Time |
Nick |
Message |
00:00 |
red-001 |
as in technic updating it's own nodes? |
00:00 |
red-001 |
or technic changing nodes around it? |
00:00 |
VanessaE |
yeah |
00:00 |
VanessaE |
pipeworks too |
00:00 |
VanessaE |
think nodebreakers, deployers. |
00:01 |
red-001 |
wouldn't not recording that break rollback? |
00:01 |
VanessaE |
it could. |
00:01 |
ThomasMonroe |
red-001, thanks for the tips on #6965 |
00:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/6965 -- [WIP] Basic pause menu settings by ThomasMonroe314 |
00:01 |
VanessaE |
but it would be worth it. |
00:01 |
red-001 |
I suppose it could be a setting in technice |
00:01 |
VanessaE |
rollback should only record the actions of actual players. |
00:01 |
red-001 |
technic* |
00:02 |
red-001 |
does rollback even record tnt? |
00:04 |
VanessaE |
the most common use case would be a row of deployers, all pointing at empty spaces, placing something like wheat seeds, with a row of nodebreakers on the opposite side, waiting for a signal from a mesecons node detector, breaking all of the then-grown wheat, shuffling it off to a chest for staging, then off to furnaces, autocrafters, et al. |
00:04 |
VanessaE |
so really 99% of the work is done by pipeworks, rather than technic. |
00:04 |
VanessaE |
idk if it records tnt. |
00:08 |
sofar |
tnt uses a vmanip |
00:08 |
sofar |
at least mtg does |
00:09 |
red-001 |
and that doesn't get recorded? |
00:10 |
sofar |
I have nfc |
00:11 |
sofar |
but, if anything bypasses rollback, I would think vmanips do |
00:28 |
Fixer |
VanessaE: maybe database needs other layout? |
00:29 |
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00:29 |
VanessaE |
I wouldn't know. |
00:30 |
Fixer |
VanessaE: and it lags your server? |
00:32 |
VanessaE |
only if I need to do a rollback; I've long since disabled it. the rollback logs were so huge they were filling the disk from time to time (there's only about 117GB free right now) |
00:39 |
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00:53 |
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01:09 |
paramat |
luavoxelmanip actions are not recorded by rollback, that would slow it down too much |
01:19 |
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01:27 |
paramat |
game#2016 now tested, ABM is 3 times less intensive but flora spread is faster |
01:27 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2016 -- Flower spread ABM: Optimise by paramat |
01:28 |
Shara |
paramat: Can't decide what I think about quicker overall flower spreading |
01:32 |
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01:38 |
paramat |
it's 33% faster in test, but can be tuned to be equal speed |
01:38 |
paramat |
if i slow it down a little more to be equivalent that makes the ABM even less intensive so happy to do so |
01:39 |
Shara |
I suppose the speed difference will only be really noticeable in large open areas |
01:39 |
paramat |
yes, when farming flowers in an empty area |
01:40 |
Shara |
How big an area were you testing to get 33%? |
01:40 |
paramat |
the intention was to make flower farming a little faster due to its slowness |
01:41 |
Shara |
Due to how you are adapting this, on one level I'm worried it could spread too quickly through large areas, but then on the other hand it shouldn't end up slower in whatever the typical size area players use is |
01:41 |
paramat |
the test was with 1 stationary player, so the area was the ABM active block range of 3 mapblocks |
01:41 |
paramat |
radius 3 mapblocks |
01:42 |
Shara |
Might be okay then. |
01:42 |
paramat |
good point. anyway i can equalise speed if desired |
01:42 |
Shara |
I do like the general idea, just a bit cautious. |
01:44 |
paramat |
good |
01:45 |
paramat |
i'll merge some game PRs tomorrow as there are now 2+ |
01:45 |
Shara |
Glad to see obsidian panes PR ready :) |
01:47 |
pgimeno_ |
on the deletion of generated blocks discussed earlier, I have a concern, which is that many mods (including nyancat before it was removed) use random numbers without a seed based on location, math.random() in this case. Whatever is generated by these means, must be immediately saved because it can't be reproduced if not. |
01:47 |
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01:50 |
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01:52 |
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02:01 |
paramat |
i guess in that case the chunk would be considered altered so would always be saved in the database |
02:42 |
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05:14 |
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06:47 |
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07:38 |
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07:38 |
nerzhul |
!help |
07:38 |
ShadowBot |
nerzhul: help [<plugin>] [<command>] |
07:38 |
Karazhan |
Available commands: b64decode, b64encode, builder, crc32, help, md5, reverse, sha1, sha256, sha512, strlen, weather |
07:42 |
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07:42 |
nerzhul |
!help git |
07:42 |
ShadowBot |
nerzhul: Error: There is no command "git". |
07:42 |
Karazhan |
Available commands: b64decode, b64encode, builder, crc32, help, md5, reverse, sha1, sha256, sha512, strlen, weather |
07:44 |
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07:44 |
nerzhul |
!help me |
07:44 |
ShadowBot |
nerzhul: Error: There is no command "me". |
07:50 |
sofar |
problems? |
07:52 |
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08:05 |
nerzhul |
sofar, no |
08:39 |
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09:44 |
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10:29 |
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10:48 |
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12:44 |
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13:32 |
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14:17 |
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15:14 |
paramat |
concerning server attacks, this issue is now important #6984 owners need to be able to reduce mapgen limit and have already generated world outside function normally |
15:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/6984 -- Allow entities to be active outside the set 'mapgen limit' |
15:15 |
paramat |
the issue is, how to stop entities falling into ignore, i feel they should collide with ignore |
15:15 |
paramat |
like players |
15:16 |
paramat |
the code that removes entities outside 'mapgen limit' needs to be removed somehow |
15:21 |
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15:29 |
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15:35 |
paramat |
anyway, i'll make a PR now that will hopefully allow owners to use 'mapgen limit' as a defence, it can then be backported to 0.4.17 |
15:37 |
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15:40 |
pgimeno_ |
in the context of #6898, is forward compatibility a requisite to backport bugfixes? |
15:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/6898 -- Allow distinguishing mods by modpack by pgimeno |
15:55 |
pgimeno_ |
I'm talking about this: https://github.com/minetest/minetest/pull/6898#pullrequestreview-89875626 |
15:56 |
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15:58 |
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16:32 |
paramat |
erm |
16:35 |
paramat |
the comment means that the bugfix breaks old/new client/server compat, so can only be applied to 0.5 and can't be backported to 0.4.17 |
16:36 |
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16:36 |
nerzhul |
yes |
16:36 |
nerzhul |
you can't backport it |
16:43 |
pgimeno_ |
I'm wondering how that happens. The patch affects decisions on which mods are loaded in the server, but not the protocol. |
17:30 |
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17:47 |
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17:55 |
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18:11 |
Fixer |
those bot-clients just motivating you to progress with anticheat, imposing mapgen limits is treating the symptoms |
18:27 |
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18:33 |
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18:33 |
QwertyCool |
hola |
18:34 |
sofar |
hi |
18:36 |
QwertyCool |
hey sofar could you comment on https://github.com/minetest/minetest/issues/6977 |
18:36 |
QwertyCool |
or message me here about it |
18:38 |
sofar |
just start with making the error message more informational |
18:38 |
sofar |
e.g. print out what is being placed at what position exactly |
18:38 |
sofar |
if that info is even available |
18:39 |
QwertyCool |
problem is, that any unknown block is converted to "ignore" |
18:39 |
QwertyCool |
which is why i was suggesting maybe changing THAT functionality to increase the accuracy downstream in the error logging |
18:39 |
sofar |
you may want to propagate the error down the stack to the caller, and have them print the error |
18:39 |
sofar |
I wouldn't change the functionality for now |
18:40 |
sofar |
not without knowing what is going on |
18:44 |
QwertyCool |
great idea. would that be whever ::setnode is being sent from the minetest-game? or is that still part of engine? |
18:47 |
QwertyCool |
ERROR[Main]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air" .. |
18:47 |
sofar |
well setNode() is being called likely from lua |
18:47 |
QwertyCool |
ehh |
18:47 |
sofar |
so if the function in which that happens returns an error to the caller |
18:48 |
sofar |
you may be able to have more access to relevant data up the call stack |
18:48 |
sofar |
a stack trace at that point will be handy |
18:48 |
QwertyCool |
you're super right, but my experience with c++ is super limited my Lua is NIL |
18:49 |
ThomasMonroe |
lol |
18:49 |
QwertyCool |
what program do you use to stack trace? |
18:50 |
ThomasMonroe |
src/map.cpp line 211: void Map::setNode(v3s16 p, MapNode & n) |
18:51 |
red-001 |
run it under gdb putting a breakpoint on that print |
18:57 |
paramat |
Fixer yes but serverside defence against hacked clients is difficult and will take time to implement |
18:57 |
Fixer |
agree, it just motivates more ::) |
19:04 |
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19:07 |
QwertyCool |
sorry if this is a dumb question but is GDB a build/make flag? or |
19:08 |
QwertyCool |
y'all probably don't want someone this inexperienced messing around witht he code, but i'm trying my best to learn so one day i can contribute more meaningfully... sorry again for all the newb questions. |
19:09 |
rubenwardy |
gdb is a program |
19:09 |
QwertyCool |
https://www.gnu.org/software/gdb/ |
19:09 |
QwertyCool |
this one? |
19:09 |
rubenwardy |
yeah |
19:09 |
rubenwardy |
usually installed on most linux systems at the same time as c compilers |
19:11 |
QwertyCool |
perfect ah |
19:11 |
QwertyCool |
working from windows |
19:11 |
QwertyCool |
my bad |
19:14 |
sofar |
we could use more windows developers |
19:14 |
sofar |
sorry, I said that wrong |
19:14 |
sofar |
we could use windows developers |
19:14 |
sofar |
I don't think anyone is doing any serious development on windows atm |
19:14 |
red-001 |
QwertyCool, what IDE? |
19:15 |
red-001 |
or are you using prebuild binaries like any sane person? |
19:15 |
QwertyCool |
sublime for everything non cpp and MSVS for cpp |
19:16 |
QwertyCool |
prebuilt binaries? |
19:16 |
red-001 |
MSVC has a built in debugger |
19:16 |
QwertyCool |
thats what i thought :$ |
19:17 |
Krock |
on the left of the line numbers you can simply click in the bar and a red dot will appear -> breakpoint |
19:17 |
QwertyCool |
just gotta figure out how to compile mintest entirety in msvs |
19:17 |
red-001 |
^ |
19:17 |
QwertyCool |
do i have to re-compile it after that? |
19:17 |
QwertyCool |
or |
19:17 |
red-001 |
no |
19:17 |
Krock |
QwertyCool, run cmake and open the sln file with it |
19:17 |
red-001 |
Krock, setting up libs is a pain |
19:17 |
Krock |
red-001, for 32-bit there are pre-built ones |
19:18 |
Krock |
and addi (forums) had somewhere a script to set up the entire thing with a single script |
19:23 |
QwertyCool |
what libraris are you reffering to? |
19:23 |
Krock |
sqlite3/irrlicht/luajit/zlib/libogg/libvorbis and all the nice stuff around |
19:28 |
QwertyCool |
uou guys are one step ahead of me haha, i now understnad what you mean |
19:28 |
QwertyCool |
no libogg prebuilt for win 64 |
19:29 |
QwertyCool |
no i just have to use 32bit? |
19:31 |
QwertyCool |
oh dope |
19:31 |
QwertyCool |
https://github.com/iosdevzone/IDZPrecompiledOgg |
19:33 |
Krock |
merging game#2035 and trivial game#2036 in ~5 minutes |
19:33 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2035 -- add obsidian_pane by TumeniNodes |
19:33 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2036 -- Stairs Unbind table groups. by Jat15 |
19:33 |
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19:48 |
Thomas-S |
Krock, wait with merging game#2035 please |
19:48 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2035 -- add obsidian_pane by TumeniNodes |
19:49 |
Krock |
Thomas-S, timer stopped working. rescue the titanic. now. |
19:49 |
Thomas-S |
There seems to be an indentation mistake in /mods/xpanes/init.lua lines 107/132 |
19:49 |
Thomas-S |
Spaces are used there instead of tabs |
19:50 |
Krock |
aagh.. force pushing quickly |
20:15 |
celeron55 |
i got an email asking for co-developers for an opengl 4.5 fork of irrlicht |
20:16 |
celeron55 |
i think this one https://github.com/buildaworldnet/IrrlichtBAW |
20:16 |
Megaf |
There's the fork we've been asking for! |
20:16 |
Megaf |
:P |
20:17 |
celeron55 |
it's from someone called "DevSH", seems to have a facebook page https://www.facebook.com/DeVshGraphicsProgramming/ |
20:19 |
celeron55 |
well i'll have to respond i don't know much about opengl 4.5 but i'm asking around |
20:20 |
rubenwardy |
I know him |
20:20 |
Krock |
just for opengl? what we need are keyboard fixes |
20:21 |
rubenwardy |
He's tried to ask me to help on my uni's facebook group |
20:21 |
rubenwardy |
he's the graphics programmer for buildaworld.net |
20:22 |
celeron55 |
maybe it would be worth it to point this out to all of the few people who have come here to ask about helping improve graphics |
20:22 |
celeron55 |
...assuming someone can be bothered to find those from logs |
20:23 |
celeron55 |
Krock: he says SDL2 in the e-mail; that could mean some input fixes also |
20:24 |
celeron55 |
"We're looking to take the Engine a whole leap forward to expose full OpenGL 4.5 features, bring mutli-threaded asset streaming from assimp, GPU Driven Scene Graph, SDL2 Device, Android and Possibly Vulkan." "Are you interested?" "Regards, DevSH" |
20:24 |
celeron55 |
that's the email in its entirety |
20:26 |
Krock |
indeed, use of SDL2 could contain some fixes in the input system. An experimental branch can always be made if someone is keen to do it |
20:28 |
celeron55 |
if someone is really interested, PM me and i'll give the email to respond to |
20:40 |
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22:00 |
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22:56 |
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23:05 |
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23:28 |
QwertyCool |
would it be a bad idea to download a newer version of irricht? |