Time |
Nick |
Message |
00:10 |
VanessaE |
ok, I think we have a problem with the engine |
00:10 |
VanessaE |
every so often, mapblocks stop loading |
00:10 |
VanessaE |
but all other activities seem to run normally - players digging, walking around, I can place a torch and watch it auto-rotate, the whole bit |
00:10 |
VanessaE |
just no map blocks after a while. |
00:11 |
VanessaE |
it's client-side.. I think. |
00:11 |
VanessaE |
(I can log out and log back in and it works again, without a server restart |
00:11 |
VanessaE |
) |
00:13 |
VanessaE |
entities DO load, however. |
00:13 |
VanessaE |
just no terrain |
00:33 |
VanessaE |
might be related to the player-delete bug we used to have - I've since done `/clearobjects quick` and have not been able to reproduce it since, even after flying around and loading 10x as much map as before. |
00:34 |
VanessaE |
(I'm trying to trigger it again so I can get the related log output( |
00:36 |
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01:02 |
zorman2000 |
Hi all |
01:03 |
zorman2000 |
Here goes a noob question. I'm taking a look at Minetest's code using Eclipse (yeah just don't want to really touch it without an IDE) |
01:03 |
zorman2000 |
And it |
01:04 |
zorman2000 |
it's marking f32, u32 as errors |
01:04 |
zorman2000 |
I know they aren't, but how can I get it to recognize those types? |
01:05 |
zorman2000 |
Ohhh. Do I have to download irrlicht code on same folder as I have minetest? |
01:05 |
zorman2000 |
Sorry, I'm noob to C++ development |
01:06 |
kaeza |
I have no experience with Eclipse, but I'd guess you should just put it somewhere and change some header search path in the project |
01:06 |
zorman2000 |
I'm on Ubuntu. I have the dependencies because I do compile Minetest |
01:06 |
zorman2000 |
Ok, kaeza, yes, that makes sense |
01:07 |
ShadowBot |
Another satisfied customer. Next! |
01:07 |
kaeza |
but please don't do that here :) |
01:09 |
kaeza |
zorman2000, there's also Code::Blocks |
01:09 |
kaeza |
I know CMake can generate Code::Blocks projects, not sure about Eclipse projects |
01:10 |
zorman2000 |
I have worked with Code::Blocks before and specifically for C. Yes, sounds worth a try |
01:10 |
zorman2000 |
Thanks for the suggestion |
01:10 |
kaeza |
sure |
01:16 |
VanessaE |
ok, managed to trigger the map-stops-loading bug. I simply sat there doing nothing for a while. when I turned around after a while (about 6 minutes), the map behind me had un-loaded by that point, and refused to load. |
01:16 |
* VanessaE |
checks her log |
01:19 |
zorman2000 |
VanessaE, I think lhofhansl did some work on this feature |
01:19 |
zorman2000 |
Not sure if it was for previous release though |
01:19 |
VanessaE |
? |
01:19 |
zorman2000 |
Unloading blocks from behind you |
01:19 |
VanessaE |
ok |
01:20 |
VanessaE |
I'm still on the server, waiting for the map to load, while others are playing totally normally. |
01:20 |
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01:20 |
VanessaE |
what can I look for in my logs, or in the F5/F6 displays to get some clue about this so I can file a bug report? |
01:22 |
VanessaE |
oh and just FYI, |
01:22 |
VanessaE |
I can still build within the loaded area |
01:22 |
VanessaE |
place events are logged, and the object persists after placement |
01:22 |
VanessaE |
and everything else works normally too |
01:22 |
VanessaE |
just no terrain is being loaded. |
01:22 |
VanessaE |
(by logged, I mean the *server* log shows it) |
01:31 |
VanessaE |
and other users can see what I place, and I can see what they place next to my items, as long as they're placed in the area that's already loaded for me. If I place an item right at the edge of where it refuses to load, I can see inside the item if I fly into the unloaded area i.e. not all faces are being drawn. |
01:31 |
VanessaE |
ditto for the items the other user places around my test item |
01:36 |
VanessaE |
here's what I'm seeing: http://i.imgur.com/s8RIBZq.png the node that is selected by the outline is one I placed just inside the loaded area |
01:38 |
VanessaE |
come on, where the hell IS everyone? |
01:39 |
VanessaE |
I meant the core devs who could answer my question :P |
01:39 |
VanessaE |
I just want to file a damn bug report :-/ |
01:58 |
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02:06 |
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03:15 |
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05:06 |
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05:25 |
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06:19 |
Hijiri |
Can somebody review #5612 |
06:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/5612 -- Allow overriding tool capabilities through itemstack metadata by raymoo |
06:29 |
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09:19 |
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14:14 |
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16:24 |
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16:53 |
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16:55 |
paramat |
please can anyone merge game#1776 ? high priority. rubenwardy sfan5 nore |
16:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1776 -- Book: Also limit the max size of the title. by red-001 |
16:57 |
paramat |
game#1764 is updated. also, game#1777 |
16:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1764 -- Adding backface culling to stairs by MrRar |
16:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1777 -- Crafting: Remove duplicate reversed recipes by paramat |
17:15 |
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17:16 |
paramat |
oops sorry, game 1764 has not been updated yet |
17:20 |
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17:25 |
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18:02 |
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18:04 |
nerzhul |
can someone finish to review #5984 please ? |
18:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5984 -- C++11 patchset 9: move hardcoded init parameters to class definitions (part 1) by nerzhul |
18:11 |
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18:20 |
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18:20 |
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18:25 |
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18:30 |
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18:37 |
VanessaE |
G*d damn it |
18:37 |
VanessaE |
thanks a fucking lot guys |
18:37 |
VanessaE |
you completely broke pipeworks' chest redefinitions |
18:38 |
VanessaE |
it's impossible for me to fix because local-this and fucking local-that in the new chests |
18:38 |
VanessaE |
I asked before 0.4.15 went out for this stuff to be mod-modifiable but noooooooooooooo |
18:38 |
paramat |
please could you open an issue about your map-loading bug? lhofhansl might be able to help, we'll tag him |
18:39 |
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18:39 |
VanessaE |
0.4.16 I meant |
18:39 |
paramat |
yeah i regret new chests now, but others supported |
18:40 |
VanessaE |
paramat: no point - I can't reliably reproduce it and nothing in the logs gave any hints that it happened |
18:40 |
paramat |
hm ok |
18:41 |
VanessaE |
someone is going to just have to sign onto VE-S, get all of the surrounding map in all directions loaded up (out to the load limit of course), and let their client sit there idle for 10 mins or so |
18:41 |
VanessaE |
and keep repeating that until they see it happen |
18:42 |
VanessaE |
as for the new chests, how do I proceed now? we're not going to see a point release any time soon, but I can't make pipeworks honor the new openable chests without a fix and a version number I can point users to? |
18:43 |
VanessaE |
and because of the conversion LBM, this affects ALL existing chests |
18:43 |
VanessaE |
meaning pipeworks can't even work around the problem by e.g. making chests not open anymore |
18:48 |
VanessaE |
apologies for being so pissed off, but I've had a particularly unpleasant past 24 hours. |
18:48 |
paramat |
a point release for MTG may happen when the point release for MT is made, MTG 0.4.16 had a major bug we missed |
18:49 |
paramat |
so yes we can make a point release soonish |
18:49 |
VanessaE |
that's good, but the way you guys have been talking that's still months away |
18:50 |
paramat |
well the point release for MTG can be sooner, i'm asking for one asap |
18:50 |
paramat |
game#1768 |
18:50 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1768 -- Point release due to important bugfix? |
18:51 |
VanessaE |
7 days ago and no comments from anyone who has any control over the release process. |
18:51 |
VanessaE |
(besides yourself) |
18:51 |
VanessaE |
== no one gives a shit :( |
18:52 |
paramat |
please could you open an issue in MTG with the fix you require for chests and a request for a point release soon after? |
18:52 |
VanessaE |
why? my request was already shot down |
18:52 |
paramat |
yeah MTG devs have been very elusive, exams, and no sofar |
18:52 |
paramat |
oh |
18:53 |
paramat |
i guess your requset was in the chest thread .. |
18:53 |
VanessaE |
I think it was over IRC actually |
18:54 |
VanessaE |
all I require is that the functions and variables in the current chest code be made global. |
18:54 |
VanessaE |
that's all |
18:54 |
paramat |
ah that |
18:54 |
paramat |
seems trivial |
18:54 |
paramat |
wonder what the objection was? |
18:54 |
VanessaE |
incredibly trivial - about four lines to change if I didn't miscount. |
18:54 |
VanessaE |
I don't remember now what it was, just that it couldn't get in for 0.4.16 even though we were only one day into freeze |
18:55 |
paramat |
i see |
18:55 |
paramat |
well if you open an issue there's a good chance of that being accepted and done now |
18:56 |
paramat |
and yes a point release is likely very soon |
18:56 |
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18:57 |
paramat |
i'll probably +1 your request |
18:57 |
VanessaE |
I am not sure what all to request. there's like two functions and a variable that need to be made global, but that still means I have to copy the entirety of the chest registration stuff into pipeworks and modify as needed. |
18:57 |
VanessaE |
see, not only do I have to add a few items to the node defs, I have to modify the formspec to add the split/no-split switch |
18:57 |
paramat |
well that's reasonable, it will work at least |
18:58 |
paramat |
but making a few things global seems good to me |
18:58 |
VanessaE |
(pipeworks has to know, for example, which sides of a chest the tubes can connect to, and what conditions dictate if an item can be inserted, including the above switch) |
18:58 |
Fixer |
VanessaE: minetest_game development is as vibrant as ever |
18:59 |
VanessaE |
so? |
18:59 |
Fixer |
VanessaE: /s |
18:59 |
VanessaE |
oh :P |
18:59 |
paramat |
because i don't know chests well you'll need to specify in an issue what needs changing |
18:59 |
paramat |
yeah MTG slowness is frustrating for me too |
18:59 |
paramat |
i want to do stuff and no-one is around |
19:00 |
paramat |
(exams i guess) |
19:00 |
Fixer |
paramat: MTG needs inclusion of volunteers from modding community |
19:02 |
paramat |
it does already, they're called MTG devs :] |
19:02 |
VanessaE |
working on it, paramat |
19:03 |
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19:03 |
paramat |
thanks |
19:03 |
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19:04 |
paramat |
even better, make the PR |
19:04 |
kilbith |
<Fixer> VanessaE: minetest_game development is as vibrant as ever |
19:04 |
Fixer |
paramat: still, it does not feel that much open and inviting |
19:04 |
kilbith |
this is only because I don't contribute to it anymore ;) |
19:05 |
Fixer |
paramat: sofar went afk and it pretty much stall, and you can't develop entire game on your own - too much work for one person |
19:06 |
GreenDimond |
How long has sofar been MIA? |
19:06 |
Fixer |
he is busy, but will be back later more or less |
19:07 |
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19:07 |
GreenDimond |
And also, why does every name notify me and get highlighted? o_O |
19:08 |
VanessaE |
paramat: https://github.com/minetest/minetest_game/issues/1778 |
19:11 |
VanessaE |
no PR here because I simply don't know how much needs to be changed to be "proper" in the eyes of minetest devs (my first instinct is to remove "local" from all functions and top-level variables, and add "default." or "minetest." in front of their names so that they don't pollute the global namespace, but that's probably wrong) |
19:12 |
paramat |
ok |
19:13 |
VanessaE |
(added that ^^ comment to the issue) |
19:13 |
paramat |
Fixer any new dev has to be very well known and trusted, and good with MTG, we can't be casual about it |
19:13 |
Fixer |
paramat: and thats the price you pay then, few people in project |
19:16 |
paramat |
more mtg devs is not always a good thing, design by commitee |
19:16 |
paramat |
more argumeants, more lack of artistic cohesion |
19:16 |
paramat |
fewer more active devs is best |
19:16 |
paramat |
and many small groups, each devving a subgame |
19:17 |
paramat |
this is why mtg is a subset of devs |
19:17 |
paramat |
i think we have enough, they just need to be more active if they can |
19:18 |
paramat |
we have 7 but the ninj is inactive |
19:22 |
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19:34 |
VanessaE |
paramat: I think his point is that *everyone* is inactive except for you, so having more devs wouldn't be a problem |
19:35 |
VanessaE |
having 7 active old devs is just the same as having 6 inactive old, 1 active old (you), and 6 new devs |
19:37 |
paramat |
then problems happen when all are active. i think 7 with half inactive is fine too, things go smoother in a way |
19:38 |
VanessaE |
maybe, but as has been clearly pointed out today, having so many people inactive is bad for the project. |
19:38 |
VanessaE |
(and doesn't do us modders a whole lot of good either :P ) |
19:40 |
paramat |
i agree |
19:44 |
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19:46 |
paramat |
i have a small fix for https://github.com/minetest/minetest/commit/f55816f93a8d80371878a5292f4f432e90dcc582 i will merge later |
20:06 |
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20:34 |
nerzhul |
merging #5985 in ~10 mins |
20:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/5985 -- Improve chatcommand params consistency by Ezhh |
21:28 |
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21:43 |
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21:53 |
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22:11 |
paramat |
anyone know why the wieldhand is red in creative mode? |
22:18 |
paramat |
#5991 |
22:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/5991 -- Red wieldhand in creative mode |
22:35 |
paramat |
rubenwardy why is 'creative.is_enabled_for' not added here https://github.com/minetest/minetest_game/blob/master/mods/creative/init.lua#L17 |
22:36 |
sfan5 |
which player name would you pass as an argument there? |
22:38 |
paramat |
ok, there may be good reason |
22:44 |
paramat |
so nevermind |
22:50 |
paramat |
will merge #5990 later, trivial and tested |
22:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/5990 -- Mgv6 mudflow: Also check for 'ignore' nodes by paramat |
22:50 |
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