Time Nick Message 00:00 paramat ShadowNinja from dev channel 00:10 red-001 alright I will try and reimplement the PR using that 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 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 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 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 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 10:43 kilbith who had the brillant idea to set `liquid_update` to 1.0 10:43 kilbith it's too slow 10:51 kilbith proller 11:00 nerzhul yeah kilbith i approve it's not very realistic 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 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 12:42 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 13:56 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 14:35 nerzhul sfan5, yes 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 15:52 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 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? 16:01 nerzhul a mod is not a media and mods should be packed before sending and comprssed 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 16:10 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 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 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 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 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 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 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 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 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 21:36 Fixer Herp 21:36 Bobr-m Hi 21:36 bigfoot547 :D 21:39 Bobr-m :D 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