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. 00:15 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. 00:20 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 00:31 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 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 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 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. 01:10 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 05:07 rdococ #7238 05:07 ShadowBot https://github.com/minetest/minetest/issues/7238 -- Add "on_metadata_inventory_shiftclick" callback 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 sfan5 you're not calling the function correctly, how is that a bug? 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! 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 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 18:54 JDCodeIt g_fontengine checks out OK. Assumption the only one instance of ClientLauncher will exist. 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? 19:35 paramat in other words, decide if they're worth keeping open 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 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