Time |
Nick |
Message |
00:29 |
|
lhofhansl joined #minetest-dev |
00:38 |
|
AntumDeluge joined #minetest-dev |
00:44 |
|
AntumDeluge joined #minetest-dev |
00:49 |
|
AntumDeluge joined #minetest-dev |
00:50 |
|
turtleman joined #minetest-dev |
01:09 |
|
AntumDeluge joined #minetest-dev |
01:14 |
|
AntumDeluge joined #minetest-dev |
01:28 |
|
AntumDeluge joined #minetest-dev |
01:45 |
|
AntumDeluge joined #minetest-dev |
01:50 |
|
AntumDeluge joined #minetest-dev |
01:55 |
|
AntumDeluge joined #minetest-dev |
02:00 |
|
AntumDeluge joined #minetest-dev |
02:31 |
|
torgdor joined #minetest-dev |
03:14 |
|
ssieb joined #minetest-dev |
04:09 |
Wuzzy |
paramat: I object to #6629. |
04:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/6629 -- Biome dust node: Only place on 'walkable' cubic non-liquid drawtypes by paramat |
05:00 |
|
Robby joined #minetest-dev |
05:38 |
|
lhofhansl left #minetest-dev |
05:48 |
|
behalebabo joined #minetest-dev |
09:17 |
|
Hunterz joined #minetest-dev |
10:59 |
|
nerzhul joined #minetest-dev |
11:44 |
|
Krock joined #minetest-dev |
12:16 |
|
Hunterz joined #minetest-dev |
13:37 |
|
Fixer joined #minetest-dev |
13:38 |
|
ImNotHere joined #minetest-dev |
13:46 |
|
ThomasMonroe joined #minetest-dev |
13:51 |
|
kilbith joined #minetest-dev |
13:54 |
kilbith |
https://cdn.discordapp.com/attachments/332193918940872705/381072944530456576/image.jpg |
13:54 |
kilbith |
known issue on windows? |
13:56 |
Krock |
https://github.com/minetest/minetest/pull/5795#issuecomment-305400108 |
13:57 |
Krock |
I guess it wasn't fixed properly then |
13:57 |
Krock |
nvm. these changes do not affect the HUD API |
14:02 |
kilbith |
guess the UTF-8 support is half assed |
14:10 |
sfan5 |
unicode support is a mess in minetest anyway |
14:10 |
sfan5 |
we use wchar_t* but then there's wide_to_narrow so you can't even be sure that char* is just ascii |
14:10 |
sfan5 |
it makes no sense really |
14:14 |
kilbith |
I've forwarded to my team |
14:15 |
Fixer |
another example: https://cloud.githubusercontent.com/assets/4017302/26666984/1bf69286-46cd-11e7-8cdf-d66e8138f7cb.png |
14:16 |
Fixer |
i can imagine that in 2010, but in 2017? |
14:49 |
kilbith |
https://cdn.discordapp.com/attachments/350623618339962880/381081996350324736/erreur_vector_access.jpg |
14:49 |
kilbith |
what if datasize equals 2, you copy 0 elements to m_data[0] |
14:50 |
kilbith |
then it crashes when you try accessing it |
14:51 |
kilbith |
if your command equals to 2 bytes, without params |
14:52 |
nerzhul |
kilbith, yeah it's normal as datasize is sizeof(u8) |
14:53 |
nerzhul |
sizeof(data) |
14:53 |
nerzhul |
2 + networkpacket data (2 = opcode) |
14:53 |
sfan5 |
does &m_data[0] work on zero-size vectors? |
14:54 |
sfan5 |
i don't see why this would crash otherwise |
14:54 |
nerzhul |
sfan5, as memcpy use address it's a valid address then yes, because it's the pointer to the start of the range, empty or not |
14:54 |
celeron55 |
sfan5: visual studio debug builds crash in an assert when you do that |
14:54 |
nerzhul |
memcpy(x,x,0) is a NOP |
14:54 |
celeron55 |
nothing else does |
14:54 |
sfan5 |
hmm |
14:55 |
celeron55 |
wait, was that on strings? |
14:55 |
celeron55 |
yeah it was a string thing |
14:55 |
celeron55 |
on vectors it's obviously not allowed anywhere |
14:55 |
sfan5 |
nerzhul: in theory a vector does not need to have memory region when you .resize(0) so m_data does not necessarily have an address |
14:55 |
nerzhul |
sfan5, exact |
14:55 |
sfan5 |
but it's a no-op as you said so it shouldn't matter |
14:56 |
nerzhul |
i also think it's a nonsense to have m_data < 3 because you always have something to tell |
14:56 |
nerzhul |
there is no command without arg in MT protocol |
15:02 |
|
antims joined #minetest-dev |
16:41 |
|
Wuzzy joined #minetest-dev |
16:41 |
|
YuGiOhJCJ joined #minetest-dev |
16:43 |
|
YuGiOhJCJ joined #minetest-dev |
17:06 |
|
jcalve joined #minetest-dev |
17:24 |
|
lisac joined #minetest-dev |
17:35 |
|
fwhcat joined #minetest-dev |
17:39 |
|
nerzhul joined #minetest-dev |
17:46 |
|
fwhcat joined #minetest-dev |
17:53 |
|
lisac joined #minetest-dev |
18:15 |
|
Krock joined #minetest-dev |
18:23 |
|
Fixer_ joined #minetest-dev |
19:04 |
|
paramat joined #minetest-dev |
19:05 |
paramat |
Krock sfan5 can i merge #6629 now? semi-trivial but i'd rather have another +1 |
19:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/6629 -- Biome dust node: Only place on 'walkable' cubic non-liquid drawtypes by paramat |
19:06 |
|
CalebDavis joined #minetest-dev |
19:07 |
Krock |
how about fences and nodeboxes? wouldn't it be better to check the node definition? |
19:08 |
paramat |
see my discussion in the issue |
19:09 |
paramat |
you would need to check the top face of every nodebox (there could be very many) and such cases would be rare |
19:09 |
paramat |
what about fences? they shouldn't have dust |
19:10 |
Krock |
instead of checking the collision box, the definition given from the node registration could be used. Just an idea |
19:11 |
paramat |
? |
19:11 |
Krock |
but I guess that's not required to add if checking against the drawtypes works quite good to |
19:12 |
paramat |
fences are narrow so dust would not look right floating above them |
19:14 |
Krock |
right. The code looks good but I've seen that Wuzzy would like to test it first. Perhaps give them 24 hours and merge it afterwards? |
19:15 |
Wuzzy |
if you tested it already, i have no objections |
19:15 |
Krock |
ah well, then merge it, paramat. |
19:15 |
paramat |
no need, i've tested it. i want to merge #6632 now before conflicts arise so i want to merge 6629 with it |
19:15 |
paramat |
ok |
19:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/6632 -- Ore API documentation: Update and improve by paramat |
19:16 |
paramat |
merging those 2 now |
19:18 |
paramat |
oh and #6412 |
19:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/6412 -- [2nd] Load textures from the subfolders in texturepacks by numberZero |
19:25 |
Wuzzy |
thanks |
19:40 |
paramat |
ok done back later |
20:00 |
|
Taoki joined #minetest-dev |
20:04 |
|
ssieb joined #minetest-dev |
20:58 |
|
ThomasMonroe joined #minetest-dev |
21:01 |
|
AntumDeluge joined #minetest-dev |
21:27 |
ThomasMonroe |
#6637 |
21:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/6637 -- Custom Rendering Engine or Possible Irrlicht "replacement"? |
21:37 |
nerzhul |
another time the same discussion |
21:46 |
ThomasMonroe |
wydm nerzhul? |
21:50 |
nerzhul |
sorry i don't understand this acronym |
21:51 |
Krock |
"what do you mean" |
21:51 |
Krock |
ThomasMonroe, I'm pretty sure we already have an issue about this. It was discussed previously too |
21:52 |
Krock |
like forking irrlicht or using another engine |
21:52 |
ThomasMonroe |
ah ok, lol we thought we had had this amazing idea that noone had ever thought of b4, should have known better |
21:52 |
ThomasMonroe |
its not like its a bad idea though, just its alot of work |
22:06 |
|
numzero joined #minetest-dev |
22:06 |
rubenwardy |
ThomasMonroe, comes up every few months or so |
22:06 |
rubenwardy |
https://github.com/minetest/minetest/issues/5365 |
22:07 |
sfan5 |
hey a snarky reply by me |
22:07 |
rubenwardy |
:D |
22:08 |
numzero |
sfan5 |
22:08 |
numzero |
I have a question on #6621 |
22:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/6621 -- Fix dark liquids by numberZero |
22:08 |
sfan5 |
yes |
22:09 |
numzero |
What is better: 1. remove LightPair and return to bitwise operations, |
22:09 |
numzero |
2. Change LightPair to provide getters/setters |
22:10 |
numzero |
3. Keep as is as the compilers are VERY unlikely to break that |
22:10 |
sfan5 |
neither |
22:11 |
|
paramat joined #minetest-dev |
22:11 |
numzero |
(for the latter case, I can write a standard-compliant class with compatible interface that might be used if anything seems to fail, but it would be slow and heavy) |
22:11 |
sfan5 |
just make the u16 constructor deconstruct the param with bitwise ops |
22:11 |
sfan5 |
and then you can remove the union{} |
22:11 |
numzero |
okay |
22:31 |
paramat |
i'm working on a 'water sounds' mod for MTG, triggered by flowing water. because it does a node search around players it is optimum to move fire sounds into it as well, to avoid 2 separate node searches |
22:32 |
paramat |
so i thought this might as well be an 'ambience' mod, which then later can be updated to use the ambience sounds API if/when that appears |
22:37 |
paramat |
the sound code of the fire mod could remain but be default disabled. to allow using the fire mod alone |
22:38 |
paramat |
i'm still working on a skins mod for MTG, it's a big task, working through the database |
22:41 |
sfan5 |
you plan to include those in 0.5, correct? |
22:45 |
paramat |
yeah |
22:46 |
paramat |
i just want MTG to not be too embarassing for 0.5.0: skins mod, water ambience and a hostile mob |
22:48 |
paramat |
i also have a bunch of other improvements coming, a few month's work |
22:49 |
paramat |
i think it's important that android is improved before 0.5.0 so i'd like to see 0.5 maybe 2 months into 2018, to give lordfingle a chance to work on it (he says he may be able to in 2018) |
23:00 |
|
johnnyjoy joined #minetest-dev |
23:52 |
|
Fixer joined #minetest-dev |
23:56 |
|
Player_2 joined #minetest-dev |