Time |
Nick |
Message |
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09:47 |
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10:06 |
crazy_baboon |
celeron55_: Do you know at which point in the code those drawn mapblock meshes are added to the SceneManager ? |
10:07 |
celeron55_ |
they aren't added to the scene |
10:07 |
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10:11 |
crazy_baboon |
ok, so they cannot be accessed via SceneManager->(...) ? |
10:21 |
crazy_baboon |
also celeron55_: what is the name of mapblock meshes being drawn in class clientMap ? |
10:43 |
celeron55_ |
they are stored in the mapblock instances |
11:43 |
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12:02 |
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12:05 |
crazy_baboon |
thanks celeron55_ |
12:22 |
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12:27 |
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12:52 |
crazy_baboon |
celeron55_: i think the MapBlockMesh instances would somehow have to be converted to IMesh so they could be added to the scene and rendered with phyisical lighting |
12:53 |
celeron55_ |
i guess just try adding them there when they are created and deal with the memory management mess later |
12:55 |
celeron55_ |
the meshes are created in a separate thread and then the final result is set in the mapblock in the main thread, don't really recall where exactly |
12:56 |
celeron55_ |
but that's where you'll have the geometry ready and could (in theory) be converted to anything you need |
12:57 |
crazy_baboon |
could the origin be content_cao.cpp? |
13:00 |
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13:25 |
crazy_baboon |
celeron55_: could the origin of these mesh geometries be content_cao.cpp? |
13:31 |
rubenwardy |
no |
13:31 |
rubenwardy |
Client Active Object |
13:31 |
rubenwardy |
nothing to do with blocks |
13:32 |
rubenwardy |
an Active Object is a loaded object |
13:32 |
rubenwardy |
and an object is a player or entity |
13:34 |
crazy_baboon |
thanks rebenwardy |
13:34 |
rubenwardy |
reben??? |
13:39 |
crazy_baboon |
rubenwardy, sorry :) |
13:40 |
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14:31 |
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15:18 |
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15:20 |
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15:52 |
rubenwardy |
argh |
15:52 |
rubenwardy |
so - I'm unsure as to what the secure require should do |
15:52 |
rubenwardy |
in normal Lua, require will only run the module once and cache the result until the vm exits |
15:52 |
rubenwardy |
which is fine, as everything is trusted |
15:53 |
rubenwardy |
in sandboxed lua, this would result in a mod being able to get the returned value of another mod's include |
15:53 |
rubenwardy |
as it would return the cached value |
15:53 |
rubenwardy |
context #7621 |
15:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/7621 -- Add secure require() function by rubenwardy |
15:54 |
rubenwardy |
I mean |
15:54 |
rubenwardy |
server-side modding is pretty insecure anyway |
15:54 |
rubenwardy |
it's very easy to leak an insecure environment reference if you don't know what you're doing |
15:56 |
rubenwardy |
having the cached values be per-mod introduces a lot of issues when multiple mods introduce the same library which modifies the global environment or has a resource handle |
15:57 |
rubenwardy |
storing the path to the thing as well as the cached value and then checking it also has issues, as two mods may bundle the same library |
15:57 |
rubenwardy |
so I'm not sure what to do |
15:57 |
rubenwardy |
maybe have a big fat warning |
15:59 |
rubenwardy |
also, do I need to add require() to CSM? |
16:00 |
rubenwardy |
virtual filesystems are ew |
16:02 |
sfan5 |
why csm? |
16:02 |
rubenwardy |
can I take that as "you don't need to add require() to CSM, ruben" |
16:03 |
sfan5 |
you can, but I'd like to know why you think CSM would need require() |
16:04 |
rubenwardy |
ooh oh |
16:04 |
rubenwardy |
I have an argument against it |
16:04 |
rubenwardy |
it increases the surface area |
16:33 |
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17:05 |
paramat |
#7682 updated |
17:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/7682 -- Particles: Make collision with objects optional by paramat |
17:06 |
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17:26 |
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17:27 |
Krock |
paramat: please re-get #7703 again. Fixed the dependency issue |
17:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/7703 -- Fix clipped content tab description by SmallJoker |
17:30 |
paramat |
testing |
17:38 |
Krock |
formspec adjusting is PITA.. why do textareas have a different scaling |
17:39 |
Krock |
inb4 formspecs suck |
17:45 |
Krock |
paramat: how's that box blue? is it a little bit opaque? |
17:45 |
Krock |
https://github.com/minetest/minetest/pull/7703/files#diff-d327ed21d24d725d67e31904f7ace239R93 this looks pretty much like as black as possible to me |
17:45 |
Krock |
cannot fix that without fixing the formspecs. Close the PR if black-black is totally necessary |
17:47 |
paramat |
nuuu it's ok |
17:50 |
paramat |
oh yeah it's also slightly translucent too, it's ok |
17:58 |
paramat |
+1 |
18:01 |
paramat |
will merge in 5 mins |
18:01 |
paramat |
#7703 |
18:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/7703 -- Fix clipped content tab description by SmallJoker |
18:44 |
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19:40 |
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20:35 |
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21:24 |
crazy_baboon |
is there any disable_drawning flag? |
21:24 |
crazy_baboon |
drowning, sorry |
21:33 |
crazy_baboon |
I would like to revert commits 53066024f6a91d5f83241b379b94d8557d43a646 and 7b13d119ed917c137fc375eff790a7754fd93386 that added support for drowning |
21:47 |
Shara |
Wouldn't the more sensible thing be adding an option? (assuming there isn't one already - it's at least possible to make a mod that resets breath). |
22:02 |
crazy_baboon |
Shara, I couldnt find a switch in the code |
22:02 |
crazy_baboon |
maybe there are mods for it, but I am only interested in the game itself (yes, not only the engine) |
22:03 |
crazy_baboon |
C++ side of things |
22:03 |
crazy_baboon |
there is a switch for shaders called 'enable_shaders' |
22:04 |
crazy_baboon |
so I am wondering if there is something similar for drowning |
22:05 |
Shara |
I don't know, but you have a better chance of asking for an option to be added than to remove a whole feature just because there isn't an option that suits you. |
22:05 |
crazy_baboon |
ii would be fine with an option Shara |
22:05 |
crazy_baboon |
that would be of course better |
22:06 |
crazy_baboon |
but to add that option, it is necessary to know whether there is a switch for enable/disabling drowning |
22:07 |
crazy_baboon |
which would be awesome if there is one |
22:08 |
crazy_baboon |
on the other hand, it is possible that drowning is so hard baked into the code that it is difficult to disable it |
22:08 |
crazy_baboon |
- which would not be so good |
22:09 |
Shara |
I only know mods can disable it, but that's by resetting the value. I assume they'd use a switch instead if there was one, so you should probably post an issue on Github. |
22:11 |
crazy_baboon |
thanks Shara, but I am probably the only minetest user that wants to disable the drowning feature |
22:13 |
Shara |
You may be surprised. |
22:16 |
crazy_baboon |
thanks Shara! |
22:17 |
crazy_baboon |
I am going to try to find a way of disabling drowning, and if i get nowhere (likely scenario), i will post an issue about it on github |
22:24 |
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22:28 |
rubenwardy |
I think those commits should probably be recerted |
22:28 |
rubenwardy |
It should be implemented in MTG instead |
22:35 |
p_gimeno |
drowning? as in the bubble meter? |
23:08 |
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23:09 |
paramat |
!tell crazy_baboon just remove 'drowning = 1,' from the node definition? |
23:09 |
ShadowBot |
paramat: O.K. |
23:14 |
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