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IRC log for #minetest-dev, 2017-06-11

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All times shown according to UTC.

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 paramat joined #minetest-dev
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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.
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01:03 paramat i haven't tested 5852
01:04 bigfoot547 #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
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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 bigfoot547 !title
01:35 ShadowBot Unittests crash on Release build · Issue #4810 · minetest/minetest · GitHub
01:52 paramat on a quick look it seems reasonable
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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
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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
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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 nerzhul joined #minetest-dev
10:48 YuGiOhJCJ joined #minetest-dev
10:51 kilbith proller
11:00 nerzhul yeah kilbith i approve it's not very realistic
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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
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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
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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
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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
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14:35 nerzhul sfan5, yes
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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
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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
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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 YuGiOhJCJ joined #minetest-dev
16:01 nerzhul a mod is not a media and mods should be packed before sending and comprssed
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16:08 Grandolf joined #minetest-dev
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
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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
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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
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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
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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
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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.
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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)
17:09 bigfoot547 lol
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
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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
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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
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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
21:36 bigfoot547 :D
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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