Time |
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07:46 |
nerzhul |
hello, merging #5940 in ~10 mins (forget to do it yesterday :p) |
07:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/5940 -- Use a settings object when generating world.mt and set player_backend to sqlite. by red-001 |
07:48 |
nerzhul |
and #5926 too |
07:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/5926 -- Autorun: Change to 'autoforward' by paramat |
08:26 |
nerzhul |
merging #5928 in ~10 mins |
08:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/5928 -- C++11 patchset 5: use std::threads and remove old compat layer by nerzhul |
08:37 |
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08:54 |
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08:56 |
paramat |
rubenwardy sfan5 nore i will merge game#1763 soon, could anyone look at game#1749 and game#1758 ? maybe i could merge the flower texture too? |
08:56 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1763 -- Revert "shorter and better abm's" by DS-Minetest |
08:56 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1749 -- Flowers: New texture for yellow dandelion by paramat |
08:56 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1758 -- Stairs: Use one recipe matching inventory appearence by paramat |
08:57 |
paramat |
game#1761 means MTG 0.4.16 was seriously broken, perhaps we need a point release after merge? |
08:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1761 -- Regression - overriding of default functions does not work anymore (lavacooling) |
08:59 |
nerzhul |
maybe it can be nice to have discontinuity between mtg and core for releases ? |
08:59 |
nerzhul |
it permit to keep stable core with more recent MTG stable version (example: android) |
09:01 |
paramat |
they are very interdependent so i feel both should release at the same time, however we could have more frequent MTG releases |
09:01 |
paramat |
sorry i mean, |
09:01 |
paramat |
when engine releases there should be a MTG release at the same time |
09:02 |
nerzhul |
yeah in the current workflow it's like that because MTG uses core engine las tfeatures |
09:03 |
paramat |
problem is, since they are interdependent, a later MTG release would only work with current MTdev and not with last MTstable |
09:03 |
Zeno` |
not sure why they should be released together. They're different projects |
09:03 |
nerzhul |
but imagine if all mtg maintainers wants more frequent releases, example 3 mtg release per core, use the new features only on the third release heh :) anyway it doesn't depend on myself but it's a suggestion for mtg |
09:03 |
Zeno` |
anyway bbiab |
09:04 |
nerzhul |
paramat, yes the dependency is due to the current workflow :) |
09:04 |
paramat |
yeah |
09:06 |
paramat |
it would be frustrating to only add stuff to MTG that works with last stable MT, the interdependent work is best done together otherwise we end up with a backlog of stuff to add when MT is bumped, more chance of forgetting stuff |
09:07 |
paramat |
the extra releases may have to be a different branch |
09:08 |
nerzhul |
paramat, yeah but how does other game work ? i think it's same problem :) |
09:08 |
nerzhul |
yeah, devel + stable, it needs a little bit more maintenance |
09:20 |
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09:27 |
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09:30 |
DS-minetest |
paramat: is game#1762 good now? |
09:30 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1762 -- doors: make white parts of trapdoor side to wood by DS-Minetest |
09:32 |
paramat |
that's probably fine, it now does the same as the steel trapdoor |
09:33 |
paramat |
will merge game#1763 in a moment |
09:33 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1763 -- Revert "shorter and better abm's" by DS-Minetest |
09:33 |
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09:33 |
DS-minetest |
well, the steel trapdoor seems to have 3 colorlayers |
09:34 |
DS-minetest |
one of them (the whitest) isn't shown on node |
09:34 |
Zeno` |
1762 seems reasonable and good to me. +1 |
09:40 |
paramat |
hehe :] |
09:44 |
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09:47 |
paramat |
+1 for 1762 |
09:50 |
paramat |
oh er, merged 1763 |
09:56 |
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10:00 |
paramat |
game#1768 perhaps we can just re-tag latest MTG as 0.4.16? |
10:00 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1768 -- Re-tag or point release due to important bugfix? |
10:09 |
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10:15 |
paramat |
i'm fine with making MTG more separate from the engine. sfan5 rubenwardy nore perhaps it would be good to have a new IRC channel 'minetest-game-dev' so we are not disturbing non-MTG devs? |
10:15 |
sfan5 |
that's not useful imo |
10:15 |
sfan5 |
paramat: flower texture pr lgtm |
10:19 |
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10:23 |
paramat |
thanks |
10:26 |
nerzhul |
sfan5, can i merge the gitlab-ci windows build pr ? :) |
10:29 |
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10:43 |
paramat |
anyone for game#1543 ? server owners say this will be very useful |
10:43 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1543 -- Add 'creative' privilege for survival servers by tenplus1 |
10:43 |
paramat |
also game#1758 |
10:43 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1758 -- Stairs: Use one recipe matching inventory appearence by paramat |
10:50 |
Zeno` |
it's useful. This is "minetest-dev" and minetest refers only to the engine |
10:51 |
Zeno` |
(as had been said again and again and again by people not me) |
10:52 |
sfan5 |
no it's not useful to split minetest into yet more channels |
10:52 |
Zeno` |
AFAIC there is no reason for MTG to be discussed in there though. This is *minetest* dev |
10:53 |
Zeno` |
s/there/here |
10:53 |
sfan5 |
what if the "minetest" refers to everything under the github org called minetest? |
10:53 |
Zeno` |
then we can all add labels or whatever |
10:53 |
Zeno` |
but that it not how it is |
10:53 |
sfan5 |
{{citation needed}} |
10:53 |
sfan5 |
who says that this channel is exclusively for engine dev? |
10:54 |
Zeno` |
the channel name says it |
10:54 |
sfan5 |
no |
10:54 |
Zeno` |
there is minetest (the engine) and minetest_game |
10:54 |
sfan5 |
the channel name only says "minetest" |
10:54 |
red-NaN |
a lot of people when ever someone tries to ask a modding question |
10:54 |
sfan5 |
everything more than that is an interpretation |
10:54 |
Zeno` |
so they're not separate after all? |
10:54 |
sfan5 |
also do we need seperate channels for the website dev? |
10:54 |
sfan5 |
or server list dev? |
10:58 |
sfan5 |
nerzhul: which one was that again? |
11:03 |
paramat |
game#1764 seems good |
11:03 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1764 -- Adding backface culling to stairs by MrRar |
11:13 |
paramat |
well, actually it can be improved |
11:52 |
Thomas-S |
Is there a special reason why enum NodeDrawType in nodedef.h is ordered differently than EnumString es_DrawType in s_node.cpp? I think this leads to some weird bugs. |
12:02 |
Thomas-S |
-> related PR: #5946 |
12:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/5946 -- Order es_DrawType exactly like enum NodeDrawType in nodedef.h by Thomas--S |
12:12 |
Zeno` |
what bugs? |
12:16 |
Thomas-S |
It sometimes returns the wrong drawtype to the modding API. In the current code there is only one situation I know: c_content.cpp: std::string drawtype(ScriptApiNode::es_DrawType[(int)c.drawtype].str); I also experienced related problems during the development of meta-set nodedef. |
12:16 |
Zeno` |
it should not be an array of struct then |
12:18 |
Thomas-S |
What would you suggest instead? |
12:19 |
Zeno` |
Why are the enum values included in that array? |
12:19 |
Zeno` |
if they must be ordered exactly like enum NodeDrawType in nodedef.h then they are redundant |
12:21 |
Thomas-S |
When both are ordered the same way, it is quite easy to convert from internal number to the string modders use. |
12:21 |
Thomas-S |
Otherwise, a more complex (and most likely slower) function would be needed. |
12:22 |
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12:23 |
nerzhul |
sfan5, what are your talking about ? |
12:24 |
nerzhul |
i was talking a coffee and i don't see the contextual idea behind your comment and previous comments :p |
12:26 |
nerzhul |
merging #5924 in ~15 mins |
12:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/5924 -- Have the server send the player list to the client by red-001 |
13:01 |
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13:30 |
nerzhul |
sfan5, if you talked about the PR it is #5923 |
13:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/5923 -- Implement GItlab CI daily builds for windows platform (32 & 64) by nerzhul |
13:47 |
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14:05 |
nerzhul |
ty sfan5 i shorten tests, i merge in ~15 mins |
14:22 |
cx384 |
is there any chat spam protection in minetest? |
14:24 |
nerzhul |
yes |
14:24 |
nerzhul |
there is since 0.4.16 and maybe 0.4.15 i added it |
14:24 |
nerzhul |
it's configureable it's 8 messages in 10 seconds |
14:24 |
cx384 |
oh ok |
14:24 |
nerzhul |
+ a message length limit of 500 you can configure |
14:24 |
Calinou |
8 messages in 10 seconds sounds high |
14:24 |
cx384 |
thank you |
14:25 |
Calinou |
4 messages in 10 seconds would be more logical, and a message length limit of ~300 |
14:25 |
Calinou |
and, if you break the spam limit several times, you get a temporary ban |
14:25 |
Calinou |
else it's really easy to ruin people's games without getting banned if no admin is around |
14:25 |
cx384 |
where is the file? |
14:25 |
Calinou |
(especially since we don't have /ignore yet) |
14:25 |
nerzhul |
Calinou, i tested the function on my server to be relatively good |
14:27 |
cx384 |
anywhere there https://github.com/minetest/minetest/tree/master/builtin ? |
14:28 |
nerzhul |
i don't see the doc, very strange |
14:29 |
nerzhul |
and yes there is a kick after 50 messages Calinou |
14:29 |
nerzhul |
https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp#L303 |
14:29 |
nerzhul |
look at the 3 options |
14:29 |
nerzhul |
cx384, ^ |
14:29 |
Calinou |
50 messages in 10 seconds? |
14:29 |
cx384 |
thx |
14:30 |
Calinou |
also, this should be a temporary ban (but we don't have temporary bans in minetest_game yet...), else you can just rejoin infinitely :P |
14:30 |
nerzhul |
Calinou, there is not temporary ban support in core, it's a pure core feature, catched before any lua callback |
14:31 |
nerzhul |
calculated per player object session |
14:49 |
paramat |
will merge game#1749 game#1762 in a moment |
14:49 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1749 -- Flowers: New texture for yellow dandelion by paramat |
14:49 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1762 -- doors: make white parts of trapdoor side to wood by DS-Minetest |
14:54 |
cx384 |
I have created a simple spam protection mod, which dose not kick or ban the player, it mutes him. What do you think? (<nerzhul>) https://github.com/cx384/spam_protection |
14:55 |
nerzhul |
core currently already does this |
14:56 |
nerzhul |
you spam, you are can talk, the more you talk the more the score is high and you can talk more and more later |
14:56 |
nerzhul |
and if you exceed 50 score, kick |
14:56 |
nerzhul |
don't develop a mod there is already a feature in core |
14:57 |
cx384 |
:/ ok |
15:00 |
paramat |
merging |
15:02 |
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15:04 |
paramat |
complete |
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19:00 |
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19:00 |
red-NaN |
#5948 |
19:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/5948 -- Add a server-sided way to remove color codes from incoming chat messages by red-001 |
19:02 |
nerzhul |
red-NaN, nice, Krock can you look at this too ? |
19:02 |
Shara |
Yessss |
19:03 |
nerzhul |
okay for me |
19:03 |
nerzhul |
erf Krock disapear, paramat or sfan5 maybe ? |
19:07 |
nerzhul |
red-NaN, what do you think about the two new limits i added ? |
19:07 |
nerzhul |
and how we can limit the node map reading ? |
19:07 |
nerzhul |
which strategy |
19:12 |
paramat |
erm |
19:14 |
paramat |
is it better to make coloured chat a 'flavour' that can be disabled? instead of removing colour codes from allowed coloured chat? |
19:14 |
red-NaN |
no |
19:14 |
paramat |
why |
19:14 |
red-NaN |
thats a dumb solution |
19:15 |
red-NaN |
this works even for old clients |
19:15 |
red-NaN |
and modded clients |
19:15 |
paramat |
ok |
19:15 |
red-NaN |
and people copy and pasting colour codes |
19:15 |
nerzhul |
it's managed by server here completely, it's server responsiblity to cleanup not client, it's also better protection against rogue client disabiling a client limit :p |
19:16 |
paramat |
seems a good approach then |
19:21 |
red-NaN |
huh can defintion look up's cause issues? |
19:25 |
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19:28 |
nerzhul_ |
red-NaN: i think somebody will tell it it's part of his gameplay at a moment, i prefer to be sure :) |
19:28 |
red-NaN |
thats, thats a fair point |
19:47 |
red-NaN |
nerzhul, I update #5948 are you still ok with it? |
19:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/5948 -- Add a server-sided way to remove color codes from incoming chat messages by red-001 |
19:47 |
red-NaN |
just make it always remove the colour codes before logging chat |
19:49 |
Thomas-S |
red-NaN, I have a suggestion for your PR: How about allowing players with the "server" priv to use color codes (useful e.g. for important announcements) |
19:50 |
red-NaN |
Thomas-S, well that might be out of scope for this PR |
19:50 |
red-NaN |
and it could delay it getting merged |
19:50 |
red-NaN |
why not added a server-sided command for that? |
19:53 |
Thomas-S |
A server side command provided by a mod is also ok. It was only a quick suggestion. |
19:55 |
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19:56 |
red-NaN |
nerzhul_, I update #5948 are you still ok with it? |
19:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/5948 -- Add a server-sided way to remove color codes from incoming chat messages by red-001 |
19:59 |
nerzhul_ |
yes |
20:00 |
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20:04 |
itubal |
Hi |
20:04 |
itubal |
good night everybody |
20:05 |
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20:05 |
itubal |
@calcul0n yhankyou for your answers |
20:05 |
itubal |
Hi |
20:32 |
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20:46 |
itubal |
Hi cx384 |
20:47 |
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22:47 |
red-NaN |
coloured chat has a werid history |
22:47 |
red-NaN |
why was the escape char changed from /v to /x1b? |
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