Time |
Nick |
Message |
00:16 |
paramat |
nice, the meshes |
00:56 |
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01:23 |
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01:28 |
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01:32 |
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01:52 |
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02:50 |
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04:46 |
benrob0329 |
you cant jump off of signs anymore, and some parkour needs that |
05:21 |
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05:42 |
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06:12 |
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06:13 |
benrob0329 |
Idea: add a simple player:send_to_server(server, port) command |
06:14 |
benrob0329 |
It would act like a normal server connect, using the current uname and pword, opting to have a popup if auth fails. |
07:01 |
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07:42 |
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07:50 |
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07:54 |
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07:55 |
srifqi |
benrob0329, how about disconnect from that server and reconnect it to new server? |
08:03 |
benrob0329 |
srifqi: thays basically what I'm saying |
08:03 |
benrob0329 |
Just in a nice way that can be automated with mods |
08:10 |
nerzhul |
or not |
08:10 |
nerzhul |
security should be considered at there are passwords :) |
08:11 |
nerzhul |
if you want us to add a server "cluster" it's more complicated than that, and also it requires to have a specific communication protocol for exchanging data |
08:15 |
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08:16 |
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08:23 |
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08:40 |
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08:41 |
srifqi2 |
nerzhul, how about prompt user to reenter password while also asking about whether or not to change server? |
08:42 |
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08:44 |
srifqi |
!tell nerzhul can you please commit language from weblate before releasing 0.4.16? |
08:44 |
ShadowBot |
srifqi: O.K. |
08:47 |
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08:57 |
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09:15 |
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09:17 |
red-002 |
is mapgeneration stoping before MAX_MAP_GENERATION_LIMIT a bug? |
09:18 |
red-002 |
it seems to stop a few nodes before it |
09:19 |
Zeno` |
I think those few nodes are "padding" around the chunks |
09:19 |
Zeno` |
so probably not |
09:19 |
Hijiri |
is it correct to say that CSM globalsteps are run every frame |
09:19 |
red-002 |
anyway to calculate that without just using a magic number? |
09:19 |
red-002 |
Hijiri, I don't think thats correct |
09:20 |
Hijiri |
red-002: why not? |
09:20 |
red-002 |
it runs every client step |
09:20 |
Hijiri |
it looks like the client is stepped every frame |
09:20 |
red-002 |
I don't think that is run every frame |
09:21 |
red-002 |
well in that case it should |
09:21 |
Hijiri |
alright |
09:22 |
Zeno` |
red-002, probably not because the internals of mapgen (and padding in particular) probably should be considered opaque and not relied upon |
09:22 |
red-002 |
well I guess will just use a magic number and hope someone suggests a better solution |
09:23 |
Hijiri |
#define MAGIC_NUMBER 0xdeadbeef |
09:25 |
Zeno` |
red-002, ask paramat. But exposing the padding (if any) amount would break forward compatibility |
09:27 |
srifqi |
red-002, I think it stops because next mapblock is cutting the limit. Because I think it only generate map when all node in mapblock is inside limit. But, maybe ask paramat. |
09:28 |
red-002 |
well I need some way to check this since I'm working on removing entities outside the map |
09:30 |
srifqi |
31000 mod 80 = 40, so probably that's why it has ~40 block "padding". |
09:32 |
red-002 |
it seems to be diffrent on both sides of the map |
09:32 |
srifqi |
Is it? |
09:33 |
red-002 |
-30012 |
09:33 |
red-002 |
and 30927 |
09:34 |
srifqi |
When we change mapblock size, does it also change? |
09:34 |
srifqi |
Sorry, I just can't trying it now. |
09:34 |
red-002 |
chunksize? |
09:35 |
srifqi |
idk the term tbh |
09:35 |
red-002 |
yeah it changes |
09:36 |
red-002 |
also that caused dungeon-gen to get out of control |
09:37 |
red-002 |
spammed dungeons everywhere |
09:49 |
srifqi |
I hope the size is not hard-coded. |
09:52 |
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10:23 |
Zeno` |
mode 40 is kinda dumb |
10:23 |
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10:23 |
Zeno` |
if it's really doing mod 40 then that would probably be a bug |
10:24 |
Zeno` |
I'm not sure it should (or does) use mod at all |
10:24 |
Zeno` |
the better way is to mask the lower bits |
10:26 |
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10:26 |
EDAKIRI |
https://github.com/minetest/minetest/issues/5826 |
10:43 |
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10:44 |
celeron55 |
mapgen refuses to do anything with less than a mapgen chunk, and mapgen chunks are aligned to mapblocks kind of funnily |
10:45 |
celeron55 |
in such a way that the mapblock at 0,0,0 is at the middle of a chunk |
10:47 |
celeron55 |
were they 5x5x5 mapblocks? that means the 0,0,0 chunk is -2,-2,-2 to 2,2,2 mapblocks inclusive |
10:47 |
celeron55 |
and then they just go from there |
10:49 |
celeron55 |
in nodes that'd be from -32,-32,-32 to 47,47,47 |
11:07 |
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11:37 |
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12:23 |
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12:33 |
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12:36 |
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13:35 |
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13:36 |
* srifqi |
is confused |
13:37 |
* red-arch |
wonders why srifqi is confused |
13:37 |
srifqi |
after reading celeron55's explanation |
13:39 |
* srifqi |
is still amazed on how 0, 0, 0 is the center of mapchunk. |
13:40 |
Krock |
the chunksize can be changed manually in one of the world settings |
13:41 |
Krock |
but the blocksize is hardcoded value of 16 |
13:59 |
srifqi |
Is it because of how the map saving works? |
14:04 |
Krock |
the chunksize has nothing to do with map saving. it's just for the mapgen stuff |
14:31 |
EDAKIRI |
TestRandom : Floating point exception |
14:31 |
EDAKIRI |
I suppose I can catch it in GDB and look at it. It's been a while since GDB. |
14:32 |
EDAKIRI |
From current Dev HEAD. |
14:32 |
EDAKIRI |
[PASS] testPcgRandom - 0ms : was the last test to succeed |
14:33 |
EDAKIRI |
setting video_driver = software also crashes . but the unit test crashes independently of that. |
14:38 |
EDAKIRI |
setting video_driver = burningsvideo works at 3FPS |
14:39 |
EDAKIRI |
with HDX512 textures |
14:45 |
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15:02 |
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kaeza joined #minetest-dev |
15:08 |
EDAKIRI |
I compile with -DCMAKE_BUILD_TYPE:STRING=Debug and --run-unittests completes without error. |
15:09 |
|
paramat joined #minetest-dev |
15:14 |
paramat |
red-???, map gen limit has no bugs, i can explain further. the furthest generated terrain is at a different distance for + and - for a reason, and terrain stops before the limit for a reason. it's not doing mod 80 |
15:15 |
* paramat |
is a world edge expert :] |
15:15 |
srifqi |
"for a reason", why? |
15:16 |
red-001 |
so how would I go about calculating where the edge is? |
15:17 |
paramat |
it is possibe to calculate the furthest terrain, will explain .. |
15:17 |
srifqi |
we're waiting |
15:20 |
paramat |
mapgen only generates in full chunks, 80^3 nodes (or whatever chunksize^3). if a chunk cuts the set map gen limit it will not generate |
15:20 |
paramat |
however |
15:21 |
paramat |
the volume processed for each chunk is the chunk plus a 16 node deep shell around it, if that shell cuts the limit the chunk will not generate |
15:21 |
paramat |
chunk minp is at -32 + n * chunksize for each axis |
15:22 |
paramat |
maxp is 47 + n * chunksize |
15:22 |
paramat |
max point of the processed volume is 47 + (n * chunksze) + 16 |
15:23 |
paramat |
chunk size is a multiple of 16 because it is a collection of mapblocks, 16^3 nodes |
15:24 |
paramat |
the 'chunksize' setting is default 5, and is the width of a chunk in mapblocks |
15:25 |
paramat |
blahblah |
15:25 |
srifqi |
Why 16 node addition? |
15:26 |
paramat |
"the volume processed for each chunk is the chunk plus a 16 node deep shell around it, if that shell cuts the limit the chunk will not generate" |
15:27 |
paramat |
or do you mean, why the shell? |
15:29 |
paramat |
so, terrain will always stop at least 16 nodes before 31000 or whatever limit is set |
15:30 |
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15:31 |
Zeno` |
that cannot be documented though! |
15:32 |
Zeno` |
what if it changes to 32 nodes in the future? |
15:32 |
Zeno` |
since it can't be documented then if people need this value then there needs to be a function that provides that value |
15:34 |
Zeno` |
if not a function then a Lua constant (but I don't know if that's possible offhand) |
15:34 |
srifqi |
paramat, why the shell? |
15:35 |
Zeno` |
it's more accurately called padding then a shell, but, yeah, paramat can explain |
15:38 |
paramat |
i think the padding size is a constant in engine code, perhaps it should be set as a constant in mtg |
15:39 |
paramat |
the padding is for structures that extend beyond the chunk border on generation: large caves, dungeons, trees |
15:39 |
srifqi |
I mean, why it is there in the first place? |
15:39 |
paramat |
trees is the main reason |
15:39 |
srifqi |
Oh, okay. I receive it just after I send. |
15:40 |
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15:40 |
paramat |
if trees could not extend above a chunk on generation then they would not appear if their root is within 16 nodes of the chunk top border |
15:41 |
paramat |
large caves extend beyond in the hope they overlap, and to make them larger |
15:41 |
paramat |
same for dungeons |
15:42 |
paramat |
this is also why trees cannot be > 16 nodes tall if you want them to appear at all altitudes |
15:43 |
paramat |
but, i'm working on a big jungletree that will have restricted altitude to allow it to be taller |
15:44 |
EDAKIRI |
compiling with -DCMAKE_BUILD_TYPE:STRING=RelWithDebInfo also did not crash unittests. I don't know what CXXFLAGS it uses. |
15:53 |
nerzhul |
world corner found at 30927,10,30927 |
15:53 |
nerzhul |
strange |
15:53 |
paramat |
that's normal |
15:55 |
nerzhul |
maybe, no problem , i'm fixing #5824 |
15:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/5824 -- Entities can get out of map boundaries (±31000) |
15:56 |
paramat |
that needs care as i commented |
15:56 |
nerzhul |
no bug for me |
15:56 |
nerzhul |
entity look at its position and world limits, if outside, removed. |
15:56 |
paramat |
will look |
16:02 |
nerzhul |
#5829 is the global idea, i just need to fix the position check because it seems wrong, but idea is there |
16:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/5829 -- Remove SAO when mapgen limits are reached by nerzhul |
16:10 |
nerzhul |
paramat, seems blockpos_over_mapgen_limit is not accurate |
16:12 |
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16:13 |
Zeno` |
paramat, it must be a constant |
16:13 |
Zeno` |
i.e. defined somewhere |
16:13 |
Zeno` |
otherwise mods will use there own magic values (like 16) |
16:13 |
Zeno` |
s/there/their |
16:13 |
Zeno` |
there is no perhaps ;) |
16:15 |
Zeno` |
That it's not should be opened as a bug report |
16:17 |
Zeno` |
maybe even a blocker |
16:21 |
nerzhul |
wow mapgen spams when somebody is a mapblock limit |
16:22 |
Zeno` |
we all know why that 31000 is the "traditional" limit right? |
16:22 |
Zeno` |
or has that been forgotten? |
16:22 |
nerzhul |
it's not exactly that |
16:22 |
Zeno` |
yeah it is that |
16:23 |
Zeno` |
we should not be adding checks everywhere |
16:23 |
nerzhul |
i'm adding check on the LuaEntitySAO, it's normla |
16:23 |
Zeno` |
but we have to if we allow it to be less than 31000 |
16:23 |
Zeno` |
so the original intention becomes pointless |
16:24 |
Zeno` |
we have to add the checks everywhere |
16:24 |
nerzhul |
i'm doing the fix based on mapgen itself, it's dynamic |
16:24 |
Zeno` |
the original intention was an optimisation choice to avoid checking that things that don't overflow (and since it's a signed value overflow is undefined behaviour) |
16:26 |
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16:26 |
Zeno` |
so since things have changed we have to check limits *everywhere*. Right? |
16:27 |
Zeno` |
those checks can't even be omitted in mapgen |
16:27 |
paramat |
why is 'blockpos over mapgen limit' not accurate? it is in block co-ordinates remember, see my comments in your PR, you made a mistake |
16:27 |
Zeno` |
mods also have to check it, or whatever calls they make must make sure they're valid |
16:28 |
nerzhul |
paramat, no it's good, it's just the calcul to translate SAO to block pos which is crazy and not good... |
16:28 |
paramat |
and yes i agree the entity limit should be linked to the set 'map gen limit' |
16:32 |
nerzhul |
okay i have the good calcul |
16:34 |
nerzhul |
oh there is a better function, i didn't known |
16:34 |
paramat |
it canbe roughm because remember terrain stops long before the 'map gen limit' setting |
16:34 |
nerzhul |
i'm testing it, it's simpler :) |
16:34 |
paramat |
* can be rough |
16:35 |
nerzhul |
doesn't seems accurate |
16:35 |
nerzhul |
objectpos_over_limit is not good |
16:36 |
paramat |
terrain always stops at least 16 nodes before the limit you don't need accuracy higher than 16 nodes |
16:36 |
nerzhul |
i throw item in the non generated terrain and the function doesn't match |
16:36 |
nerzhul |
309299 / 310000 |
16:36 |
nerzhul |
here is the limit and the SAO pos |
16:37 |
paramat |
well i just explained why |
16:37 |
nerzhul |
and 31000 * BS is not good |
16:37 |
nerzhul |
object is in the nether |
16:38 |
Krock |
please keep in mind that we also support limiting the map, so these should be respected too |
16:38 |
paramat |
what do you mean by 'function doesn't match'? |
16:39 |
nerzhul |
i throw an iterm stack, it's in the not generated limits, and the item stack fall into it |
16:39 |
paramat |
and shouldn't you be using the 'map gen limit' setting instead? |
16:39 |
nerzhul |
because of X position i show you before |
16:39 |
nerzhul |
i'm doing this but it's more complicated :p |
16:39 |
nerzhul |
because i want accuracy here |
16:40 |
paramat |
yes i explained why terrain stops long before mapgen limit |
16:40 |
paramat |
read logs |
16:40 |
nerzhul |
that doesn't solve my problem |
16:40 |
paramat |
ok well i know how to make it accurate |
16:41 |
nerzhul |
i have the function, but if you have better show me |
16:41 |
paramat |
i think i should take over on this |
16:42 |
paramat |
shall we respect the mapgen limit setting or remove entities at 31000 always? |
16:42 |
paramat |
i think the former |
16:44 |
nerzhul |
i updated the PR |
16:44 |
nerzhul |
https://youtu.be/bqAj0N0e-xk |
16:44 |
paramat |
looking |
16:46 |
paramat |
do you want accuracy to the node so that an entity cannot fall down the side of the world? |
16:47 |
paramat |
i might be able to do this |
16:51 |
paramat |
yes it will need a new function such as 'sao pos over mapgen limit'. i guess this is wanted for release? if so i will work on it |
16:55 |
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16:56 |
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16:58 |
paramat |
what i can do is calculate the 'furthest generated terrain node' is positive and negative directions for the current 'mapgen limit' setting, then use these values in this check for SAO position |
16:59 |
paramat |
(*in positive and negative ..) |
16:59 |
paramat |
those values may be useful elsewhere, maybe even fetchable from lua |
17:01 |
ShadowNinja |
nerzhul, rubenwardy, sfan5, Zeno`, Krock, nore, paramat, celeron55: Dev meeting in an hour. |
17:04 |
nerzhul |
paramat, my pr adds it |
17:04 |
nerzhul |
it's not the best accuracy but i works as intended |
17:04 |
nerzhul |
return blockpos_over_mapgen_limit(floatToInt(p, BS * MAP_BLOCKSIZE - 0.4f)); |
17:06 |
nerzhul |
for the lua maybe, here i'm addressing SAO over map limits |
17:10 |
Krock |
nerzhul, what are you trying to do there? |
17:11 |
Krock |
for an object pos it should rather be return blockpos_over_mapgen_limit(floatToInt(p / MAP_BLOCKSIZE, BS)); no? |
17:11 |
paramat |
ok, i'm not insisting on node accuracy, will review and test |
17:12 |
Krock |
oh, I see. floatToInt agument 2 basically does the same |
17:13 |
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17:13 |
Krock |
what I'm worried about is rather the '-0.4f', as it disorts the blockpos the further you go away |
17:13 |
paramat |
yes it should be p / MAP_BLOCKSIZE |
17:13 |
nerzhul |
no |
17:14 |
Krock |
paramat, (p, BS * MAP_BLOCKSIZE) and (p / MAP_BLOCKSIZE, BS) will have the same effect, as I jsut noticed |
17:14 |
nerzhul |
p / MAPBLOCK_SIZE, BS = p BS * MAPBLOCK_SIZE but it's not accurate, the -0.4f permit to fix the limit, else it's a little bit far from the limits |
17:15 |
sfan5 |
Krock: floatToInt(a, b) is basically (a) / (b) |
17:15 |
paramat |
or rather p / (MAP_BLOCKSIZE * BS) ? |
17:15 |
nerzhul |
if you have better formula to find the real limit, okay for me, else if works as intended |
17:15 |
Krock |
sfan5, with some rounding magic around but yeah. ik |
17:15 |
sfan5 |
but for correctness reasons you shouldn't put multiplications or division in the first param |
17:16 |
paramat |
ok i see |
17:16 |
paramat |
it's just the - 0.4f that is concerning |
17:17 |
Krock |
you're basically doing round(x / 159.4), which causes an error |
17:17 |
Krock |
s/.4/.6/ |
17:18 |
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17:18 |
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17:20 |
paramat |
also needs checking at negative world edge as behaviour will be different, but yes doesn't need to be completely accurate |
17:21 |
paramat |
on which side of the terrain edge should the sao limit be? perhaps it's better to remove just inside than just outside? |
17:22 |
paramat |
.. to avoid stuff falling down endlessly over the edge |
17:30 |
paramat |
yes 'blockpos over mapgen limit' will be very inaccurate because terrain can stop up to 96 nodes before the mapgen limit. so keeping the removal inside the terrain edge means it could happen up to 96 nodes inside the terrain edge. however this could be considered 'weirdness at world's edge' :] |
17:42 |
ShadowNinja |
Zeno`: Banning all logged in users? :-P |
17:42 |
Zeno` |
lol oops |
17:42 |
Zeno` |
how do I remove that? |
17:42 |
ShadowNinja |
Done. |
17:44 |
|
Grandolf was kicked by Zeno`: Grandolf |
17:44 |
VanessaE |
$a: ? |
17:44 |
VanessaE |
oh. |
17:59 |
paramat |
that ban covers -hub too i hope |
18:00 |
VanessaE |
it does now. |
18:00 |
ShadowNinja |
nerzhul, rubenwardy, sfan5, Zeno`, Krock, nore, paramat, celeron55: Dev meeting now. |
18:00 |
ShadowNinja |
Calinou: Any progress on the website? |
18:00 |
ShadowNinja |
Last blocker to consider: https://github.com/minetest/minetest/pull/5767: Don't add damage flash while punch texture modifier is active |
18:01 |
ShadowNinja |
Has anyone tested it? |
18:01 |
VanessaE |
#5767 |
18:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/5767 -- Don't add damage flash while punch texture modifier is active by stujones11 |
18:01 |
VanessaE |
(GH didn't like your link) |
18:02 |
ShadowNinja |
Works for me, your client must thing : is part of the URL. |
18:02 |
VanessaE |
maybe. |
18:03 |
rubenwardy |
I was involved with reviewing that code previously, and that fix looks correct to me |
18:03 |
rubenwardy |
but still needs testing |
18:04 |
Calinou |
ShadowNinja: no |
18:04 |
ShadowNinja |
rubenwardy: Could you do that now? |
18:04 |
rubenwardy |
do you think it should extend the flash period? |
18:04 |
Calinou |
what about just capping damage flash? |
18:05 |
VanessaE |
ShadowNinja, Calinou: some of the images in here may be useful also, https://daconcepts.com/vanessa/hobbies/minetest/screenshots/ |
18:05 |
Calinou |
I mean, the first-person one |
18:05 |
rubenwardy |
as in, reseting the timer to 0.05, but not reapplying the brighten as it's already done |
18:05 |
rubenwardy |
ShadowNinja: compiling |
18:05 |
Calinou |
VanessaE: yeah but I need consistent settings :/ |
18:05 |
VanessaE |
(it's a lot of random crap though) |
18:06 |
ShadowNinja |
rubenwardy: Yeah, each hit should probably reset the flash countdown timer, just not continue adding to it. |
18:06 |
paramat |
i think it should not extend the flash length |
18:06 |
rubenwardy |
currently if there is a flash in progress, it just ignores the requested one. Ie: the timer stays the same, and finishes as if there was no punch |
18:07 |
rubenwardy |
I guess the time is reasonable small this won't matter |
18:07 |
paramat |
since it is a brighteneing just a quick flash is all that is needed, if the flash becomes long it looks weird |
18:07 |
rubenwardy |
not extending is simpler |
18:07 |
rubenwardy |
by extending, I mean that the flash would end X time after the last click |
18:08 |
rubenwardy |
so not an add, but a set |
18:08 |
ShadowNinja |
rubenwardy: Looks like you could move the m_reset_textures_timer code after the loop to get it to just extend the time. |
18:09 |
ShadowNinja |
And remove the other added condition likely (although I'd have to look closer and test to be sure). |
18:11 |
paramat |
i don't like how it extends the timer on damage amount |
18:11 |
paramat |
long flashes don't look good |
18:12 |
ShadowNinja |
I don't mind much, just choose whichever way you prefer rubenwardy, as long as the brightens don't stack. |
18:12 |
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18:12 |
rubenwardy |
I think that it's simpler to not extend the flash, and the flash is so small it would be hard to notice it anyway |
18:13 |
paramat |
fine with me |
18:15 |
ShadowNinja |
We also have https://github.com/minetest/minetest/issues/4810 -- Unittests crash on release build. It's not a new bug though. I'm doing some testing ATM to see if it's compiler specific and to try and trace the error. |
18:16 |
rubenwardy |
ok, I can confirm that it fixes the bug |
18:17 |
ShadowNinja |
clang doesn't have the unittest bug, and volatile fixes it, so it looks a bit like a compiler bug. |
18:19 |
rubenwardy |
argh |
18:19 |
sfan5 |
yes looks like a compiler bug |
18:20 |
sfan5 |
it does not cause problems in practice though so no hurry in fixing it |
18:20 |
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18:22 |
ShadowNinja |
Anything else that any devs would like to discuss at this meeting? |
18:22 |
sfan5 |
no other blockers for release? |
18:22 |
Zeno` |
I don't think we should fix that "compiler bug" |
18:22 |
Zeno` |
apart from that I have no issues to raise |
18:23 |
VanessaE |
ShadowNinja: #5640 ... and also, what would the recipe look like to directly-craft a pre-colorized node? |
18:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/5640 -- Automatic item and node colorization by juhdanad |
18:23 |
VanessaE |
(there's some feature in mt_game that relies on that ^ ) |
18:23 |
rubenwardy |
feature freeze :P |
18:24 |
ShadowNinja |
sfan5: Nope, apparently not. |
18:24 |
rubenwardy |
although if there's no other blockers, no harm discussing it |
18:24 |
VanessaE |
rubenwardy: special case. some mt_game feature was merged before that ^ was, so one needs the other. |
18:24 |
sfan5 |
well then |
18:24 |
VanessaE |
all blockers appear to have been satisfied. |
18:25 |
paramat |
well, juhdanad said mtg is not broken if 5640 is not merged |
18:25 |
VanessaE |
paramat: ok, that's fine then. still shouldn't that go in for completeness? |
18:25 |
* VanessaE |
<-- paranoid about engine breakage after that 32/64 bit debacle |
18:26 |
Zeno` |
there is one instance of a use of an unitialized variabke |
18:26 |
Zeno` |
variable* |
18:26 |
paramat |
yes would be good to have 5640 in, but is it too late? dunno |
18:26 |
Zeno` |
but I'm not going to open a bug report because it appears harmless (plus I can't track it down LOL) |
18:26 |
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18:26 |
VanessaE |
it's only too late if no one wants to do some extensive testing of it |
18:26 |
ShadowNinja |
I suppose we'll just focus on releas at the next meeting. |
18:28 |
VanessaE |
what about the crafting question? |
18:28 |
VanessaE |
I haven't seen any documentation or discussion about crafting a pre-param2-colorized item (e.g. to complement colored item stacks) |
18:29 |
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18:29 |
paramat |
see discussion in #5768 |
18:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/5768 -- Item and node colorization PRs in engine and game possibly essential for release |
18:29 |
GreenDimond |
paramat I don't know how to fix the stair model on game#1736 ... one way the metal outline orientation is wrong, the other way the wood grain is wrong :/ |
18:29 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1736 -- Add inner and outer stair corners by MarkuBu |
18:29 |
VanessaE |
paramat: there ain't much conversation there.. |
18:30 |
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18:30 |
paramat |
^ Grandolf appears |
18:30 |
VanessaE |
...and disappears. |
18:32 |
ShadowNinja |
The changelog could probably use an update: http://dev.minetest.net/Changelog |
18:32 |
paramat |
GreenDiamond weird how the wood texture does that |
18:32 |
GreenDimond |
:/ |
18:32 |
paramat |
.. since the lower half is horizontal |
18:33 |
GreenDimond |
would we rather have messed up wood grain or messed up metal outline? I want neither Dx |
18:33 |
paramat |
i assumed the texture was projected onto the side, so the top half of the wood stair should not be vertical |
18:33 |
GreenDimond |
Hrm.. I got another idea... |
18:34 |
ShadowNinja |
Devs: Do you all think we're ready to make a release at the next meeting? |
18:34 |
ShadowNinja |
That would move the release date forward one day. |
18:35 |
VanessaE |
paramat: commented. |
18:35 |
paramat |
yes i saw your crafting question, good question. seems hardware colouring is not quite done yet |
18:36 |
VanessaE |
ok. |
18:36 |
GreenDimond |
I am in love with the saving window size |
18:36 |
paramat |
more people are around on a weekend so releasing late-Sat early-Sun seems good |
18:37 |
GreenDimond |
Hm. I think I found the prob... |
18:37 |
paramat |
so i'm fine with 3rd June |
18:37 |
GreenDimond |
The textures seem linked to certain faces, and I didn't use the stair side texture on the top part apparently? |
18:37 |
GreenDimond |
Meh. |
18:38 |
GreenDimond |
Ill just try it and see what happens :/ |
18:39 |
GreenDimond |
Whoever decided to make the sides of stairs 3 triangles made it really hard to make corner stairs. |
18:40 |
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18:40 |
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18:42 |
nerzhul |
sorry guys i was late, no, i don't see any other blocker in the current list |
18:42 |
nerzhul |
but if possible it can be nice to fix many issues PR |
18:42 |
nerzhul |
issues (without pr :p) |
18:43 |
nerzhul |
if somes are interested #5829 needs some help to finish |
18:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/5829 -- Remove SAO when mapgen limits are reached by nerzhul |
18:43 |
paramat |
yes i'm on that |
18:43 |
nerzhul |
nice :) if you have the correct formula for the PR tell me |
18:44 |
paramat |
will do, within a day i hope |
18:44 |
nerzhul |
no problem, i just hope we can fix it before release, could be nice |
18:44 |
paramat |
i expect so |
18:45 |
VanessaE |
paramat: I really feel the need to delay release. |
18:45 |
VanessaE |
until the craft issue and 5640 are resolved. |
18:45 |
VanessaE |
incomplete features in release is a bad thing imho |
18:45 |
rubenwardy |
#5640 |
18:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/5640 -- Automatic item and node colorization by juhdanad |
18:46 |
rubenwardy |
heh |
18:46 |
rubenwardy |
the point of feature freeze is to increase stability, not completeness |
18:46 |
nerzhul |
exact |
18:46 |
VanessaE |
no one said it was :) |
18:46 |
nerzhul |
if feature is not finished, just disable if it's so critical |
18:46 |
rubenwardy |
If MTG is 'imcomplete |
18:46 |
rubenwardy |
oops |
18:47 |
nerzhul |
just fix MTG, it should be ready for release, for the android build |
18:47 |
ShadowNinja |
Krock, sfan5, nerzhul, celeron55: You would have to be here at the next meeting to make builds and update launchpad. |
18:47 |
VanessaE |
but if it's possible to complete a feature with only trivial changes, why not do so? |
18:47 |
nerzhul |
release is on sunday not saturday ShadowNinja |
18:47 |
ShadowNinja |
nerzhul: It doesn't have to be. |
18:47 |
rubenwardy |
If MTG is 'incomplete' due to missing features, then revert the things that made it such. Ie: if there's no craftitem coloring of wool, revert the change to one node wool |
18:47 |
nerzhul |
ShadowNinja, but we fixed a date for our end users :p |
18:48 |
nerzhul |
agreed with rubenwardy |
18:48 |
rubenwardy |
I bet they would be horrified if the release came a day early |
18:48 |
paramat |
revert game#1707 |
18:48 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1707 -- Automatic item colorization for creative mode by juhdanad |
18:48 |
nerzhul |
yes :) |
18:48 |
VanessaE |
why are you guys so intent on releasing on THAT day? |
18:48 |
nerzhul |
because it make VanessaE talking |
18:49 |
ShadowNinja |
nerzhul: It will stibb be done by the 4th. The release date is tentative, it's not a strict contract to release on that day. |
18:49 |
VanessaE |
very funny ;P |
18:49 |
Krock |
it's not like they could already get a very new dev build... |
18:49 |
GreenDimond |
success! |
18:49 |
ShadowNinja |
s/stibb/still/ |
18:49 |
Krock |
I'll be here next weekend :) |
18:49 |
GreenDimond |
I got the outer stair fixed :) |
18:49 |
paramat |
good |
18:49 |
GreenDimond |
I had to use the correct faces |
18:49 |
nerzhul |
ShadowNinja, i'm not sure i will be there this day, but no problem for me as i release Android and the play store is long, i need just MTG too |
18:49 |
GreenDimond |
now to redo the inner stair xD |
18:49 |
VanessaE |
nerzhul: I really want an answer to my question |
18:49 |
nerzhul |
i'm there on the morning (GMT) because i need to be at home |
18:50 |
VanessaE |
why does it HAVE to be released on Sunday? |
18:50 |
VanessaE |
what's so bad about delaying it a day or a week or whatever? |
18:50 |
nerzhul |
VanessaE, it was decided months ago because ~ 6 months after previous release and may was not optimum |
18:50 |
paramat |
so yes we should perhaps revert gmae1707, although, see #5768 i'm not sure a revert is needed? |
18:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/5768 -- Item and node colorization PRs in engine and game possibly essential for release |
18:50 |
GreenDimond |
Also, Minetest has it's own "void". |
18:50 |
nerzhul |
generally devs are here on sunday |
18:50 |
ShadowNinja |
nerzhul: Alright, it's fine with me if an official Android build takes a day. |
18:50 |
VanessaE |
nerzhul: this isn't Ubuntu, we don't HAVE to release on a 6-month schedule..... |
18:50 |
GreenDimond |
If you miss a face on a model, it becomes static. |
18:51 |
nerzhul |
ShadowNinja, compilation is done in ~ 15 mins on my PC, but it's not important, i just need a valid mtg tag and release tag |
18:51 |
nerzhul |
i will jsut verify the compilation on Friday to ensure this time i can release on the exact tag not a backport :p |
18:51 |
nerzhul |
VanessaE, no, but the date is the date |
18:51 |
paramat |
we don't have to release by 4th June, but if no problems arise we can |
18:51 |
VanessaE |
nerzhul: then CHANGE the date. |
18:51 |
nerzhul |
NO |
18:51 |
nerzhul |
1 week is needed to ensure no blocking bugs are remaining |
18:51 |
paramat |
if necessary we can delay a week |
18:52 |
nerzhul |
it's not necessary |
18:52 |
VanessaE |
what if it is? |
18:52 |
VanessaE |
and you just don't see it as such, at the moment? |
18:52 |
rubenwardy |
I personally think we should release more than 6 months |
18:52 |
nerzhul |
all blockers are solved. 1 week security, if no more blockers just before release, release. |
18:52 |
rubenwardy |
have stable back patches |
18:52 |
VanessaE |
nerzhul: the problem is as rubenwardy just alluded to |
18:52 |
nerzhul |
4 months car be good, but 0.4 will take 6 months at least if think |
18:52 |
VanessaE |
releases are too far apart |
18:52 |
nerzhul |
0.5* |
18:53 |
VanessaE |
either delay this release as needed until everything we all want is actually in (and can reasonably be), or make another point release shortly after |
18:53 |
nerzhul |
maybe we can shorten cycles after that, i tried to convince everybody to release in april, but it was not accepted :) |
18:53 |
VanessaE |
6 months is way too long for MT users |
18:53 |
nerzhul |
no. |
18:53 |
nerzhul |
There is always a PR someone need |
18:53 |
VanessaE |
true |
18:53 |
VanessaE |
but you know perfectly well what I meant. |
18:53 |
VanessaE |
if the person wanting some PR isn't here to press for it, is it THAT badly needed? |
18:53 |
GreenDimond |
Hm. I wonder if is easier to create the inner stair from a full block mesh... |
18:54 |
paramat |
there is currently no need to dealy to after 4th June |
18:54 |
nerzhul |
a fixed date permit to ensure all should have verified it will be integrated, if not, it's also a little bit problem of the PR owner to not sell his PR to coredevs |
18:54 |
VanessaE |
GreenDimond: get your stairs meshes from moreblocks. |
18:54 |
paramat |
*delay |
18:54 |
GreenDimond |
VanessaE: Moreblocks doesn't use meshes |
18:54 |
VanessaE |
GreenDimond: it uses meshes where they make sense. |
18:54 |
ShadowNinja |
We've been frozen for a week and we still have a week left with no blockers (as soon as rubenwardy merges the one fix). We could even release today or tomorrow. |
18:54 |
nerzhul |
i go with my wife on TV, i will re-discuss after if needed, but release on next weekend is good |
18:54 |
nerzhul |
i don't care if it's sunday or saturday :) |
18:55 |
GreenDimond |
VanessaE: It uses meshes for slopes, but not for stairs. |
18:55 |
nerzhul |
ShadowNinja, regression can happen on blocking fix, 1 week test is required to be sure. |
18:55 |
VanessaE |
ShadowNinja: and if we do, then we have to wait another 6 months for the next one |
18:55 |
VanessaE |
we need to work on making faster point releases |
18:55 |
nerzhul |
0.5 is breaking release it take time :p |
18:55 |
rubenwardy |
anyone else want to approve #5767 ? |
18:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/5767 -- Don't add damage flash while punch texture modifier is active by stujones11 |
18:55 |
VanessaE |
and by that I mean say 2 weeks or a month if that's what it takes. |
18:56 |
VanessaE |
ShadowNinja, nerzhul I'm getting tired of telling my users "get the latest git" because release is too fucking old! |
18:56 |
GreenDimond |
agreed^ |
18:56 |
VanessaE |
I'd rather tell them "get release x.y.z" or "wait for release x.y.z+1" where z+1 might be just a couple weeks away or something |
18:56 |
GreenDimond |
~3 releases a year might be better. |
18:56 |
paramat |
too bad, a release takes time, 5 months is short enough, as i and others have explained |
18:57 |
VanessaE |
no, paramat |
18:57 |
GreenDimond |
But I don't want to get into this so forget I said anything. |
18:57 |
VanessaE |
a release does NOT take that much time |
18:57 |
VanessaE |
15 mins to build for android, 5-15 mins for each linux and windows build. so in a couple hours, you have all the release files. |
18:57 |
VanessaE |
it's all politics to agree WHEN to rlease |
18:57 |
Krock |
you'll see a few days after 0.4.16 comes out, there will be a topic for 0.5.1 :P |
18:57 |
ShadowNinja |
0.5 isn't breaking acording to semver (which it supposedly what we want to do). I say we just call the next version 0.5 and don't break anything. |
18:57 |
VanessaE |
not IF. |
18:58 |
ShadowNinja |
Then make a point release every month or so. |
18:58 |
VanessaE |
sorry guys, I just ain't buying "it takes months and months to plan a release". it takes hours, not months. |
18:58 |
VanessaE |
ShadowNinja: that's what I've been saying |
18:58 |
VanessaE |
precisely that. |
18:59 |
Krock |
VanessaE, well, there might be bugs and PRs outstanding that must be in the next release |
18:59 |
paramat |
that's naive, a release needs a long time for big features to be worked on, plenty of time for completing things, then freeze. also a month of relaxation for devs after a release is good |
18:59 |
Krock |
"relaxation"? what? |
18:59 |
VanessaE |
Krock: then make another release. |
18:59 |
paramat |
point releases would never have stability |
19:00 |
Krock |
VanessaE, soon: Minetest 0.4.16.2 |
19:00 |
VanessaE |
Krock: no |
19:00 |
VanessaE |
0.4.17. |
19:00 |
VanessaE |
or 0.4.18 |
19:00 |
paramat |
so they are no different from grabbing current dev version, as people already do |
19:00 |
VanessaE |
or however many it takes until things "catch up" |
19:00 |
VanessaE |
paramat: users DON'T WANT dev versions |
19:00 |
VanessaE |
they want releases |
19:00 |
Krock |
VanessaE, the thing is that there will most likely be a rewrite in the protocol. Also, C++11 is a notable change |
19:01 |
VanessaE |
Krock: that's a whole different issue |
19:01 |
VanessaE |
that's something that belongs on another branch from master then |
19:01 |
paramat |
yes dev holiday after a release, it's stessful and hard work, we need to relax a bit after a release |
19:02 |
VanessaE |
paramat: if you need to "relax after release" you're doing the release incorrectlyu. |
19:02 |
VanessaE |
-u |
19:02 |
paramat |
point releases cannot be more stable than dev versions |
19:02 |
VanessaE |
a release should not be so stressful |
19:02 |
VanessaE |
paramat: you're missing the point |
19:02 |
VanessaE |
users DO NOT WANT "dev". they want "release", even if the latter isn't necessarily more stable. |
19:02 |
VanessaE |
it's about giving users a version number, not a random commit ID or date or whatever. |
19:03 |
GreenDimond |
I thought CSM would break stuff... |
19:03 |
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19:03 |
VanessaE |
GreenDimond: it generally didn't. |
19:03 |
paramat |
Vanessa, needing to relax after something means you put effort into it, some of us work very hard on MT |
19:03 |
GreenDimond |
True^ |
19:03 |
VanessaE |
paramat: exactly, and release should not require a bunch of effort |
19:03 |
VanessaE |
if it does, you're doing it wrong. |
19:03 |
GreenDimond |
The release part is not what they need to relax from, its all the work the put into the game for the release. |
19:03 |
rubenwardy |
it's better to make mistakes and release patches, rather than putting loads of effort into a release because it'll stay broken for 6 months |
19:04 |
VanessaE |
rubenwardy: exactly my pointy |
19:04 |
GreenDimond |
^That's what Minecraft does |
19:04 |
VanessaE |
-y |
19:04 |
rubenwardy |
we don't even need a real release every month, we could just release bug fix updates |
19:04 |
VanessaE |
release patches and tag them with a version number or something |
19:04 |
Fixer |
rubenwardy: +1 |
19:04 |
paramat |
well, we could just label a current dev version with a point number, but how is that different from using a dev version if there is no extra stability? |
19:04 |
Fixer |
0.4.16.1 |
19:04 |
Fixer |
.2 etc |
19:04 |
VanessaE |
even if that means going to four digits on the versioning scheme |
19:04 |
VanessaE |
(but it shouldn't) |
19:04 |
VanessaE |
paramat: you're not listening to me :( |
19:05 |
red-002 |
have a seperate branch for dev and patches? |
19:05 |
paramat |
wtf? MT requires effort |
19:05 |
GreenDimond |
No one is listening to anyone. We are reading chat ;) |
19:05 |
rubenwardy |
also, any release on 0.* can be a breaking change in SemVar |
19:05 |
VanessaE |
users don't want "get the latest git from Foovember 43rd". they want "get version 1.2.3.4 or later". it's about the language I have to use to tell them what to get. |
19:06 |
paramat |
i am listening and you're making zero sense and stating ridiculous things |
19:06 |
VanessaE |
wtf? |
19:06 |
rubenwardy |
I agree with VanessaE here |
19:06 |
GreenDimond |
Maybe we discuss this *after* 0.4.16 release? |
19:06 |
rubenwardy |
but it is more work |
19:06 |
VanessaE |
you don't have to deal with users on a daily basis, paramat. I do. |
19:07 |
VanessaE |
telling the user to "go get git pull Foovember 34th or later" makes no sense to them! |
19:07 |
VanessaE |
they don't know what a dev build is. |
19:07 |
rubenwardy |
as in, you still have to make sure you complete blockers before a release, even if the feature freeze is shorter |
19:07 |
VanessaE |
regular users need VERSION numbers |
19:07 |
VanessaE |
and that means more frequent releases |
19:07 |
rubenwardy |
the compromise is a feature release every 6 months, as we do know, and bug fixes releases every month |
19:07 |
GreenDimond |
That... is also true :/ |
19:07 |
VanessaE |
so that I don't have to tell them to reach for a dev build |
19:07 |
rubenwardy |
*now |
19:07 |
paramat |
the process running up to a release is hard work and stressful, you're not a core dev so it isn't for you |
19:07 |
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19:07 |
VanessaE |
paramat: if it's that damned hard, then you're doing it wrong, jeez |
19:08 |
rubenwardy |
that's because the feature freeze is long, and because we have to fix 6 months of blockers |
19:08 |
rubenwardy |
well, more the latter |
19:08 |
VanessaE |
and I will thank you NOT to play the "you're not a core dev" card here, please. |
19:08 |
paramat |
"putting effort into a release is doing it wrong" so game dev is about being lazy and not putting in effort? |
19:08 |
Shara |
I have to agree with VanessaE, really. |
19:08 |
VanessaE |
paramat: I did not say that. |
19:09 |
VanessaE |
I said, and I quote: [05-27 15:07] <VanessaE> paramat: if it's that damned hard, then you're doing it wrong, jeez |
19:09 |
VanessaE |
the key word is "that"./ |
19:09 |
Fixer |
red-002: stable branch and dev branch, stable branch gets critical bugfixes backported into (if possible) and released as 0.x.x.x |
19:09 |
paramat |
if it's that hard, effort was put into something = good |
19:09 |
GreenDimond |
Can we like, stop arguing? This is pointless. You guys have gotten nowhere... |
19:09 |
VanessaE |
in other words if you're putting so much effort into the process of creating a release that you need a big rest afterward, you're doing the release process wrong. |
19:09 |
VanessaE |
at no point did I say that effort into the engine/game itself is wrong/bad/etc. |
19:09 |
ShadowNinja |
If releases are so difficult to do that we can't do them once every month or two then there's something wrong. |
19:10 |
VanessaE |
ShadowNinja: exactly my point |
19:10 |
VanessaE |
script the fucking thing |
19:10 |
VanessaE |
just like I do for dreambuilder and HDX. |
19:10 |
GreenDimond |
'-' |
19:11 |
paramat |
we can add a version number often sure, but the point releases will not be any more stable than dev versions, because stability takes time and effort |
19:11 |
VanessaE |
paramat: they don't HAVE to be more stable |
19:11 |
VanessaE |
they just have to be a reliable point of reference |
19:11 |
ShadowNinja |
Part of the issue is that we need 3+ different people to do all the builds. (OSX, Ws MinGw, Ws MSVC, Android, launchpad, etc). |
19:11 |
Zeno` |
well, this release is not going to be stable I know that |
19:11 |
red-001 |
just call them unstable releases |
19:11 |
VanessaE |
red-001: no, more like "beta" releases |
19:12 |
VanessaE |
Zeno`: what's unstable at it in this case? |
19:12 |
Zeno` |
there is too much focus on "features" |
19:12 |
red-001 |
anyway minetest-dev isn't that much more unstable then minetest-stable |
19:12 |
Zeno` |
nothing has been check for "stable" |
19:12 |
paramat |
well it's obvious i'm writing about relaxing after the effort of the whole release cycle |
19:12 |
Zeno` |
there is a feature freeze |
19:13 |
VanessaE |
paramat: and it's obvious I'm writing about the effort of the release cycle -- not the effort going into the engine/game over time. |
19:13 |
Zeno` |
shit, just last week most devs told me there was not a client memory leak |
19:13 |
GreenDimond |
Somehow I managed to get the texture of the inner stair magnified :P |
19:14 |
VanessaE |
GreenDimond: why are you so hung up on using mesh nodes here anyways? nodeboxes are converted into meshes at runtime anyway |
19:14 |
paramat |
what is 'the release cycle' for you, is it the few hours of actually bumping the release? |
19:14 |
Zeno` |
actually all devs told me that |
19:14 |
GreenDimond |
But the grain is right wtf xD |
19:14 |
VanessaE |
paramat: it's the two or three weeks of these kinds of arguments. |
19:14 |
VanessaE |
not the preceding 5 months |
19:14 |
Zeno` |
so if I wasn't a stubborn bastard it would have been in the stable release |
19:14 |
GreenDimond |
I dont know VanessaE, ask paramat or MarkuBu. It was requested, so I am making it. |
19:15 |
paramat |
the 2-3 weeks running up to release is hard work, after that we feel like unwnding a little |
19:15 |
paramat |
*unwinding |
19:15 |
VanessaE |
paramat: and that's my point. you shouldn't NEED to work hard just to get a damn release out. |
19:15 |
Zeno` |
let's not release then |
19:15 |
paramat |
it is inevitably is hard work |
19:16 |
paramat |
*-is |
19:16 |
VanessaE |
then you're doing it wrong. |
19:16 |
paramat |
crap |
19:16 |
paramat |
working hard is not wrong |
19:16 |
VanessaE |
working hard is not inherently wrong. working hard when you should not have to, IS. |
19:16 |
kilbith |
don't you understand "hard work" means arguing on github for him |
19:16 |
VanessaE |
because it puts too much load on YOU |
19:16 |
Zeno` |
I happen to agree with VanessaE |
19:17 |
VanessaE |
hush, kilbith :P |
19:17 |
Zeno` |
making a release should be no harder than adding a tag |
19:17 |
VanessaE |
if you can't execute a couple of scripts to push out a release for all supported platforms, you're doing something wrong |
19:17 |
paramat |
why should game dev not be hard work? |
19:17 |
VanessaE |
paramat: again, I did not say game/engine dev shouldn't be hard work |
19:17 |
VanessaE |
I said the few weeks leading up to release should not be |
19:18 |
rubenwardy |
it's ensuring that the engine is free of blockers that is the hard part |
19:18 |
paramat |
that's not what you're describing, you are talking about 2-3 weekd of run-up to a release, that is hard work |
19:18 |
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19:18 |
Zeno` |
the weeks leading up to release should actually be very easy |
19:18 |
rubenwardy |
but surely that would be easier if you did that more often? The fixing of them, less the testing |
19:18 |
VanessaE |
rubenwardy: let's see. download patch. apply. run it. ok, that's 5 minutes. then what? |
19:18 |
Fixer |
just relax guys |
19:18 |
rubenwardy |
VanessaE: testing and making those patches |
19:19 |
VanessaE |
rubenwardy: I'm speaking in the context of a third-party PR |
19:19 |
rubenwardy |
there's no guarantee one would occur |
19:19 |
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19:19 |
Fixer |
there are servers that use newest engine and do sorta prerelease test |
19:19 |
rubenwardy |
which means that a core dev would need to investigate |
19:19 |
Zeno` |
Once feature freeze is invoked there is nothing hard that should be left to be done |
19:20 |
VanessaE |
Zeno`: exactly, short of having to implement new code to fix a bug of course. |
19:20 |
paramat |
look, i totally agree that the actual few hours of bumping a release is easy. but if you talk about 2-3 weeks of bugfixing and rushing to finish thiings, that is hard work |
19:20 |
GreenDimond |
Still have no idea how these textures got magnified o_0 |
19:20 |
Zeno` |
paramat, that's the point. We should no be doing that |
19:20 |
VanessaE |
paramat: I think you forget just how many lines of code I have to maintain, and how long I've been doing this. just because I don't code on minetest engine does not mean I don't understand the release process. |
19:21 |
paramat |
feature freeze can sometimes be hard work, is was last time |
19:21 |
Zeno` |
if it's hard then our quality control is not good |
19:21 |
VanessaE |
paramat: there should not have to BE 2-3 weeks' of freezes, and there wouldn't be if point releases came out every several weeks instead of always a major release every 6 months |
19:22 |
rubenwardy |
it's worth noting that paramat has made about half of the bug fixes since the feature fe=reeze |
19:22 |
rubenwardy |
approximately one a day |
19:22 |
VanessaE |
rubenwardy: which is a good thing! |
19:22 |
VanessaE |
I'm glad he's here coding on it |
19:22 |
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19:22 |
Fixer |
Zeno`: not only tag, translation update, build stuff for few platforms, do changelog and update website, tada |
19:22 |
rubenwardy |
there is a compromise here |
19:22 |
VanessaE |
but paramat, you can't extrapolate against your personal workload |
19:23 |
paramat |
no, sometimes stuff arises that makes it hard |
19:23 |
Warr1024 |
ah, freezes ... reminds me of the days before they invented branches... |
19:23 |
Fixer |
i agree you can make releases more relaxed process |
19:23 |
rubenwardy |
users are slow to update, we don't want to release a 0.x when we know it's unstable, as they may not upgrade to 0.x.1 |
19:23 |
paramat |
feature freeze is necessary, din't say it is not |
19:23 |
Fixer |
nerzhul wants to autobuild packages already, maybe even for all platforms |
19:24 |
VanessaE |
let's see.. 14:45 to 15:23. So in the 40 minutes we've been arguing, a release could have already been pushed, tagged, and maybe even a preliminary announcement thereof. |
19:24 |
|
Grandolf was kicked by Zeno`: Grandolf |
19:24 |
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19:24 |
Fixer |
then you just update translations by running script (east), do changelog, release |
19:24 |
rubenwardy |
Warr1024, a dev branch would be nice, but we don't have enough core devs to multitask well enough |
19:24 |
rubenwardy |
well, for previous releases |
19:24 |
rubenwardy |
this one seems to have less blockers atm (touch wood) |
19:24 |
paramat |
*don't say |
19:25 |
rubenwardy |
finished exams yesterday, and there's no big bugs left to fix! |
19:25 |
VanessaE |
paramat: feature freeze is necessary. 2 weeks of busting your ass during the freeze should not be, and would not be IF THERE WERE POINT RELEASES every several weeks |
19:25 |
VanessaE |
there simply would be no need for long freezes |
19:25 |
VanessaE |
if any at all |
19:25 |
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19:26 |
VanessaE |
even at a major release you wouldn't need much of a freeze, because 90% of the work was already done in the previous few point releases. |
19:26 |
rubenwardy |
well, as said users are slow to update, VanessaE, which means we should do some testing, but less than if it were 6 months until the next release |
19:26 |
paramat |
Vanessa you are not talking about the few mins of bumping release, you are talking about 2-3 weeks of release preparation, please stop switching between one and the other to confuse the argument |
19:26 |
VanessaE |
rubenwardy: that's what I'm saying. |
19:26 |
VanessaE |
paramat: I'm talking about both, try to keep up :) |
19:27 |
rubenwardy |
additionally, less time between releases means less bugs probabilistically, I'd say |
19:27 |
Warr1024 |
you don't need a complete feature freeze at all, just "no new features in this branch" combined with "bug fixes always first, before new features." |
19:27 |
VanessaE |
paramat: let's simplify the argument: 6 months between releases, with 2-4 weeks of busting your ass right before it. Or: releases every several weeks, with far less testing and NO busting your ass. |
19:27 |
paramat |
if there were point releases every few weeks, each needing to be stable, there would be no time to develop and perfect any large feature |
19:28 |
VanessaE |
paramat: again, they do not have to be "Stable" |
19:28 |
VanessaE |
they just have to be beta. |
19:28 |
VanessaE |
there just has to be a version number to point users to. |
19:28 |
paramat |
point releases cannot be as stable as out current 'stable' release |
19:28 |
rubenwardy |
I'd say no less than 4 weeks between patch/bug fix only releases, unless there are major breaking bugs |
19:28 |
VanessaE |
paramat: no one ever said they had to be! |
19:28 |
VanessaE |
why are you complicating the issue? |
19:29 |
VanessaE |
rubenwardy: that's why I said "several" weeks, I'm not really sure what the best timing for point releases would be. |
19:29 |
exio4 |
ignoring that I am a completely outsider to the issue, why not go for both? |
19:29 |
VanessaE |
rubenwardy: so say 6-8 weeks between points. |
19:29 |
VanessaE |
hey exio4, long time no see. |
19:29 |
rubenwardy |
hey exio4 |
19:29 |
paramat |
if they don't need to be stable, then a feature freeze as done now would still be required |
19:29 |
exio4 |
hello :) |
19:30 |
Warr1024 |
fixed time intervals work well for projects that have fairly consistent availability of resources (i.e. devs * time) |
19:30 |
VanessaE |
paramat: no it wouldn't be - because by the time you get to a major release date, most of the critical bugs would have already been worked out, and you already HAVE several weeks between the last point release and the major release, so you STILL have time for a feature freeze if you really need it. |
19:31 |
paramat |
then you are describing point releases being stable, which you are also arguing against |
19:31 |
VanessaE |
no, I am not |
19:31 |
VanessaE |
"stable" != bug free |
19:31 |
exio4 |
why don't we go with the even-odd releases? and "releases every maybe 2-4 months"? |
19:32 |
VanessaE |
"stable" = doesn't have major differences in API/compatibility between versions |
19:32 |
rubenwardy |
that's a stable API |
19:32 |
paramat |
we do actually already fix bugs as they arise, so what's different? nothing, just add a point version number and we continue as normal |
19:32 |
VanessaE |
paramat: in other words, I am using the Debian definition of the word |
19:33 |
rubenwardy |
actually, nnm |
19:33 |
rubenwardy |
*nvm |
19:33 |
GreenDimond |
Got the meshes right. MarkuBu or someone will have to define new hit/selection boxes though |
19:34 |
Warr1024 |
if you release too infrequently, then you either have your hard work gathering dust instead of reaching your audience, or you have everyone saying "just run the dev builds because the 'release' ones are too ancient." |
19:34 |
VanessaE |
paramat: that's my point exactly. if some commit works okay enough that a server owner can safely point their users at it, that commit should be considered as a point release candidate. it doesn't have to be bug-free, it just has to work and be new enough to get whatever feature or older bugfix it is that the server admin is interested in. |
19:34 |
exio4 |
Warr1024: that's why I propose even-odd releases |
19:34 |
Warr1024 |
the "dev build" problem can also fragment your community. |
19:34 |
paramat |
ok |
19:35 |
Warr1024 |
what are even/odd? ist that like the tick/tock thing intel did? |
19:35 |
paramat |
Vanessa that sounds reasonable |
19:35 |
VanessaE |
paramat: so right now, here, today, at this exact hour and minute, the engine works well enough that a server can safely run it. right? |
19:35 |
exio4 |
and then there are only long feature freezes for even releases, and maybe just 4-5 days for an odd release |
19:35 |
exio4 |
Warr1024: even releases are "stable", odd releases are "dev" |
19:36 |
VanessaE |
paramat: then, assuming for the moment that we weren't talking about making a major release, RUN ALL THE SCRIPTS "\o/ and bam, point release! |
19:36 |
VanessaE |
shit, I blew the meme |
19:36 |
VanessaE |
"\:D/ |
19:36 |
VanessaE |
there. |
19:36 |
paramat |
at times of low-risk |
19:36 |
VanessaE |
yes exactly! |
19:37 |
nerzhul |
Fixer, autobuild is done for Debian/Ubuntu but only in debug no release |
19:37 |
VanessaE |
that way you get in-field testing, and if there's some major bug, it gets reported sooner anyway |
19:37 |
paramat |
ok. i was more taking issue with the ridiculous things said, rather than the actual concept |
19:37 |
VanessaE |
paramat: ok, which things were ridiculous? |
19:37 |
GreenDimond |
You don't need release dates anyway. Just throw a release out there and say "Hey. New release." out of the blue. |
19:37 |
VanessaE |
because from my standpoint, everything I said makes sense. |
19:37 |
Warr1024 |
why not kust make all releases dev and stable? there will be new features, probably SOME bugs, but protocols will rarely change in a way that creates significant breakage? |
19:38 |
nerzhul |
but yes, i always talked about automate our build process, and i agree it should be done, but not with travis which is pure shit |
19:38 |
VanessaE |
GreenDimond: well yeah exactly that, for a "point" release. |
19:38 |
GreenDimond |
Of course everything from your standpoint makes sense just like everything from paramats standpoint makes sense. |
19:38 |
paramat |
well, see above, that's enough arguing :] |
19:38 |
VanessaE |
nerzhul: nah, fuck travis (if he's your type :P ).. |
19:38 |
VanessaE |
paramat: honestly, I don't know which terms you're disagreeing with |
19:38 |
VanessaE |
because you're falling behind :) |
19:38 |
Warr1024 |
if you can find decent automation, no reason you couldn't release every day... |
19:39 |
nerzhul |
gitlab-ci is more and more powerful, because we can take any docker container as a build distro to test all distros |
19:39 |
GreenDimond |
So what is the outcome? |
19:39 |
VanessaE |
Warr1024: well that's a little extreme :P |
19:39 |
nerzhul |
release every day doesn't make sense. |
19:39 |
GreenDimond |
What's the decision? |
19:39 |
Warr1024 |
no, extreme is "release == commit" |
19:39 |
nerzhul |
the decision is this cycle will finish next week. Release will be done on saturday on sunday |
19:39 |
exio4 |
Warr1024: nightly relase |
19:40 |
nerzhul |
nightly already exists on gitlab and should be completed |
19:40 |
GreenDimond |
And what is the new cycle? |
19:40 |
exio4 |
I don't think any kind of static cycle would work for Minetest |
19:40 |
GreenDimond |
Next version is 0.5.0 and then release whenever it works? |
19:40 |
nerzhul |
if you want deb => https://gitlab.com/minetest/minetest/pipelines |
19:40 |
exio4 |
unless I missed something and you've got some funding |
19:40 |
nerzhul |
seriously, release whenever it works ? ... |
19:41 |
GreenDimond |
I don't know :P |
19:41 |
nerzhul |
without 100% unit tests and integration test it's not possible |
19:41 |
Warr1024 |
depends on what you mean by "release". The word, itself, implies more of a "letting go," while most people talk about releases as if they require a "push" sort of effort. The difference is mainly in managing downstream expectations. |
19:41 |
GreenDimond |
That's what I got out of all this xD |
19:41 |
nerzhul |
and release too often mean being stuck with too many retrocompat modes to maintain and loose readability |
19:41 |
VanessaE |
nerzhul: yes, actually. whenever it works, issue a release if it has been more than say 6 weeks or so, maybe |
19:41 |
GreenDimond |
Hence, why I asked. What's the decision!? |
19:42 |
VanessaE |
run scripts, tag the current commit, post an announcement. an hour's work, tops. |
19:42 |
exio4 |
nerzhul: why don't we propose different "levels" for APIs? |
19:42 |
VanessaE |
(well assuming you guys can fix the automated build problem) |
19:42 |
nerzhul |
0.5.0 cannot be release too fast as we have big refactor to do with C++11 |
19:42 |
exio4 |
nerzhul: that'd mean things added would first be `experimental` for maybe two releases |
19:42 |
GreenDimond |
So are we doing 0.4.16.x? |
19:42 |
nerzhul |
enhancing the gitlab pipeline can help |
19:42 |
nerzhul |
no |
19:42 |
VanessaE |
nerzhul: well semver isn't decimal, so it's not like 0.5.0 has to happen right after 0.4.16. it could be 0.4.5453 if it had to be |
19:43 |
VanessaE |
GreenDimond: 0.4.16. |
19:43 |
GreenDimond |
okay... |
19:43 |
nerzhul |
ridiculous |
19:43 |
VanessaE |
what is? |
19:43 |
nerzhul |
we release 0.4.16 next week, after breaking compat, 4++ => 0.5, reset 16 to 0 |
19:43 |
Warr1024 |
isn't 0.5.0 the "pipe dream" milestone that everyone will keep talking about forever, and will include all the refactors everone wishes were possible, as they toil away endlessly on 0.4.99999999? |
19:43 |
VanessaE |
nerzhul: yes, I just said that. |
19:43 |
GreenDimond |
So just plain ol' 0.4.16, and then the next release? |
19:43 |
VanessaE |
nerzhul: it doesn't matter what the third number is when you wanna bump the x.4.x |
19:44 |
exio4 |
I propose the experimental tag for changes |
19:44 |
GreenDimond |
So it goes as normal... 0.4.16 => 0.5.0 => 0.5.1 => etc..? |
19:44 |
VanessaE |
it's not decimal |
19:44 |
nerzhul |
exio4, no. |
19:44 |
nerzhul |
yeah 0.5.1 after 0.5.0 |
19:44 |
nerzhul |
0.5 is for compat break, after we return back to a compatible mode |
19:44 |
rubenwardy |
Warr1024, 0.5 will be the release after 0.4.16 |
19:44 |
VanessaE |
GreenDimond: 0.5.x and beyond happen only if no one finds a reason for a 0.4.17 release, or .18, .19, whatever |
19:44 |
nerzhul |
like the 0.4 cycle, for a time, 2 years of stable devel sounds reasonable |
19:44 |
exio4 |
so if there are more releases in a small timeframe, you can have a window for changes |
19:44 |
Warr1024 |
is 0.5.0 actually approaching complete? |
19:44 |
VanessaE |
rubenwardy: you mean the next major release. |
19:44 |
VanessaE |
not the next point release |
19:44 |
nerzhul |
0.5.0 was not started. |
19:45 |
nerzhul |
the dev cycle will start after 0.4.16 |
19:45 |
GreenDimond |
Okay good. So this whole thing was not about release numbers, just *when* they are released. |
19:45 |
rubenwardy |
it will be the one after this one, unless we move to a patch system |
19:45 |
VanessaE |
rubenwardy: we need to move to a patch system |
19:45 |
VanessaE |
or rather, a frequent-point-release system, |
19:45 |
VanessaE |
as previously discussed. |
19:45 |
VanessaE |
"discussed" |
19:45 |
rubenwardy |
we do |
19:45 |
rubenwardy |
doesn't make my point invalid |
19:46 |
Warr1024 |
I pop my head in here every few months/years to hear people mention 0.5.0 in passing as they're talking about the next impending 0.4.* release... |
19:46 |
rubenwardy |
just not fully qualified |
19:46 |
rubenwardy |
Warr1024, we have client side modding |
19:46 |
GreenDimond |
So if we move to "patch" system or whatever, it will be 0.4.16 => 0.4.16.x (etc..) => 0.5.0 => etc? |
19:46 |
VanessaE |
GreenDimond: it would be 0.4.16-> 0.4.17 .... and eventually 0.5.0 |
19:47 |
VanessaE |
I don't think anyone here wants to add a fourth digit |
19:47 |
GreenDimond |
the x in 0.4.x is the patch? |
19:47 |
rubenwardy |
I'd rather patch releases be added as a new number |
19:47 |
rubenwardy |
GreenDimond, no, minor |
19:47 |
rubenwardy |
we basically use 0.major.minor |
19:47 |
VanessaE |
GreenDimond: in semver, yes. |
19:47 |
GreenDimond |
so what is the patch number o_O |
19:47 |
VanessaE |
"Given a version number MAJOR.MINOR.PATCH, increment the:" |
19:47 |
rubenwardy |
semvar is major.minor.patch |
19:48 |
VanessaE |
(according to semver 2.0.0) |
19:48 |
rubenwardy |
so we should either move to be semvar compliant |
19:48 |
rubenwardy |
or we should add a forth number |
19:48 |
VanessaE |
I thought we already technically did? |
19:48 |
rubenwardy |
I prefer the former, tbh |
19:48 |
paramat |
i sometimes can't keep up with rapid exchanges on IRC, i'm slow with social communication by text, slow to process what is written, and type slowly (borderline aspergers) |
19:48 |
GreenDimond |
So if we switch to patch system it will be major.minor.patch and currently it's 0.major.minor |
19:48 |
VanessaE |
semver doesn't acknowledge a fourth parameter. |
19:48 |
rubenwardy |
VanessaE, we don't use semvar |
19:48 |
VanessaE |
paramat: no worries. |
19:49 |
VanessaE |
rubenwardy: eh? I thought we switched to that a few versions back? |
19:49 |
rubenwardy |
nope |
19:49 |
VanessaE |
huh. |
19:49 |
rubenwardy |
patches must only be bug fixes |
19:49 |
VanessaE |
ok well then the semver argument doesn't even apply anyway |
19:49 |
GreenDimond |
if we use 0.major.minor right now, then what is the 0? |
19:49 |
exio4 |
GreenDimond: it's a 0 |
19:49 |
rubenwardy |
GreenDimond, to show we're unfinished :) |
19:49 |
GreenDimond |
That's it? |
19:49 |
VanessaE |
so let's just stick to 0.4.x and increment x with every point release until 0.5.0 comes out |
19:49 |
GreenDimond |
But when will 0.5.0 come out? |
19:49 |
GreenDimond |
When it breaks right?> |
19:49 |
exio4 |
what's 0.5 about? |
19:49 |
rubenwardy |
December |
19:50 |
VanessaE |
it'll be out in forever. :P |
19:50 |
paramat |
i'm still now going back through all the comments by others i didn't have time to read :] |
19:50 |
GreenDimond |
With the new C++11 or whatever? |
19:50 |
exio4 |
I like C++11 <3 |
19:50 |
exio4 |
let's use boost too! |
19:50 |
VanessaE |
GreenDimond: when we're ready to break something big or at least that's what 0.5.0 was supposed to be for |
19:50 |
Warr1024 |
0 indicates that it's an open-source project. only commercial dev houses give two shits about the magical and arbitrary 1.0. :-D |
19:51 |
GreenDimond |
Does changing to the latest C++ indicate a "break"? |
19:51 |
rubenwardy |
no |
19:51 |
rubenwardy |
I wouldn't say so |
19:51 |
GreenDimond |
Okay... |
19:51 |
exio4 |
there are probably breaking changes while doing so |
19:51 |
GreenDimond |
Why should we break stuff anyway? |
19:51 |
rubenwardy |
it's a change in dependency, but wouldn't break any worlds or the API |
19:51 |
exio4 |
to make use of the C++11 awesomeness |
19:51 |
VanessaE |
GreenDimond: think more like network compatibility |
19:51 |
GreenDimond |
So mods would still be unaffected? |
19:51 |
VanessaE |
maybe? maybe not |
19:51 |
VanessaE |
depends. |
19:51 |
GreenDimond |
If the API is left alone, they should be fine? |
19:52 |
DS-minetest |
the last number could be incremented further for ever, at the moment it's number of issues * 0.02 |
19:53 |
Warr1024 |
no, eventually it will hit overflow :-D |
19:53 |
DS-minetest |
there's no overflow |
19:53 |
GreenDimond |
Who cares if it doesn't break anything. Just change to 0.5.0 on the release after 0.4.16 because that's what everyone has been told and is expecting. |
19:54 |
GreenDimond |
Then after that we can worry about breaking things |
19:54 |
GreenDimond |
and changing ver. # because of it |
19:54 |
rubenwardy |
0.4.65537 |
19:54 |
GreenDimond |
lol |
19:54 |
Warr1024 |
naw, unexpected things will start to break, and you'll find obscure scripts and stuff that expect to be able to parse the version number as a series of signed int32's or something ... it's a fundamental law of the universe. |
19:55 |
Warr1024 |
just like dark matter and dark energy, there are dark dependencies, and dark bugs in them... |
19:55 |
DS-minetest |
yeah, somewhen there's not enough disk space |
19:56 |
DS-minetest |
(the number could be split to multiple numbers) |
19:57 |
DS-minetest |
i mean multiple long unsigned ints |
19:57 |
DS-minetest |
that make one number |
19:57 |
GreenDimond |
0.4.Ï€ |
19:57 |
DS-minetest |
mhm |
19:58 |
VanessaE |
heh |
19:59 |
* DS-minetest |
thinks the number is not that important |
19:59 |
GreenDimond |
eventually π.π.π |
19:59 |
ShadowNinja |
I think I found the unittest bug: https://github.com/minetest/minetest/issues/4810#issuecomment-304472708 |
19:59 |
GreenDimond |
0.4.Ω |
20:00 |
DS-minetest |
GreenDimond: 0.π because π has a . |
20:00 |
GreenDimond |
truuuu |
20:00 |
GreenDimond |
but Ω doesn't :P |
20:01 |
GreenDimond |
or how about 0.4.ℵₒ |
20:02 |
paramat |
well, there was a suggestion to switch to 4.16.0, then later 5.0.0, that gives us the extra number for point releases |
20:03 |
paramat |
while keeping a progression |
20:03 |
GreenDimond |
We should do april fools releases xd |
20:03 |
GreenDimond |
*xD |
20:04 |
GreenDimond |
0.c.55 |
20:04 |
DS-minetest |
ha |
20:04 |
VanessaE |
well according to semver it has to be 1.0.0 but for the sake of continuity, 5.0.0 might work. |
20:04 |
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20:04 |
VanessaE |
GreenDimond: 0.186000.55 ? |
20:04 |
VanessaE |
:) |
20:04 |
exio4 |
VanessaE: 186k? I think you're using the wrong units |
20:04 |
DS-minetest |
0.300000000.55 |
20:04 |
VanessaE |
heh |
20:04 |
VanessaE |
well I'm in the US so nyah. :P |
20:04 |
DS-minetest |
use m/s |
20:05 |
Warr1024 |
ha, I'm in the US and I completely forgot that 186k number. |
20:05 |
VanessaE |
paramat: well according to semver it has to be 1.0.0 but for the sake of continuity, 5.0.0 might work. |
20:05 |
GreenDimond |
We could change the header to "Mintest" on the apr. fools release xD |
20:06 |
VanessaE |
paramat: semver says major version has to increment on a backward-incompatible change in the "public API" |
20:06 |
GreenDimond |
Minecraft has a random chance of a "Minceraft" header |
20:06 |
* VanessaE |
is reading http://semver.org/ |
20:06 |
Warr1024 |
"Mintest" actually sounds like a reasonable name for a minimalist subgame |
20:06 |
GreenDimond |
Merptest |
20:06 |
VanessaE |
derptest :P |
20:06 |
Warr1024 |
Minetset or something might work |
20:07 |
VanessaE |
let's just call the next release mesetint :P |
20:07 |
GreenDimond |
"mintest" and "minetset" are both common typos |
20:07 |
DS-minetest |
+ |
20:08 |
paramat |
well i don't care about semver :] |
20:08 |
Warr1024 |
minet, mineter, minetest |
20:08 |
paramat |
lol mintest! |
20:08 |
GreenDimond |
or how about this version number \u0030\u002e\u0034\u002e\u0031\u0036 |
20:08 |
paramat |
mindset |
20:09 |
Warr1024 |
isn't semver basically xkcd #927 for version numbering? |
20:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/927 -- Fix compiling issue of MSVC by BlockMen |
20:09 |
Warr1024 |
argh, dumb bot, wrong context |
20:10 |
paramat |
i just dislike the idea of ever using 1.0.0 because it implies 'doneness' which doesn't suit MT |
20:11 |
paramat |
raises expectations too high |
20:11 |
Warr1024 |
same here |
20:11 |
Warr1024 |
I'd say it lowers expectations in a way. |
20:11 |
* DS-minetest |
likes the 0.4.x |
20:12 |
Warr1024 |
I associate 1.0 less with "no glaring deficiencies" as much as with "significant reduction in development speed" |
20:12 |
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20:13 |
Fixer |
or release 0.5 now, since you have CSM and stuff... |
20:13 |
Warr1024 |
maybe 0.(4.5).0 ? :-D |
20:13 |
VanessaE |
heh |
20:14 |
VanessaE |
oh also, |
20:14 |
Warr1024 |
my unicode-fu is not sufficient to dig out the '1/2' char... |
20:14 |
VanessaE |
http://semver.org/#spec-item-9 <--- we ARE allowed to write e.g. 0.4.17-1234 if wanted. |
20:15 |
VanessaE |
er +1234 |
20:16 |
paramat |
oh and about nodebox meshes, they get generated with the internal faces of all boxes, which is why .obj meshes are better, no internals, faster render |
20:16 |
Warr1024 |
if semver is a.b.c, then it seems minetest is 0.a.(b+c) |
20:18 |
Warr1024 |
paramat: is there a reason why they generate internal faces, or could/should they just be made not to? |
20:18 |
VanessaE |
paramat: but meshes have another problem - hidden faces aren't really hidden |
20:18 |
VanessaE |
(well they are at the driver/opengl level, but not at the meshgen level) |
20:20 |
Warr1024 |
what tools do you use to make obj meshes, anyway? I've always stuck to nodebozes because they're the only ones I knew how to make. |
20:20 |
VanessaE |
paramat: so with e.g. a cube as a mesh node there will necessarily be three faces that the mesh gen has to process, even if they'll be culled at th driver level |
20:20 |
VanessaE |
Warr1024: blender. |
20:20 |
Warr1024 |
argh, was hoping you wouldn't say blender |
20:20 |
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20:21 |
VanessaE |
blender isn't hard to leanr |
20:21 |
VanessaE |
learn* |
20:21 |
GreenDimond |
Not hard at all |
20:21 |
VanessaE |
and most of the skills you learn there can transfer over to other 3d-related stuff e.g. 3d printing |
20:21 |
GreenDimond |
Well, the basics aren't difficult :) |
20:21 |
GreenDimond |
Its the memorization that's the hard part |
20:21 |
GreenDimond |
stupid hexchat doesn't update all the chat I missed when my internet went offline >:/ |
20:21 |
GreenDimond |
Kiwi does |
20:22 |
GreenDimond |
At least logs exist :P |
20:22 |
Warr1024 |
I hate memorization, and don't do enoigh 3d stuff to make it worth it. |
20:23 |
Warr1024 |
blender is too modal for me too, and I use vi. |
20:23 |
VanessaE |
heh |
20:23 |
GreenDimond |
I have barely stepped into the world of poly-ing. I do more sculpting, but I have gotten bored of that so I am messing with polying now :P |
20:24 |
GreenDimond |
making the stairs was easy enough |
20:28 |
paramat |
Warr1024 conversion from nodeboxes to meshes preserves internal faces, better if they didn't but that's how RBA coded it. Not sure it's easy or fast to determine if a face is internal or not, maybe it was kept simple for performance |
20:30 |
Warr1024 |
I guess we could adopt a "pre-optimized" nodebox format, or even something like just specifying faces directly in lua ... or maybe the nodebox optimization could be done automatically, bu only once... |
20:30 |
Warr1024 |
the "direct faces in lua" thing is basically obj meshes w/o the obj file, I guess... |
20:31 |
Warr1024 |
I should go see what's IN an obj file ... maybe it's something not completely unreasonable to edit by hand... |
20:37 |
Warr1024 |
It looks like somebody intrepid enough COULD write something to convert nodeboxes to obj meshes, and maybe do some reasonable optimizations ... dunno if I'd be able to get to it anytime foreseeably soon, though. |
20:40 |
nerzhul |
paramat, i agree, a 1.0 is not reasonable atm as there are many refactor to do in both server and client to have a nice 1.0 :) |
20:46 |
VanessaE |
Warr1024: already did that. |
20:46 |
VanessaE |
look on the forum for the "slope test" thread |
20:47 |
Warr1024 |
VanessaE: ah, thanks |
20:47 |
VanessaE |
I wrote a script and put it in there to convert nodeboxes to .obj |
20:47 |
VanessaE |
I think rubenwardy's nodebox editor can do it, too |
20:47 |
VanessaE |
the script does not attempt to cull hidden/buried faces though |
20:48 |
GreenDimond |
Seems many people are having problems with running latest MT as a server |
20:49 |
GreenDimond |
And by 'many' I mean 2 |
20:49 |
VanessaE |
^^^ paramat see? THIS is why we need frequent point releases. what does "latest MT" mean? :) |
20:49 |
GreenDimond |
-_- |
20:49 |
GreenDimond |
Fine. 'Feature Freeze Release' if you will. |
20:49 |
VanessaE |
heh |
20:49 |
Fixer |
GreenDimond: what problems? |
20:50 |
GreenDimond |
https://forum.minetest.net/viewtopic.php?f=18&t=17708 |
20:50 |
GreenDimond |
read up :) |
20:50 |
GreenDimond |
Actually 3 ppl having probs |
20:50 |
GreenDimond |
or maybe only 2 |
20:50 |
GreenDimond |
point is they having problem |
20:51 |
GreenDimond |
*problems |
20:56 |
Fixer |
there currently at least 77 servers that are using 0.4.15-dev, and 27 have players on them right now, i don't see major problems or some huge inflow of bugs posted |
20:56 |
Fixer |
maikerumine problem is not clear and may be out of memory error |
20:57 |
Fixer |
iirc he still uses 32 bit builds |
20:57 |
Fixer |
that custom subgame may be outdated and have bugs |
20:59 |
VanessaE |
Fixer: that's because there just really aren't that many big, critical bugs that actually affect end users |
20:59 |
Fixer |
"e server was running great for 20 minutes, then became unresponsive to the point where there was no error, just total game freeze." |
21:00 |
Fixer |
i have impression he run out of memory |
21:13 |
Fixer |
settingtypes is up to date? |
21:19 |
paramat |
should be, apart from #5836 |
21:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/5836 -- Added missing levels to logging menu by NathanSalapat |
21:56 |
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23:58 |
Hijiri |
fixed some of the issues with #5819 |
23:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/5819 -- Fix default item callbacks to work with nil users by raymoo |