Time |
Nick |
Message |
00:00 |
paramat |
this code was updated recently in a 'clever' but maybe too clever way, maybe that causes unexpected behaviour |
00:00 |
paramat |
i didn't like the clever code but it was merged |
00:01 |
paramat |
celeron55 "the ideal solution would be to not switch things between physical and non-physical from lua; it's stupid" |
00:01 |
paramat |
seems good to me, there can be lots of entities |
00:02 |
paramat |
if possible that should be kept i feel |
00:17 |
paramat |
~tell DTA7 can you confirm that also checking vel.x/z at line 151 of item_entiy.lua causes unwanted behaviour? because that change seems necessary |
00:17 |
ShadowBot |
paramat: O.K. |
00:19 |
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00:19 |
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00:28 |
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00:38 |
DTA7 |
paramat: Later, when !is_physical, the item is stopped, which would then not happen anymore |
00:38 |
DTA7 |
This is what I meant by "The items keep moving like on a slippery node, but without deceleration in x- and z-direction" |
00:39 |
paramat |
ok thanks |
00:40 |
paramat |
this is what i mean by overly clever code :] |
00:40 |
paramat |
but we can fix the logic at the same time as adding the vel.x/z checks |
00:42 |
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00:42 |
paramat |
the logic has been built around the error in L151 it seems |
00:43 |
DTA7 |
Then stop it simply if not def or def.walkable? |
00:45 |
DTA7 |
This would not fix the TNT bug however |
00:51 |
rubenwardy |
the vector library in the API is so illogical |
00:51 |
rubenwardy |
how was this merged |
00:51 |
* rubenwardy |
add fixing it to his to-do list |
00:52 |
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01:02 |
paramat |
i can't follow the new clever code, DTA7 can you open an issue about this? |
01:03 |
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01:04 |
paramat |
i see you added a comment but a new issue would be better |
01:05 |
paramat |
DTA7 ^ |
01:06 |
DTA7 |
About the TNT bug? Or about the physical property? |
01:08 |
paramat |
both, perhaps in 1 issue if they're closely related |
01:09 |
DTA7 |
Will do |
01:12 |
paramat |
and about L151 vel.x/z checks too, which seem needed |
01:29 |
paramat |
rubenwardy can we close #6383 ? |
01:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/6383 -- Remember last selected slot on the hotbar |
01:29 |
rubenwardy |
there's a surprising amount of support |
01:29 |
rubenwardy |
I'll comment, maybe leave it while |
01:30 |
paramat |
bad ideas always get support :] |
01:33 |
thePalindrome |
Why do you think windows is still used ;) |
01:34 |
rubenwardy |
paramat, maybe leave it an extra day |
01:34 |
paramat |
sure |
02:00 |
DTA7 |
Done |
02:01 |
DTA7 |
I can make a pull request tomorrow |
02:27 |
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02:27 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Minetest 0.4.16 released! Chit-chat goes to #minetest. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
02:28 |
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05:07 |
Hijiri |
this issue has been around for a long time https://github.com/minetest/minetest/issues/2813 |
05:07 |
Hijiri |
is it an irrlicht problem? |
05:18 |
paramat |
#2813 |
05:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/2813 -- Attachments experience movement delays, triggered randomly |
05:18 |
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05:20 |
Hijiri |
I think I found a fix |
05:20 |
Hijiri |
maybe |
05:25 |
paramat |
i have no idea about the cause of that issue |
05:26 |
Hijiri |
no, this didn't fix it |
05:40 |
paramat |
related to #1334 ? |
05:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/1334 -- Make attached entities move more smoothly |
05:43 |
paramat |
i'm not sure if that code in 1334 is correct or not |
05:45 |
Hijiri |
paramat: I don't think so, it looks like it does something with server objects |
05:47 |
paramat |
ok |
06:42 |
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07:01 |
paramat |
sorted out leveled nodebox and added missing documentation #6434 |
07:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/6434 -- Leveled nodebox: Change levels from 1/63rds to 1/64ths by paramat |
07:29 |
Hijiri |
#5612 is rebased and ready for more reviews by the way |
07:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/5612 -- Allow overriding tool capabilities through itemstack metadata by raymoo |
08:18 |
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08:20 |
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08:24 |
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08:48 |
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09:02 |
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09:59 |
paramat |
will merge #6434 in a few mins |
09:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/6434 -- Leveled nodebox: Change levels from 1/63rds to 1/64ths by paramat |
10:07 |
paramat |
merging |
10:12 |
paramat |
done |
11:20 |
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11:36 |
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13:34 |
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13:41 |
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13:51 |
Fixer |
hmmm, linux 4.14 has zstd support |
13:54 |
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13:55 |
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14:07 |
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14:12 |
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14:15 |
Fixer |
zstd also changed a license just month ago to better one IMO |
14:15 |
Fixer |
details here https://github.com/minetest/minetest/issues/4495#issuecomment-330231496 |
14:23 |
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15:29 |
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15:47 |
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16:00 |
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16:03 |
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16:14 |
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21:40 |
sofar |
got a protocol implementation question |
21:40 |
sofar |
when MT sends nodedefs to the client |
21:41 |
sofar |
does it make a large buffer and put all the nodedefs in there, and then send it letting the socket fragment it as needed? |
21:41 |
sofar |
or does it make lots of small packets? |
21:41 |
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21:43 |
sfan5 |
all of them |
21:43 |
sfan5 |
https://github.com/minetest/minetest/blob/master/src/server.cpp#L1488 |
21:43 |
sofar |
how about media? |
21:45 |
sofar |
hmmm seems it makes 5k packets |
21:45 |
sfan5 |
it does |
21:45 |
sofar |
I'm wondering what the impact will be if I make tilesheets for my game |
21:45 |
sofar |
instead of 200+ 16x16 textures, put them in a 256x256 tilesheet |
21:46 |
sfan5 |
saves some overhead |
21:46 |
sofar |
I'd need extra bytes for the texture def, but I'd reduce the number of iterations over media files by a significant amount |
21:47 |
sofar |
my server is at ~650 media files atm, so it's not trivial |
21:49 |
sofar |
does the client use openGL smartness to map those tiles? |
21:50 |
sfan5 |
texture atlas support was dropped many versions ag |
21:50 |
sfan5 |
o |
21:50 |
sofar |
euh, so it makes a new 16x16 gl texture for every tile? ouch |
21:50 |
sfan5 |
if you do want to use a tilesheet the client will need to chop it up into single textures via ^[sheet |
21:50 |
sofar |
yeah, that was my plan |
21:51 |
sofar |
will still help loading times, I bet, though |
22:06 |
sofar |
nore: do you remember the max length of a texture string? |
22:07 |
sfan5 |
why do you even need to know ಠ_ಠ|
22:07 |
nore |
sofar: well I guess it can't go over 65536 |
22:07 |
sfan5 |
the absolute maximum would be 2^16 |
22:08 |
nore |
If you start to use a single texture, it will increase quite a lot the length of the texture string for signs |
22:08 |
nore |
Might even become a limitation |
22:09 |
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22:13 |
sofar |
looks like we capped our signs at 1000chars |
22:14 |
sofar |
just going over formspec user input validation |
22:23 |
sofar |
we've got some interesting possible exploits with formspecs |
22:26 |
sofar |
come to think of it, I'm worried about the potential for abuse for most subgames :) |
22:35 |
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