpack/tree/master/dreambuilder_mp_extras |
13:09 |
nerzhul |
ty |
13:10 |
VanessaE |
yw |
13:10 |
nerzhul |
how can i use it now ? :) |
13:10 |
VanessaE |
sorry it's not simpler, it's the only thing I could immediately think of |
13:11 |
VanessaE |
install it like any other mod, start minetest, cause an apple tree to spawn |
13:11 |
VanessaE |
(or try to, that is) |
13:11 |
nerzhul |
a new world can do the trick |
13:11 |
VanessaE |
yes |
13:11 |
nerzhul |
it's strange i don't see any schema thing in init.lua |
13:12 |
VanessaE |
it's called by the mapgen |
13:12 |
nerzhul |
okay, but how it knows which schema to use and which parameters ? |
13:13 |
VanessaE |
I think it matches like you would a texture or model |
13:13 |
VanessaE |
it "just works" :) |
13:13 |
nerzhul |
minetest.register_schematic is not called |
13:13 |
VanessaE |
that's because the schem is the same filename as the one provided in default |
13:13 |
nerzhul |
okay |
13:13 |
VanessaE |
sorry it's not more helpful |
13:14 |
VanessaE |
I think you can just call spawn_appletree(pos) or something like that also |
13:14 |
nerzhul |
okay, new world started, many applee trees |
13:14 |
VanessaE |
well fuck |
13:14 |
VanessaE |
no wait |
13:14 |
VanessaE |
on-gen uses a different thing maybe |
13:14 |
VanessaE |
hell now I can't remember |
13:16 |
nerzhul |
if i remember we have a command to place schematics ? i just need one scheme with replacements :p |
13:16 |
VanessaE |
come to think of it, what happened to my mapgen parameters I used to have in here? |
13:16 |
VanessaE |
worldedit can do that. |
13:16 |
VanessaE |
I think. |
13:19 |
VanessaE |
move your schem into <worlds>/yourworld/schems do //1 and then //load <filename> |
13:19 |
VanessaE |
//1 should be at the southwest (-Z, -X) corner of the target area |
13:20 |
nerzhul |
yes i'm doing that, i just look at worldedit call it seems it doesn't take replacements |
13:21 |
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13:23 |
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13:23 |
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13:23 |
VanessaE |
well crap |
13:24 |
VanessaE |
sorry I couldn't be more helpful :) |
13:35 |
nerzhul |
okay i have a working example :) |
13:37 |
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13:38 |
nerzhul |
sfan5, i just replace FATAL_ERROR_IF with a LuaError, it's better for API :) |
13:39 |
nerzhul |
sfan5, #5726 updated and tested with replacing leaves with wool using world edit modification :) if you're okay i can merge |
13:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/5726 -- read_schematic_replacements: ensure fields are strings by nerzhul |
13:41 |
Fixer |
player reported very interesting bug, that i also confirmed |
13:41 |
Fixer |
will post a gif in second |
13:45 |
Fixer |
https://imgur.com/a/qc5qK |
13:45 |
Fixer |
^ instadig bug |
13:47 |
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13:50 |
Fixer |
https://github.com/minetest/minetest/issues/5728 opened |
13:51 |
Fixer |
gameplay bug/exploit |
13:53 |
nerzhul |
Fixer, new bug ? |
13:53 |
Fixer |
yeah |
13:53 |
nerzhul |
bisect it please |
13:53 |
Fixer |
nerzhul: not sure if new, but was discovered by a player, i can bisect it, no idea what is starting point, will check for sure |
13:54 |
nerzhul |
try 0.4.15 stable for second commit |
13:56 |
Fixer |
nerzhul: 0.4.15 stable does not have this bug, interesting |
13:57 |
Fixer |
i wonder if this can be recent bug |
13:57 |
Fixer |
will check few recent builds in a sec |
13:57 |
nerzhul |
Fixer, with git bisect you can do this easily |
13:57 |
nerzhul |
i think it's a problem with reset timer, and if i remember someone modified something about this in the last month |
13:57 |
Fixer |
nerzhul: i know, i just have few (20-30) previous builds that i can run right now |
14:00 |
Fixer |
nerzhul: you are right, very recent bug, last month |
14:03 |
Fixer |
95409da - has bug, 6120251 - no bug |
14:04 |
Fixer |
4c03190 - no bug, even better |
14:05 |
Fixer |
17-22.04.17 - somewhere here, lets see |
14:08 |
Fixer |
there are lots of commits, but one of my suspects https://github.com/minetest/minetest/commit/7f4cdbcbe9b5b4655c2c5eba2043628487668e24 and https://github.com/minetest/minetest/commit/858c72297409ca54092c3c908279d2a05fef58cd |
14:09 |
Fixer |
compile time, i will not even bisect it, will figure it out in two tries |
14:09 |
Fixer |
3 tries* |
14:15 |
nerzhul |
Fixer, yes i think about those |
14:20 |
Fixer |
gonna go mining obsidian while it compiles ;D |
14:51 |
Fixer |
yeah, very confident will confirm commit on second try |
15:08 |
VanessaE |
holy crap |
15:08 |
VanessaE |
kahrl is back from the dead |
15:09 |
VanessaE |
(he commented on game#1705) |
15:09 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1705 -- new crack anylength |
15:19 |
Fixer |
can confirm, regression in 7f4cdbc "Fix click-digging torches (#5652)" / https://github.com/minetest/minetest/issues/5728 |
15:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/5652 -- Make torch digging instant again by HybridDog |
15:19 |
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15:19 |
Fixer |
VanessaE: kwolekr alert *cough* |
15:20 |
VanessaE |
? |
15:20 |
nerzhul |
no |
15:20 |
nerzhul |
Fixer, can you add a debug stdout into https://github.com/minetest/minetest/commit/7f4cdbcbe9b5b4655c2c5eba2043628487668e24#diff-18513665750ef5adf42b5ec29e14162eR3500 |
15:21 |
nerzhul |
and here too: https://github.com/minetest/minetest/commit/7f4cdbcbe9b5b4655c2c5eba2043628487668e24#diff-18513665750ef5adf42b5ec29e14162eR3834 |
15:21 |
nerzhul |
to show params.time |
15:22 |
Fixer |
nerzhul: can you guide me on what to write? |
15:22 |
nerzhul |
errorstream << "Hey i'm there" << std::endl |
15:23 |
nerzhul |
and for those with params: errorstream << "Hey i'm there here is the value " << params.time << std::endl; |
15:23 |
nerzhul |
it will show it in the chat |
15:27 |
Fixer |
one sec, let me look into it |
15:28 |
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15:29 |
Fixer |
first link writing "errorstream << "Hey i'm there" << std::endl" into game.cpp line 3503 |
15:32 |
DS-minetest |
looking at #5720 i think, the pwdfields of the password change formspec should be more right. in other languages the label's texts could be longer |
15:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/5720 -- Add cancel button to password change menu. by red-001 |
15:33 |
Fixer |
nerzhul: like this? https://pastebin.com/raw/xg0ybawE |
15:33 |
nerzhul |
y |
15:45 |
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15:53 |
sofar |
you can't change chest inventory name to `main` since that breaks the whole animated chest |
15:54 |
sofar |
if there's a bug with exploding chests not dropping items I'll fix it (like I did before, btw, that was ALSO ME FIXING THAT) |
15:54 |
sofar |
oh and by the way, the PR WAS OPEN FOR REVIEW FOR TWELVE FUCKING WHOLE MONTHS |
15:54 |
sofar |
congrats, it's monday |
15:54 |
sofar |
piss off |
15:55 |
sofar |
I'm stuck in meetings until wednesday. |
15:58 |
nerzhul |
sofar, speak less, code more :p |
15:58 |
nerzhul |
*joke* |
15:58 |
VanessaE |
sofar: why would that break the animated chest? |
15:58 |
red-001 |
DS-minetest, not really the goal of my PR |
15:58 |
VanessaE |
(s/animated/open/g ?) |
15:59 |
Fixer |
nerzhul: https://pastebin.com/raw/W8sRifaP |
15:59 |
nerzhul |
Fixer, what i thought |
15:59 |
nerzhul |
when you change, value became 0 |
15:59 |
nerzhul |
can you add this report in the issue ? |
16:00 |
Fixer |
nerzhul: here is better try: https://pastebin.com/raw/r55GJpU9 |
16:02 |
sofar |
honestly, I don't know if the inventory name had to be renamed |
16:02 |
sofar |
maybe I'll take another 12 months to fix it |
16:02 |
DS-minetest |
red-001: ik, because of that i didn't write in the issue |
16:03 |
sofar |
in any case, it won't happen today since I'm stuck in meetings |
16:04 |
VanessaE |
sofar: doesn't renaming the inventory break existing chests? or were those being translated at some point? |
16:04 |
sofar |
they are converted |
16:04 |
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16:05 |
Fixer |
nerzhul: added, have fun fixing it |
16:06 |
nerzhul |
i'm not on it |
16:06 |
nerzhul |
but we have more data to debug it now |
16:07 |
Fixer |
ty |
16:07 |
Fixer |
until then gonna go mine some obsidian ;) |
16:08 |
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17:05 |
VanessaE |
Proposal: because of this big stink over texture mapping the new chests, why not just increase the number of allowed slots in tiles={} (or just make it unlimited)? Then chests can be textured one image file per side for all 8 faces (including the top-inside and bottom-inside). Other mods' meshes could benefit as well. |
17:06 |
VanessaE |
Having a limit of 6 entries makes sense for cubes, but there's a lot more than just cubes in a minetest world. So, can this be done? |
17:06 |
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17:07 |
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17:17 |
Fixer |
about that sudden fps drop bug |
17:17 |
Fixer |
that persists for some time |
17:18 |
Fixer |
i'm not clearly sure, but minetest memory usage during this bug looks abnormal at about 2.4 gb, i did some walking around hometown spawn and other areas |
17:33 |
Fixer |
what is "INFO[Main]: cmd 50 count 213" ? |
17:35 |
Krock |
PacketCounter::print |
17:36 |
Krock |
no idea what's it supposed to do. perhaps some debug output leftover |
17:37 |
Krock |
looks quite useless tbh |
17:41 |
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17:43 |
Fixer |
current debug info about network: https://pastebin.com/raw/ud6xrSm2 |
17:45 |
Krock |
^ many active objects |
17:45 |
Fixer |
1 player, around 6 sheep, few animated nodes |
17:46 |
Fixer |
other mobs |
17:48 |
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17:53 |
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17:57 |
paramat |
sofar VanessaE the 'can't walk through 2 node high space' bug is now fixed and was serverside, sofar maybe you were playing on a server that has not updated? |
17:57 |
sofar |
of course |
17:57 |
sofar |
new client should be able to walk through doors on an old server |
17:57 |
paramat |
the stepheight bug is also now fixed but is possibly clientside |
17:57 |
VanessaE |
exactly. |
17:58 |
sofar |
0.4.16 should be able to connect and normally use a 0.4.15 server |
17:58 |
paramat |
i spent the last 2 nights fixing the PRs merged on Sat :] |
17:58 |
VanessaE |
paramat: see the ... "discussion" ... in #-hub also, regarding chest textures. |
17:58 |
sofar |
I mean, it's fine if it breaks 2-3 git commits apart |
17:58 |
sofar |
but 0.4.16-git should not break on a 0.4.15 server |
17:58 |
paramat |
ok haven't read hub yet |
18:00 |
paramat |
the collision bug was not caused by resetting player collisionbox, because that was not possible before, see my PRs for explanation of the bugs |
18:00 |
Krock |
oh, it's fixed now? nice. thanks :) |
18:03 |
paramat |
servers will just have to update, sorry, bugs happen and this is a dev version, we're not going to add a clientside fix :] |
18:03 |
VanessaE |
it broke client-side. |
18:03 |
VanessaE |
fix it client-side. |
18:03 |
paramat |
wrong |
18:03 |
VanessaE |
um |
18:04 |
paramat |
the bug was serverside |
18:04 |
VanessaE |
my server was last updated three weeks ago, so explain to me why it worked until a couple days ago? |
18:05 |
VanessaE |
translation: you "fixed" something server-side that broke all newer clients. |
18:05 |
VanessaE |
FAIL. |
18:05 |
paramat |
hm odd |
18:05 |
VanessaE |
or rather, you fixed something client-side that broke all newer clients |
18:05 |
VanessaE |
and then "fixed" that server-side |
18:05 |
DS-minetest |
or the bug was server side but not recognized because the client had a workaround |
18:06 |
paramat |
it may have been the PRs, not me, that broke stuff |
18:06 |
VanessaE |
which means all clients newer than 2 or 3 days ago will break on every server out there that's at least a little older. |
18:06 |
DS-minetest |
really the requests, not the commits? :P |
18:06 |
VanessaE |
well the PR's broke stuff, but you merged :) |
18:06 |
VanessaE |
(or someone did) |
18:06 |
paramat |
not me, i was asleep :] |
18:07 |
VanessaE |
well someone did, maybe that was one of the ones ShadowNinja merged ten. |
18:07 |
paramat |
those PRs were merged during the last meeting |
18:07 |
VanessaE |
then* |
18:10 |
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18:12 |
paramat |
ok this needs some investigation, the player collisionbox is now set from the default in content_sao.cpp. the old default was causing the problem, and new clients will be using the old default, ahh |
18:13 |
paramat |
so correcting the old default in new clients is needed |
18:14 |
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18:14 |
paramat |
well i can try, but maybe it's someone elses turn to fix stuff? |
18:14 |
paramat |
or help out |
18:15 |
paramat |
perhaps in localplayer.h https://github.com/minetest/minetest/commit/b6f4a9c7e1a4f0bac66fd6f6ff844425ac775975 |
18:16 |
paramat |
but in a way that preserves the feature |
18:20 |
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18:22 |
paramat |
yes i will need help with this |
18:23 |
paramat |
we may have to revert the feature until a working version is found |
18:25 |
paramat |
now what about https://github.com/minetest/minetest/commit/45ab62d6a3d90ab3b97aec88251a766cb5dd1899 step height? |
18:26 |
paramat |
looks like client gets the value from server default, but the default will be non-existant on old servers |
18:26 |
paramat |
so new client-old server may have step height problems too |
18:27 |
paramat |
as reported |
18:27 |
paramat |
this also needs attention, fix may be simple |
18:33 |
paramat |
so, i can't do these myself, please help or advise the correct code |
18:33 |
paramat |
2 weeks to freeze :] |
18:35 |
VanessaE |
paramat: what about the chest texture argument? |
18:36 |
VanessaE |
I need to know what to do here. do I make a PR that fixes it the RIGHT way, or not? |
18:38 |
VanessaE |
just to recap, the right way being: ditch the all-in-one chest texture. re-map the model to use a single image each for top, bottom, back, front, and left side. That's five image slots. apply the left-side image to the right side, X-mirrored via the UV map. For the open chest, use the sixth image slot to provide two textures (via UV mapping) for the inside-top and inside-bottom of the chest. |
18:38 |
VanessaE |
either that or see above about my expand-past-6 question. |
18:39 |
Krock |
okay, localplayer wants y=0 being the lowest point, but the problem is that "ObjectProperties::collisionbox" defaults to -0.5,-0.5,-0.5, 0.5,0.5,0.5 if nothing is specified |
18:41 |
Krock |
there needs to be a way to detect whether the collisionbox was set or not |
18:41 |
Krock |
if not set: do not apply the collisionbox |
18:41 |
Krock |
i.e. constent_cao.cpp ~L1590 |
18:42 |
Krock |
^ paramat, I hope this helps somehow :/ |
18:42 |
nerzhul |
merging #5726 |
18:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/5726 -- read_schematic_replacements: ensure fields are strings by nerzhul |
18:42 |
nerzhul |
thanks Krock |
18:43 |
red-001 |
is mirroring the left and right a good idea? |
18:43 |
Krock |
nerzhul, the overhead increases but whatever, better to have checks there instead of crashes :) |
18:44 |
nerzhul |
overhead is very very low |
18:44 |
nerzhul |
it's on schematics, and it's only 2 or 4 calls per call generally |
18:45 |
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18:45 |
paramat |
VanessaE i'm fine with using 1 texture for left and right, and one for inside-top and inside-base. and no let's not expand beyond 6 :] |
18:46 |
Krock |
nerzhul, no clue how many replacement entries there usually are but indeed, it doesn't have any noticeable impact |
18:47 |
paramat |
Krock ok will look into that |
18:49 |
paramat |
i would have a hard time trying to imagine how to make left and right chest sides different, it's hardluy needed. and since chest contents change there's no point having inside-top and inside-base differing, both should be blank/black |
18:49 |
paramat |
*hardly |
18:50 |
Krock |
a mysterious chest that contains an integrated materia compressor ^^ |
18:50 |
paramat |
but overall i'm sortof neutral on how chest textures are done |
18:51 |
VanessaE |
paramat: ok. as for the inside images, it's trivial to use two for that. I just want to keep the standard images the same wherever possible. |
18:52 |
paramat |
more importantly i'm somewhat regretting the new chests because so many chests are stacked so opening is not much use |
18:52 |
paramat |
although it is a nice effect |
18:52 |
paramat |
and well implemented |
18:55 |
paramat |
and messy LBMs too, i think i prefer simplicity |
18:57 |
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19:00 |
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19:04 |
paramat |
anyway, my -1 would have made no difference as 3 MTG devs were +1 |
19:04 |
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19:08 |
paramat |
one of those rare times i was not grumpy enough :] |
19:30 |
VanessaE |
paramat, sofar: https://github.com/minetest/minetest_game/pull/1732 |
19:32 |
VanessaE |
(this uses paramat's idea of a single tile for both inside surfaces, my idea of using default texture filenames where possible, but with back and bottom also customizable) |
19:34 |
VanessaE |
(it's trivial to modify it from here if you wanted to stick with 100% original imagery, btw. delete two files, change four lines of code) |
19:46 |
VanessaE |
also I note that something's wrong with the unlocked chest's formspec. I placed a chest under my old copy of minetest_game, and found its formspec was blank when I reloaded that world under the current minetest_game |
19:46 |
VanessaE |
(even after opening/closing it a couple of times) |
19:47 |
VanessaE |
for a chest that was placed under the current _game, the formspec is fine. |
19:47 |
VanessaE |
I did not mess with any of the code that governs the formspecs, in my PR |
20:19 |
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20:38 |
nerzhul |
merging #5720 in ~10mins |
20:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/5720 -- Add cancel button to password change menu. by red-001 |
20:39 |
rubenwardy |
that's inconsistent with the key change menu |
20:39 |
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20:40 |
rubenwardy |
it's worth deciding which way they should around, nerzhul |
20:41 |
nerzhul |
not exactly |
20:41 |
rubenwardy |
nevermind, the screenshots are out of date |
20:42 |
nerzhul |
in password change you cannot just do change |
20:42 |
nerzhul |
it's not like keys which can be saved as is |
20:42 |
nerzhul |
but okay i can wait 1 day |
20:42 |
rubenwardy |
it's fine now |
20:42 |
nerzhul |
then i can push ? |
20:42 |
rubenwardy |
in the screenshot, the cancel was on the left whereas it's on the right on the key window - but in the code it's the same as the key menu |
20:43 |
rubenwardy |
yeah |
20:43 |
rubenwardy |
although it would be good to change size.X / 2 / 2 to size.X / 4 |
20:44 |
nerzhul |
eidition more is okay on PR you can fix it if you need :) |
21:04 |
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21:20 |
red-001 |
do I need to squash #5720? |
21:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/5720 -- Add cancel button to password change menu. by red-001 |
21:20 |
red-001 |
or does github do that automaticly now |
21:21 |
nerzhul |
it does (by us)Ã |
21:22 |
red-001 |
I pushed a fix to change the `/ 2 / 2` to `/ 4` |
21:51 |
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22:09 |
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22:10 |
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22:13 |
paramat |
food, then i'll attempt to fix collisionbox and stepheight |
22:13 |
VanessaE |
see above, paramat |
22:13 |
VanessaE |
game#1732 |
22:13 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1732 -- redo new open chests to use all single textures by VanessaE |
22:15 |
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22:20 |
paramat |
yes, seen it |
22:25 |
VanessaE |
ok. |
22:45 |
Hijiri |
benrob0329: would imgui work with keyboard input in android? |
22:46 |
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23:09 |
benrob0329 |
Hijiri: no clue, I don't think it'd be hard to impliment though |
23:09 |
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23:09 |
benrob0329 |
It uses the backend's input afaik |
23:10 |
Hijiri |
I was wondering whether the format the input is provided makes sense for Android |
23:10 |
Hijiri |
but it looks like it does with InputCharacters field of ImGuiIO |
23:11 |
Hijiri |
other issue is figuring out when a text field is focused, but that must be something supported by ImGui |
23:17 |
rubenwardy |
our currently implementation of Android input doesn't really use IRrlicht |
23:18 |
rubenwardy |
when you tap an input field, an android dialog appears with a native android text field view |
23:18 |
rubenwardy |
so it should be possible with imgui |
23:18 |
rubenwardy |
https://github.com/minetest/minetest/blob/master/build/android/src/main/java/net.minetest.minetest/MinetestTextEntry.java |