Time |
Nick |
Message |
00:00 |
paramat |
ShadowNinja from dev channel |
00:10 |
red-001 |
alright I will try and reimplement the PR using that |
00:37 |
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00:43 |
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01:02 |
paramat |
ShadowNinja can #5852 be merged? if so i will with #5951 and #5908 in a few mins |
01:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/5852 -- Improve the path select GUI by red-001 |
01:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/5951 -- Fix #5947: wrong offset with MO_BIT_RANDOM_OFFSET_Y by numberZero |
01:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/5908 -- (Re)spawn players within 'mapgen_limit' by paramat |
01:02 |
ShadowNinja |
paramat: Sure, as long as you've tested it. |
01:03 |
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01:03 |
paramat |
i haven't tested 5852 |
01:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5852 -- Improve the path select GUI by red-001 |
01:05 |
ShadowNinja |
paramat: Just test it before merge then. I'll be merging #5914 too. |
01:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/5914 -- Removed redundant pointer null checks by QrchackOfficial |
01:10 |
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01:17 |
paramat |
merging .. |
01:22 |
paramat |
done |
01:29 |
paramat |
so much TODO |
01:35 |
ShadowNinja |
Any comments on my patch to fix this bug: https://github.com/minetest/minetest/issues/4810#issuecomment-304474260 |
01:35 |
ShadowBot |
Unittests crash on Release build · Issue #4810 · minetest/minetest · GitHub |
01:52 |
paramat |
on a quick look it seems reasonable |
02:24 |
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02:52 |
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06:24 |
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07:01 |
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07:09 |
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07:34 |
nerzhul |
hi, merging #5957 in ~10 mins |
07:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/5957 -- Remove threads.h and replace its definitions with their C++11 equivalents by ShadowNinja |
07:40 |
nerzhul |
can someone review #5955 it's fairly trivial it only adds thread_local keyword to some static variables permitting to limit their lifetime to thread lifetime |
07:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/5955 -- C++11 patchset 7: Use thread_local with static for some settings by nerzhul |
07:41 |
nerzhul |
i will also merge #5852 |
07:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/5852 -- Improve the path select GUI by red-001 |
07:41 |
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08:38 |
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08:39 |
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08:40 |
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08:47 |
nerzhul |
merging #5901 in ~10 mins |
08:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/5901 -- Remove minetestmapper from this repository by nerzhul |
09:16 |
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10:16 |
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10:38 |
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10:43 |
kilbith |
who had the brillant idea to set `liquid_update` to 1.0 |
10:43 |
kilbith |
it's too slow |
10:45 |
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10:48 |
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10:51 |
kilbith |
proller |
11:00 |
nerzhul |
yeah kilbith i approve it's not very realistic |
11:12 |
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11:14 |
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11:25 |
nerzhul |
hi Zeno` |
11:30 |
Zeno` |
hi |
11:33 |
nerzhul |
can someone review #5955, it's fairly trivial, adding thread local lifetime on some static variables :) |
11:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/5955 -- C++11 patchset 7: Use thread_local with static for some settings by nerzhul |
11:40 |
nerzhul |
merging #5960 in ~20 mins |
11:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/5960 -- Sound: Add pitch option by Rui-Minetest |
11:41 |
Zeno` |
+1 |
11:41 |
Zeno` |
(for 5955) |
11:41 |
nerzhul |
ty, then merging both in remaining time :p |
11:53 |
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11:55 |
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Fixer joined #minetest-dev |
12:18 |
Fixer |
got interesting error trying to connect to hometown server on newest client |
12:18 |
Fixer |
and also to jungle 0.4.16 stable server |
12:18 |
Fixer |
error is |
12:18 |
Fixer |
2017-06-11 15:15:47: ERROR[Main]: A serialization error occurred: |
12:18 |
Fixer |
2017-06-11 15:15:47: ERROR[Main]: deSerializeString: couldn't read all chars |
12:18 |
Fixer |
2017-06-11 15:15:47: ERROR[Main]: The server is probably running a different version of Minetest. |
12:19 |
Fixer |
client 65819f3b |
12:20 |
Fixer |
yeah, can't connect to anything |
12:23 |
nerzhul |
can you bisect ? |
12:23 |
Fixer |
yeah |
12:24 |
Fixer |
a9f02ab5 was fine btw |
12:26 |
nerzhul |
i have same problem, right |
12:26 |
nerzhul |
works in singleplayer not with remove servers |
12:33 |
Fixer |
bisecting |
12:36 |
Fixer |
#warning Please include winsock2.h before windows.h |
12:39 |
Fixer |
6c5e5e20 is good |
12:40 |
nerzhul |
then only 4 commits can cause the problem |
12:41 |
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12:42 |
Fixer |
continuing |
12:44 |
nerzhul |
the only commit who can be related is #ff73c7a5da6ab8ac0bb678ebf25b83e805397029 |
12:45 |
Fixer |
lets see |
12:45 |
nerzhul |
i think https://github.com/minetest/minetest/commit/ff73c7a5da6ab8ac0bb678ebf25b83e805397029#diff-70868aa6d6b96c0c1623c761500d23c4R261 is the cause here |
12:45 |
Fixer |
unfortunately i do full recompile since there was cmakelist change |
12:47 |
nerzhul |
it's only for windows then, on linux it's only related files change |
12:49 |
Fixer |
03ff53e1 is good |
12:52 |
nerzhul |
i'm testing a fix |
12:54 |
nerzhul |
okay i see the problem |
12:54 |
nerzhul |
protocol version is not checked |
12:54 |
nerzhul |
and not bumped |
12:55 |
Fixer |
nerzhul: " Sound: Add pitch option (#5960)" is bad one |
12:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/5960 -- Sound: Add pitch option by Rui-Minetest |
12:55 |
nerzhul |
yes i know |
12:55 |
nerzhul |
i know why, i just don't have the fix yet |
13:12 |
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13:56 |
sfan5 |
nerzhul: the problem is that {de,}serializeSimpleSoundSpec are not versioned at all |
13:56 |
sfan5 |
and since they aren't inside a container with length the try{} method can't be applied here |
13:56 |
sfan5 |
sounds like ContentFeatures need a version bump |
14:20 |
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14:35 |
nerzhul |
sfan5, yes |
14:39 |
|
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14:45 |
kilbith |
https://github.com/minetest/minetest/pull/5964 |
14:45 |
kilbith |
^ nerz |
14:46 |
red-001 |
#5964 |
14:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/5964 -- Fix the serialization error by ff73c7a by Rui-Minetest |
15:18 |
|
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15:30 |
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Megaf joined #minetest-dev |
15:52 |
red-001 |
#5965 |
15:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/5965 -- Load client-side mods into memory before executing them. by red-001 |
15:55 |
nerzhul |
red-001, mods should use require instead of load file |
15:55 |
nerzhul |
it's how lua should work, but not in MT |
15:56 |
red-001 |
can't that be implemented latter? |
15:56 |
nerzhul |
i don't see the benefit or your pr atm |
15:56 |
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15:56 |
tenplus1 |
hi folks |
15:57 |
tenplus1 |
Q. was entity collision altered or changed in the 0.4.16 release ??? |
15:58 |
red-001 |
it's meant to make it easier to implement server-mod sending |
15:58 |
nerzhul |
atm i don't see how, please note i don't wants mods to be in media cache |
15:58 |
red-001 |
why not? |
16:00 |
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16:01 |
nerzhul |
a mod is not a media and mods should be packed before sending and comprssed |
16:04 |
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16:08 |
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16:08 |
VanessaE |
mods will need to be cached., |
16:09 |
VanessaE |
if not in the media cache, then somewhere else. |
16:09 |
tenplus1 |
hi Vanessa |
16:09 |
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16:10 |
VanessaE |
someone will invariably end up making a server or subgame that pushes tons of CSM content, and if you don't cache it, the client will have to spend who knows how many extra minutes at every connect to re-download said mods. |
16:11 |
VanessaE |
seems simple enough to hash the mod same as with an image. |
16:14 |
nerzhul |
if someone is doing a CSM mod like dreambuild i hope the player has 8 cores and 32 gb ram to run it (joke) |
16:14 |
VanessaE |
:P |
16:14 |
rubenwardy |
mods should just be media |
16:15 |
rubenwardy |
so can be cached the same way |
16:15 |
VanessaE |
so change the name of the media cache to "resources" or something |
16:16 |
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16:16 |
kilbith |
we won't be able to make proprietary mods that way |
16:16 |
VanessaE |
good :P |
16:16 |
kilbith |
no, not good |
16:16 |
VanessaE |
yes, very good. |
16:17 |
VanessaE |
fuck proprietary mods. this is an open-source project. |
16:17 |
kilbith |
I have bills to pay, you know |
16:17 |
rubenwardy |
Lua isn't designed to be secure |
16:17 |
rubenwardy |
source code wise |
16:17 |
red-001 |
yes you will be |
16:17 |
nerzhul |
i have bills too to pay but i seems minetest doesn't give me money and is an open source software. You have money patch the code. That's all |
16:17 |
VanessaE |
kilbith: besides, the engine already forbids closed-source mods anyway |
16:17 |
kilbith |
true, and bytecode is 1. not portable and 2. easily decompilable |
16:18 |
red-001 |
Just add your license to the start of the file |
16:18 |
kilbith |
that's why we enforce using our mods on servers |
16:18 |
red-001 |
do note I'm not a lawyer |
16:18 |
kilbith |
VanessaE, you can disable Mod Security and you can run bytecode directly |
16:18 |
rubenwardy |
you can still have proprietary mods, you just can't DRM/keep control of source code, ie: piracy would be easy |
16:18 |
rubenwardy |
but most piracy is easy these days |
16:18 |
VanessaE |
kilbith: not if you use LuaJIT, which most people do. |
16:18 |
red-001 |
but afaik just having source code doesn't allow you to use it legally speaking |
16:19 |
VanessaE |
last I checked, LuaJIT won't load bytecode mods. |
16:19 |
kilbith |
VanessaE, this works even if you use LuaJIT (it disables itself) |
16:19 |
red-001 |
LuaJIT has it's own type of bytecode |
16:19 |
kilbith |
since it produces its own bytecode |
16:20 |
VanessaE |
well either way, proprietary mods can go sink in a tar pit. |
16:20 |
tenplus1 |
o.O |
16:20 |
kilbith |
you want to make me jobless then |
16:20 |
VanessaE |
kilbith: or you can find a way around the problem |
16:21 |
VanessaE |
there are lots of companies that make plenty of money in open source. |
16:21 |
red-001 |
I don't even know what your usecase is |
16:21 |
VanessaE |
if Redhat can do it, so can you :P |
16:21 |
kilbith |
VanessaE, RedHat sells services, not softwares |
16:21 |
kilbith |
besides, do you know a startup living from open-source stuff? |
16:21 |
* VanessaE |
shrugs |
16:21 |
* tenplus1 |
opens a 24-hour minetest hotline costing 2.99 per minute for advice |
16:22 |
VanessaE |
not to sound callous, but it isn't minetest's job to make you money :) |
16:22 |
tenplus1 |
and I hope that any mods made dont end up like mc and start charging |
16:23 |
kilbith |
VanessaE, you will cease to cooperate then |
16:23 |
rubenwardy |
this is heading into #-hub |
16:23 |
kilbith |
shit |
16:23 |
kilbith |
*we will |
16:23 |
* VanessaE |
shrugs |
16:24 |
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16:24 |
VanessaE |
that's between you, your boss, and LGPL. |
16:24 |
kilbith |
i.e. changing our license to GPL and you will never see our toys in mainstream |
16:24 |
kilbith |
err, *upstream |
16:24 |
VanessaE |
you can't do that without approval from all authors whose code you're using |
16:24 |
rubenwardy |
false |
16:24 |
rubenwardy |
LGPL is relicensable to GPL |
16:25 |
VanessaE |
hm, ok |
16:25 |
kilbith |
you talked about RedHat, it is the most proeminent contributor to the linux kernel because why? money |
16:25 |
rubenwardy |
anyway, it's only client mods that would be transferred - server mods' code would stay on the server |
16:26 |
VanessaE |
then maybe Minetest needs to drop this LGPL crap and go back to GPL |
16:26 |
rubenwardy |
🤷 |
16:26 |
VanessaE |
[01F 937] |
16:27 |
VanessaE |
no offense, kilbith but what you just said about changing the license sounds incredibly hostile |
16:27 |
rubenwardy |
I personally like the idea of commercial/proprietary companies building products using Minetest, and backporting changes |
16:27 |
VanessaE |
why should MT devs even begin to make things easier for you? |
16:27 |
nerzhul |
you can change is if you want, we will continue to do our path and you will spent money if you want our additions to merge them, but it's not our problem, like any other fork |
16:28 |
VanessaE |
rubenwardy: yeah, the key word there is "backporting". |
16:28 |
kilbith |
VanessaE, because you desperately need us ;) |
16:28 |
nerzhul |
rubenwardy, i like it too, but there is no company which does that |
16:28 |
nerzhul |
i don't see why we need you you don't really contribute you are making your own way, your sahders etc, source is not available publicly to see the quality of the work or if we can backport it |
16:29 |
VanessaE |
kilbith: he's not wrong... you've shown lots of screenshots and zero code. |
16:29 |
nerzhul |
also MT cannot integrate specialized things because it's a little bit generic, not a whole game (and i would prefer if MT was more a game than an engine) |
16:30 |
red-001 |
we rarely get any backported features from you anyway |
16:30 |
rubenwardy |
he has made more than a few contributions this year |
16:30 |
kilbith |
nothing forces us to release our code in open-source currently, we're not cuurently exploiting commercially yet |
16:30 |
VanessaE |
rubenwardy: none from his commercial project |
16:30 |
VanessaE |
kilbith: aaaa...ctually yes it does |
16:30 |
VanessaE |
that's kinda the point of [L]GPL |
16:30 |
nerzhul |
kilbith, you are totally wrong, the license doesn't care about your commercial things or not. |
16:30 |
kilbith |
no, we are not on the market yet |
16:30 |
red-001 |
so what do you want DRM for CSM mods? |
16:30 |
rubenwardy |
false, VanessaE |
16:31 |
rubenwardy |
he only needs to give source to end users |
16:31 |
kilbith |
so it enters in the personal usage |
16:31 |
nerzhul |
red-001, no DRM from us, we don't care, just do our own way, they want DRM, they patch |
16:31 |
rubenwardy |
and that doesn't apply to subgames/mods, as long as they don't use any LGPL code |
16:31 |
nerzhul |
personal usage is for one human entity, as i see you are a non human entity |
16:31 |
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16:31 |
VanessaE |
rubenwardy: you sure about that? last I checked, he has to provide the source or a link thereto to anyone who wants it |
16:32 |
red-001 |
VanessaE, no |
16:32 |
red-001 |
only people with access to the binary |
16:32 |
rubenwardy |
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.en.html |
16:32 |
red-001 |
the license that worldedit uses requires that |
16:33 |
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16:33 |
red-001 |
or if your mod code being secrect is a requirement just don't use CSM |
16:33 |
kilbith |
this is sad you're suspecting me of being a ned or something |
16:33 |
kilbith |
meanwhile there are real illegal forks on the Play Store from people which have never contributed to MT |
16:34 |
red-001 |
we are not going to avoid added a feature because you can't use it |
16:34 |
VanessaE |
kilbith: you are the one who just threatened to change your license and explicitly try to prevent backporting of new features. |
16:34 |
nerzhul |
kilbith, except adding ads which si not really backportable seems our code is nothing... unfortunately |
16:34 |
rubenwardy |
I think this is all an over reaction |
16:35 |
kilbith |
VanessaE, also we already backported *some* of our changes: https://github.com/minetest/minetest/pulls/adelcoding1 |
16:35 |
kilbith |
this dude is my team mate |
16:36 |
VanessaE |
that's not the point, kilbith |
16:36 |
rubenwardy |
kilbith, keep doing what you're doing, I look forward to seeing an end product |
16:36 |
kilbith |
we hire people in the community also |
16:37 |
nerzhul |
it's common to see that in free software, except they keep in community genraly |
16:49 |
rubenwardy |
I think the thing is that we're all volunteers here |
16:50 |
rubenwardy |
it's much more worth our time to make this is better game / engine for us, rather than companies - so if you want DRM etc, you'll need to implement it yourself :P |
16:50 |
rubenwardy |
don't worry though |
16:51 |
rubenwardy |
we won't be doing anything stupid like sending server mods' code to the client - there's no need |
16:51 |
kilbith |
well, that's a relief |
16:52 |
VanessaE |
client mods will eventually be sent from the server of course. |
16:53 |
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16:53 |
tenplus1 |
https://github.com/minetest/minetest/issues/5966 |
16:56 |
VanessaE |
oh, and for the record kilbith, if curtailing copyright infringement is your goal, then fuck DRM and fuck "security by obscurity". They don't work. Never have, never will. |
16:58 |
kilbith |
I love you when you get upset |
16:58 |
VanessaE |
you commercial guys have been trying that crap since the first 8 bitters hit consumers' desks in the late 1970's. |
16:58 |
VanessaE |
upset? heh. more like amused. |
17:00 |
kilbith |
maybe some banknotes in the good pockets can help some people there to accept what we want to put down your throat |
17:01 |
VanessaE |
when sony tried it with some of their music CDs many years ago, that was the death knell for DRM. |
17:01 |
* tenplus1 |
wonders what he has walked into o.O |
17:02 |
VanessaE |
tenplus1: kilbith trolling, as usual. |
17:02 |
VanessaE |
:P |
17:02 |
red-001 |
that does sound an awful lot like bribery |
17:02 |
kilbith |
VanessaE's right :P |
17:03 |
VanessaE |
red-001: more like "it'll be so good you'll pay for the privilege" |
17:03 |
VanessaE |
(which is, of course, 100% pure bullshit) |
17:12 |
DS-minetest |
is #3835 still a problem? |
17:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/3835 -- Lua API: Allow to store arbitrary values in objects / player objects (meta) |
17:18 |
rubenwardy |
players no |
17:18 |
rubenwardy |
objects yet |
17:18 |
rubenwardy |
*yes |
17:18 |
rubenwardy |
due to the addition of player attributes |
17:19 |
rubenwardy |
it's worth deprecating player attributes however, and using the unified meta API for player data |
17:19 |
rubenwardy |
it can be done much better than item meta, as it's already key/value |
17:21 |
tenplus1 |
was entity collision altered in any way when player collision was worked on ??? |
17:21 |
rubenwardy |
would be nice to make Settings use the unified meta API as well |
17:21 |
rubenwardy |
then we can have one consistent interface for key-value meta, +/- added functions |
17:22 |
nerzhul |
rubenwardy, yes meta happened after then i think it can be nice to do it (with a conversion model maybe ?) |
17:22 |
nerzhul |
(don't forget it's player_attr_k, player_attr_v in DB |
17:43 |
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17:53 |
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17:56 |
red-001 |
it would be good if someone could review #5965 |
17:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/5965 -- Load client-side mods into memory before executing them. by red-001 |
17:59 |
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18:06 |
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19:15 |
nerzhul |
merging #5964 in ~2 mins (emergency commit) |
19:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/5964 -- Fix the serialization error by ff73c7a by Rui-Minetest |
19:20 |
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20:00 |
Fixer |
lol, new sound bug |
20:00 |
red-001 |
\o/ |
20:05 |
Fixer |
compile newest client, connect to any 0.4.16 stable server, place dirt or smth other, no placing sound, but other sounds seems to work (at least digging, chest opening, walk) |
20:06 |
Fixer |
placing torch is also silent |
20:06 |
Fixer |
ohi ekem |
20:06 |
Fixer |
ohi est31 * |
20:07 |
Fixer |
will post an issue |
20:18 |
Fixer |
https://github.com/minetest/minetest/issues/5967 |
20:18 |
red-001 |
#5958 should be high priority |
20:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/5958 -- Proper CSM security module |
20:19 |
red-001 |
so what is #5967 |
20:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/5967 -- Some sounds are not played |
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21:36 |
Fixer |
Herp |
21:36 |
Bobr-m |
Hi |
21:39 |
Bobr-m |
:D |
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21:44 |
nerzhul |
sfan5, i think you are exact the default value was not good |
21:45 |
Bobr-m |
I agree |
22:13 |
Fixer |
console output during latest compilation on msys2/mingw64: https://pastebin.com/raw/Ynse41up |
22:15 |
Bobr-m |
Wow |
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