Time |
Nick |
Message |
00:03 |
Shara |
Can #258 please be reopened? It was never fixed and, if you spent time speaking to new players you would realise it is not small. |
00:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/258 -- Make it clearer that the first login to a server is also a registration (Confirm password) |
00:04 |
Shara |
Confirmation of password was only a suggested solution to this problem, but the way it's been implemented doesn't fix the problem at all. |
00:10 |
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00:15 |
paramat |
reopened |
00:15 |
Shara |
Thank you |
00:16 |
Shara |
I have had so many people complain about this... and those are just the players who eventually did manage to work it out and connect to my server. How many players we've lost because they didn't see how to register and gave up, I don't know. |
00:17 |
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00:20 |
paramat |
yes. sorry for misunderstanding |
00:20 |
Shara |
Adding a register button would be nice. |
00:21 |
Shara |
Don't prevent registering the current way... so those who know about it can still quickly make acocunts when needed |
00:21 |
Shara |
But have an actual button, that actually just goes through to fields that do the same thing |
00:21 |
Shara |
At least that way those who get lost have a pointer showing them what to do |
00:30 |
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00:31 |
srifqi |
Can we have tabs inside "Multiplayer" tab? That way, we can add "Login" and "Register" tabs separately. The rest will be handled by the client. |
00:32 |
srifqi |
If we can do that, we can drop the registration confirmation entirely. |
00:35 |
JDCodeIt |
core.check_player_privs(name, ...) - if the mod passes a table with a function is_player() that returns false - the game dies (because then it checks if you passed a string = false). Is that a bug? |
00:35 |
Shara |
srifqi: maybe, but not sure. |
00:36 |
srifqi |
But, then, Android. |
00:36 |
srifqi |
:") |
00:36 |
Shara |
Heh |
00:36 |
Shara |
As long as I can make accounts quickly for testing, I'm happy. The simplest thing would be to make the confirmation optional. |
00:37 |
Shara |
Of course, that means the registration issue is still present |
00:37 |
srifqi |
Something like "skip registration confirmation"? |
00:37 |
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00:37 |
Shara |
Should be a setting. |
00:38 |
srifqi |
Which defaults to ... what? |
00:38 |
srifqi |
I mean, the dialog is completely broken on Android. |
00:38 |
Shara |
No way to fix it? |
00:39 |
srifqi |
IDK, was trying. I've fixed the SIGSEGV error. |
00:39 |
srifqi |
Just, it can't be used. |
00:41 |
Shara |
I was going to see leave it on by default, since adding a line to minetest.conf is easy enough for those who get annoyed by it... |
00:41 |
Shara |
say* |
00:41 |
Shara |
But if it's totally broken on Android... I don't really know |
00:41 |
srifqi |
The GUI doesn't respond to touch screen input. (._. |
00:42 |
Shara |
Eww |
00:44 |
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00:44 |
Shara |
I guess I'll stay amazed by people who manage to play from Android :) |
00:45 |
srifqi |
You don't have Android device? |
00:46 |
Shara |
I have an old tablet somewhere that could maybe handle MT, but I don't find the thought of trying very appealing |
00:55 |
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01:02 |
paramat |
will merge game#2091 later |
01:02 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2091 -- Add 'spawn' mod to spawn new players in suitable starting biomes by paramat |
01:04 |
srifqi |
paramat: Can we use binoculars texture as zoom button? #5173 |
01:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5173 -- Android: Control for zoom? |
01:07 |
srifqi |
(scaling 4x) :D |
01:08 |
srifqi |
Ah, it is already used for "Range view" button. |
01:09 |
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01:10 |
paramat |
i think android buttons should be just outlines with lots of transparent pixels, to not obscure the world behind them |
01:11 |
paramat |
hmm maybe a magnifying glass for zoom? |
01:14 |
paramat |
zoom wil have to be always on-screen so needs to not obscure much |
01:15 |
paramat |
a magnifying glass is just a circle and a stick so might be good |
01:15 |
paramat |
merging game#2091 in 5 mins |
01:15 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2091 -- Add 'spawn' mod to spawn new players in suitable starting biomes by paramat |
01:19 |
paramat |
there's a magnifying glass texture in the creative mod |
01:20 |
paramat |
merging |
01:23 |
paramat |
done |
02:40 |
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03:19 |
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03:47 |
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04:06 |
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05:07 |
rdococ |
#7238 |
05:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/7238 -- Add "on_metadata_inventory_shiftclick" callback |
05:44 |
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07:26 |
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07:36 |
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08:03 |
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08:30 |
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08:37 |
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09:52 |
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10:05 |
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10:16 |
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10:50 |
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11:49 |
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11:54 |
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11:55 |
JDCodeIt |
Anyone have any thoughts on my question about check_player_privs http://irc.minetest.net/minetest-dev/2018-04-13#i_5277897 |
11:57 |
JDCodeIt |
Seems that if the mod creates a "fake" player table for some reason, includes the function is_player that returns false = shutdown |
11:57 |
JDCodeIt |
...bad mod, you did bad things! |
11:58 |
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11:58 |
sfan5 |
you're not calling the function correctly, how is that a bug? |
12:01 |
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12:03 |
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12:04 |
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12:21 |
JDCodeIt |
OK, any idea why any is_player() would need to return false? Seems strange in itself. |
12:28 |
sfan5 |
"need to"? |
12:31 |
JDCodeIt |
The API has this: `player_or_name`: Either a Player object or the name of a player - so passing fake player is a no-no? |
12:31 |
sfan5 |
1) why would you even pass a fake player when you can pass a name? |
12:32 |
JDCodeIt |
Dunno - pipeworks seems to do it... |
12:32 |
sfan5 |
2) a fake player would have is_player() -> true, what you're passing is something that resembles an ObjectRef but not a player |
12:33 |
JDCodeIt |
So internally it's OK because the engine will always return a player object that has this function returning true? |
12:34 |
sfan5 |
"real" player objects will always have is_player() -> true |
12:36 |
JDCodeIt |
Defined as a function for future flexibility? Seems like a table entry is_player=true would have also worked in that context. |
12:37 |
JDCodeIt |
I've seem this come up in mods where there are non-player things interacting with the world - like who authorized the mesecon to give a signal to the door? |
12:38 |
sfan5 |
player objects are userdata which can't have "properties" like that |
12:41 |
JDCodeIt |
OK, understood. New topic then... |
12:41 |
JDCodeIt |
Client.cpp - This class Client has 6 private member variables that are pointers - but the destructor doesn't do anything with these - should it be calling delete on them? |
12:42 |
sfan5 |
it has more than 6 |
12:42 |
sfan5 |
there's probably no code to delete these because the Client class does not own these |
12:42 |
JDCodeIt |
Right, I just didn't list the ones in question - but generally, yes or no - delete should be taken care of in the destructor? |
12:43 |
JDCodeIt |
OK, for Irrlicht owned items - the destructor should iterate through drop()? |
12:49 |
sfan5 |
if the class in question owns these objects, yes |
12:54 |
JDCodeIt |
OK, checking some - Game::createClient makes a camera with new() hands that pointer to Client, then forgets to clean up on either shutdown() or ~Game() |
12:56 |
sfan5 |
8th line inside Game::~Game() |
12:56 |
sfan5 |
delete camera; |
12:57 |
JDCodeIt |
Bad eyes... |
13:01 |
JDCodeIt |
I'll keep digging - I'm trying to solve some parts of #7235 |
13:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/7235 -- Memory is not freed when exiting a world back to the main menu |
13:01 |
sfan5 |
tip: valgrind |
13:03 |
JDCodeIt |
Yes, got that - but the strange bit is that this memory is hanging around in the game-menu loop, not totally forgotten at program exit. For sure I will try to catch those smaller ones that are forgotten all the way to exit. |
13:05 |
sfan5 |
you can break the loop early so valgrind will still be able to help |
13:17 |
JDCodeIt |
I will try that. Thanks! |
13:26 |
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13:36 |
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13:42 |
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14:12 |
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14:19 |
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14:26 |
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14:32 |
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14:42 |
JDCodeIt |
Interesting result of valgrind by stopping after the_game goes out of scope. Lots of stuff locked up in the FontEngine created by the_game's activity, but not cleaned up on destruction |
15:09 |
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15:09 |
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15:27 |
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15:38 |
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16:08 |
JDCodeIt |
valgrind also did not report the origin of some of these, as if they became orphaned at some point - it's another global variable to track down who owns it and who is modifying it: g_fontengine |
16:46 |
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17:08 |
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18:54 |
JDCodeIt |
g_fontengine checks out OK. Assumption the only one instance of ClientLauncher will exist. |
19:05 |
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19:08 |
paramat |
don't forget 0.4.17 .. i did :) |
19:11 |
paramat |
game#2108 |
19:11 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2108 -- Biomes: Remove some warm and humid biomes at altitude by paramat |
19:20 |
paramat |
i bumped a lot of old issues which have little core dev comment or interest, please could core devs add their comments? |
19:31 |
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19:35 |
paramat |
in other words, decide if they're worth keeping open |
20:17 |
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20:18 |
paramat |
I've checked the PRs included in MTG backport 0.4, seem ok, and updated the TODO list of PRs to add to it https://github.com/minetest/minetest_game/pull/1966#issuecomment-362662323 |
21:24 |
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23:13 |
paramat |
#7234 updated and ready |
23:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/7234 -- FOV: Raise lower limit to avoid zoom-loading distant world by paramat |
23:39 |
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