Time |
Nick |
Message |
00:27 |
rubenwardy |
Hi! Does any one here have admin to the Minetest project on Weblate? |
00:28 |
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01:07 |
rubenwardy |
I'd be very grateful to be given admin access to Minetest on weblate (or just my project if possible), so that I can update my app's translations |
01:26 |
rubenwardy |
just realised weblate uses a git repo, so I can just pull them in |
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15:16 |
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15:57 |
Krock |
merging game#1854 game#1857 and game#1858 in ~10 minutes |
15:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1854 -- Increase the maximum level of the diamond axe to 3 by elinor-s |
15:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1857 -- TNT: Only burn visually connected powder by SmallJoker |
15:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1858 -- default_clay_brick.png resize by TumeniNodes |
15:58 |
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16:38 |
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16:41 |
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16:46 |
sfan5 |
Krock: mind merging this trivial fix? https://github.com/minetest/minetest/issues/4810#issuecomment-304474260 |
16:47 |
Krock |
sure. writing the commit right now to push |
16:48 |
Krock |
cleaning workspace before :3 |
16:51 |
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16:51 |
sfan5 |
thanks |
16:56 |
Krock |
however, I wonder if it actually fixes the issue, as it's stored in a u32 variable again |
16:57 |
sfan5 |
the problem is that max and min are s32 |
16:57 |
sfan5 |
u32 wouldn't be a problem |
16:58 |
Krock |
0x7fffffff - (-0x7fffffff - 1) |
16:59 |
Krock |
ah I see. the latter is the problem. Seems fine |
17:04 |
Krock |
oh. I forgot to set the author.. whatever, the source of this patch is known |
17:08 |
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17:09 |
Krock |
Do we have a way to check whether the player position offset has been "corrected" or not? |
17:09 |
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17:11 |
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17:12 |
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17:12 |
Krock |
merging #6179 in ~10 minutes |
17:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/6179 -- Move the nametag back to the top of the player by TeTpaAka |
17:14 |
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17:16 |
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17:17 |
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17:54 |
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17:59 |
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18:00 |
ShadowNinja |
Thereis a meeting scheduled now. Is there anything in particular that any devs would like to bring up for discussion? |
18:01 |
sfan5 |
are we changing the versioning system for next release? |
18:01 |
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18:03 |
ShadowNinja |
I'm OK with that. Would the -dev postfix also change in meaning from "development after this version" to "development towards this version" as specified by semver? |
18:07 |
sfan5 |
well first the question is whether we are switching to semver or something custom? |
18:07 |
sfan5 |
s/\?$// |
18:10 |
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18:43 |
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18:46 |
Krock |
we could continue our custom one, but trying to reach semver somewhen |
18:46 |
Krock |
starting with the -dev change |
18:55 |
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19:15 |
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19:18 |
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19:25 |
Wuzzy |
I'm still confused about this “rebase needed†thing |
19:25 |
Krock |
git fetch upstream |
19:25 |
Krock |
git rebase |
19:25 |
Wuzzy |
why is it required so often |
19:25 |
Krock |
either you didn't rebase it correctly or the engine changes often in that region |
19:25 |
Wuzzy |
and why dont just the maintainers / "mergerers" do it? |
19:26 |
Krock |
especially lua_api.txt is changed often |
19:26 |
Krock |
because there will be conflicts to solve |
19:26 |
Wuzzy |
… and? those are impossible to solve by the maintainers? |
19:27 |
Wuzzy |
just curious. no shame |
19:27 |
Wuzzy |
i really havent gotten my head around all the development practises in MT, thats why |
19:27 |
Krock |
maintainers? I thought that would be the PR writers. The dev team tests and reviews PRs. If it's mergeable, it'll be added to the engine. Thing is, that most PRs aren't tested and can't be tested easily if a rebase is needed |
19:29 |
Wuzzy |
i mean the maintainers of MT of course. aka "core devs" |
19:29 |
Wuzzy |
by the way is this PR good now or did I just fail because I'm stupid?: https://github.com/minetest/minetest/pull/5795 |
19:29 |
Krock |
(force) pushing to a PR branch is possible but looking at the amount of PRs it might not be worth rebasing a PR that never will be merged |
19:30 |
Krock |
hmm.. let's see |
19:32 |
Wuzzy |
what happens if I develop a non-trivial feature on a new branch branched from a freshly updated repo. development takes about 1-2 days, then I open PR. PR gets no or little attention for >30 days, then it gets 2 approvals. would it be likely that a rebase is needed at this point? and would the situation be different if the same PR would have gotten the approvals instantly instead? |
19:32 |
Krock |
okay, one conflict in game.cpp |
19:33 |
Krock |
some PRs keep being mergeable for months, some don't. depending on the changed files and activity |
19:34 |
Wuzzy |
so the "rabase needed" is really beyond my control then |
19:34 |
Krock |
either it's controversial, nobody has an opinion on it or it's just forgotten |
19:34 |
Wuzzy |
so "rebase needed" actually just means "go resolve your own conflicts. shoo!"? xD |
19:34 |
KaadmY |
Wuzzy: rebase is only required if any changes in the PR's branch conflict with the upstream branch |
19:34 |
Wuzzy |
upstream branch? |
19:34 |
Krock |
rather "go resolve your conflicts caused by other people because nobody else is going to resolve them maybe" |
19:34 |
Krock |
but you got it |
19:35 |
KaadmY |
Yeah, in this case minetest/minetest/master and wuzzy2/minetest/testbranch or something |
19:35 |
Wuzzy |
Minetest has an uptream branch? since hen? |
19:35 |
Wuzzy |
when* |
19:35 |
KaadmY |
Well it's technically master |
19:35 |
KaadmY |
But I've heard the master repo+branch called upstream |
19:35 |
Wuzzy |
then why did you say upstream? :-( |
19:35 |
Wuzzy |
ok you mean master |
19:36 |
KaadmY |
Technically upstream fits better, but okay https://stackoverflow.com/questions/2739376/definition-of-downstream-and-upstream |
19:36 |
KaadmY |
Since master slightly implies it's not the main repo |
19:36 |
Wuzzy |
uhhh what?! |
19:36 |
Wuzzy |
master is just the name of a branch |
19:37 |
Wuzzy |
since when does "master" imply its not the main repo? O_O |
19:37 |
Wuzzy |
even slightly so |
19:37 |
KaadmY |
In the context of a forked software project, the 'upstream' is the source from which a particular project was forked. This might not be the absolute origin. |
19:37 |
Krock |
turns out only a variable name changed |
19:37 |
Wuzzy |
i was only talking about the brach, which is master |
19:38 |
Krock |
pushing the rebased branch now |
19:38 |
Wuzzy |
wait, are YOU going to resolve the conflict for me? thanks |
19:39 |
Krock |
you basically begged for it |
19:39 |
Wuzzy |
:D |
19:40 |
Wuzzy |
lol |
19:40 |
Wuzzy |
what the hell does the "Adoption needed" label mean? |
19:40 |
Krock |
the author left and the PR needs a takeover |
19:41 |
Krock |
means, the PR has potential |
19:41 |
Wuzzy |
thats funny |
19:41 |
Wuzzy |
I am still here |
19:41 |
Wuzzy |
yet this happened: |
19:41 |
Wuzzy |
https://github.com/minetest/minetest/pull/4703 |
19:42 |
* Krock |
looks at paramat |
19:42 |
Wuzzy |
do you agree on the key name “Special� |
19:42 |
Wuzzy |
aka "Use" (the E key) |
19:42 |
* Krock |
tries to guess what he meant by adding that label |
19:42 |
Wuzzy |
I always thought the name “Use†is very vERY misleading |
19:42 |
Wuzzy |
from the end of discussion it seems Special is the kay to go, but I just ask again jsut to be sure |
19:43 |
Krock |
special is no better than use IMO |
19:43 |
Wuzzy |
i disagree |
19:43 |
Wuzzy |
“Use†is misleading because it rarely has something to do with use |
19:43 |
Krock |
yes sure you do. but you asked for my opinion :P |
19:43 |
Wuzzy |
I think the rightclick is the REAL “use†key |
19:44 |
Wuzzy |
because you do almost everything with it: USE chests, USE doors, USE item frames, etc. |
19:44 |
Wuzzy |
I agree, the name “Special†is kinda meh but at least not _wrong_ |
19:45 |
Krock |
Changing the name is fine for me. But the players must know what's best |
19:45 |
Wuzzy |
and definitely better than “Aux1†(What the actual fuck? Who makes this stuff up?) |
19:49 |
Wuzzy |
Can some1 plz look at this one?: https://github.com/minetest/minetest/pull/6170 |
19:55 |
Krock |
!tell nerzhul PR 6170: wgettext can't be moved. The strings to translate are fetched with a script, searching for wgettext("[A-z]+") (or similar) |
19:55 |
ShadowBot |
Krock: O.K. |
19:55 |
Wuzzy |
Krock: I think nerzhul knows that already ;) |
19:56 |
Wuzzy |
"valid anoying point :(" |
19:56 |
Krock |
oh right. I just seen the comments below |
19:58 |
Wuzzy |
I just saw this in dev.minetest.net: “To prevent problems with the development like before Minetest Game is maintained by only six people (sfan5, nore, ShadowNinja, paramat, sofar, rubenwardy).†|
19:59 |
Wuzzy |
what were the problems with Minetest Game “before� |
19:59 |
Wuzzy |
i can only recall that Minetest NeXt got merged and the developer team was thinned out but I don't really know the rationale |
20:01 |
sfan5 |
it's probably supposed to prevent mtg not moving at all |
20:01 |
sfan5 |
aka "too many cooks ruin the soup" |
20:04 |
Krock |
No background information from my side. I wasn't active in this channel back to that time |
20:05 |
Wuzzy |
funny. paramat often complains you "lack dev time" |
20:08 |
sfan5 |
i think it's more about constant disagreements and the resulting "we can't ever add/change stuff" |
20:14 |
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20:14 |
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20:16 |
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20:17 |
Wuzzy |
like we have now? ;-) |
20:17 |
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20:28 |
KaadmY |
Could we have an item callback for a globalstep on specific inventory items? |
20:29 |
KaadmY |
Ie. on_held_timer = function(player, slot_number) |
20:29 |
KaadmY |
That updates every second for the itemstack that's current held on a player |
20:29 |
kaeza |
isn't get_wielded_item() enough for that? |
20:29 |
KaadmY |
kaeza: that still requires a globalstep that iterates players |
20:30 |
kaeza |
and? |
20:30 |
KaadmY |
Having a native or builtin method would be a lot easier |
20:35 |
Krock |
that's way too specific. you basically want player timers instead of node timers |
20:35 |
KaadmY |
Good point |
20:36 |
KaadmY |
Is there currently a better way of having a per-second update function for all connected players? |
20:36 |
KaadmY |
Instead of a globalstep |
20:36 |
kaeza |
no |
20:36 |
Krock |
minetest.after is no answer there, as it bases on globalstep as well. So: no. |
20:36 |
KaadmY |
Yeah |
20:37 |
kaeza |
KaadmY, iterating every player does not take much time anyway |
20:37 |
KaadmY |
Yeah |
20:38 |
kaeza |
worst case would be 100 players |
20:38 |
KaadmY |
It's more of a cleanliness thing than a performance thing |
20:38 |
Krock |
or 999 players if you use it on freeminer ;) |
20:38 |
KaadmY |
Eh 32 players is plenty 98% of the time |
20:39 |
kaeza |
realistically, I don't think any server had more than 40 players |
20:39 |
kaeza |
:P |
20:39 |
KaadmY |
I think I've seen 40-50, not more than 50 though |
20:39 |
KaadmY |
Are there logs of the maximum amount of players online? |
20:39 |
Krock |
realistically, I don't think a modded FM server could handle 999 players at all |
20:39 |
KaadmY |
Just a 999 loop in Lua is like 0.05 seconds :D |
20:40 |
Krock |
0.05 seconds times the functions you want to execute plus all block updates due placement/node removal |
20:40 |
KaadmY |
Yeah |
20:41 |
KaadmY |
Actually having a low max player count might emphasize less popular servers |
20:41 |
KaadmY |
Wonder how well that will work |
20:45 |
kaeza |
are ItemStacks passed by reference or copied in inv:get_stack(), etc? |
20:47 |
Krock |
hmm.. those passed by iterators for pairs(inv:get_list("main")) are copies |
20:47 |
Krock |
so I suppose these in get_stack are copies too |
20:48 |
Krock |
yes, the C++ code also does a few copies |
20:51 |
kaeza |
indeed they are :/ |
20:53 |
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20:53 |
rubenwardy |
kaeza, ItemStacks are a C++ object which hold a copy of a C++ ItemStack |
20:53 |
rubenwardy |
so yes, copy :P |
20:53 |
rubenwardy |
as compared to players, which hold a points to a player |
20:54 |
kaeza |
I'm also wondering why nobody thought of implementing __eq for them :P |
21:07 |
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