Time |
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Message |
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00:06 |
paramat |
ok |
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p_gimeno |
marginally off topic, but does anyone know if editing a github message to include a @user, sends an email to that user? |
02:14 |
VanessaE |
nope, don't think so. |
02:14 |
p_gimeno |
hmm, then numberZero isn't notified |
02:15 |
VanessaE |
when I want to make sure someone gets an update, I just write a separate reply, send it, then delete it and move its contents into the post I wanted it in in the first place |
02:15 |
VanessaE |
that way they get tagged, and still end up on the right page. |
02:15 |
VanessaE |
and no clutter, |
02:16 |
p_gimeno |
I'm not sure if 8358 is an issue he needs to deal with |
02:17 |
VanessaE |
*shrug* |
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Topic for #minetest-dev is now Minetest core development and maintenance. Minetest 5.0.0 released! Chit-chat goes to #minetest. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
07:16 |
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07:57 |
nerzhul |
merging #8359 |
07:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/8359 -- HPChange Reason: Fix push after free, and type being overwritten by rubenwardy |
07:58 |
nerzhul |
and #8354 |
07:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/8354 -- Fix cast from const by accessing string data directly by rubenwardy |
08:10 |
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11:16 |
nerzhul |
sfan5: when you get time i updated #7159 (now it has gcc 8 + clang 7 support) |
11:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/7159 -- Upgrade from clang 5.0 to 7.0 by nerzhul |
11:16 |
nerzhul |
and it's green everywhere heh |
11:25 |
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11:34 |
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11:35 |
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11:38 |
powerolive |
hi pls support android4.0.4 |
12:07 |
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12:38 |
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12:53 |
p_gimeno |
what derives from ClientActiveObject besides GenericCAO? |
12:53 |
nerzhul |
hi: too old phone for our code level if i remember |
12:55 |
p_gimeno |
and TestCAO |
12:58 |
p_gimeno |
in other words, could ClientActiveObject and GenericCAO be merged? |
12:59 |
nerzhul |
i think it's not the case because GenericCAO is just an "interface" |
12:59 |
nerzhul |
why do you want to merge them ? |
13:00 |
p_gimeno |
it's forcing me to add methods that aren't really needed |
13:00 |
p_gimeno |
hm, maybe particles could be spawned from a GenericCAO instead of a ClientActiveObject? |
13:03 |
nerzhul |
i don't think because it's an interface |
13:04 |
nerzhul |
want do you want to code ? |
13:06 |
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13:10 |
p_gimeno |
attached particle spawners obtain a ClientActiveObject but they work with the fields that are only in the GenericCAO |
13:11 |
p_gimeno |
so I have to move these fields from GenericCAO to ClientAciveObject |
13:12 |
p_gimeno |
it would help if I can assume that when the ClientActiveObject is attached, it MUST be a GenericCAO, and then cast it |
13:12 |
p_gimeno |
by fields I meant methods, sorry |
13:19 |
p_gimeno |
perhaps a dynamic cast is in order at that point |
13:37 |
nerzhul |
yes cast from interface to the right type if it's the correct type in getType() and do what you want |
13:37 |
nerzhul |
it's how we perform in SAO |
13:45 |
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15:15 |
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15:27 |
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15:54 |
nerzhul |
pushing a trivial unused attribute cleanup reported by clang 7 |
15:54 |
nerzhul |
https://pastebin.com/WDTbMYGs |
15:54 |
nerzhul |
https://travis-ci.org/minetest/minetest/jobs/505136223#L1181 |
15:57 |
sofar |
yeah, looks fine |
15:57 |
sofar |
did you see the gcc warnings? |
15:58 |
sofar |
only 2 so worth fixing imho |
16:02 |
nerzhul |
i didn't read them currently i'm at work heh |
16:02 |
nerzhul |
and i was working on upgrading clang toolchain to v6 |
16:02 |
nerzhul |
v7* |
16:11 |
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16:18 |
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16:23 |
JDCodeIt |
I was playing with the pathfinder function and wondered if anyone wants to discuss issue #6771. |
16:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/6771 -- pathfinding: unnecessary error |
16:27 |
JDCodeIt |
return value of false from function Pathfinder::updateAllCosts is interpreted as an error - but is that so in all cases? |
16:40 |
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16:53 |
JDCodeIt |
Same comment for the function Pathfinder::updateCostHeuristic - for the A* methods |
16:54 |
JDCodeIt |
Thing I don't get is why the function bails out with false if one of the directions checked is a worse cost than the last one tried. Seems if we progressed to the 3rd or 4th direction we could find a lower cost. |
16:55 |
JDCodeIt |
Returning false when the sequence of checked directions results in increasing cost, seems wrong |
17:00 |
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18:00 |
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18:01 |
Unarelith |
you finally released it haha, nice |
18:47 |
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18:55 |
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20:00 |
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20:12 |
rubenwardy |
5.0.1, when? |
20:22 |
sfan5 |
anything left in the milestone? |
20:23 |
rubenwardy |
https://github.com/minetest/minetest/milestone/14 |
20:24 |
VanessaE |
hold up |
20:24 |
VanessaE |
don't forget that dumbass texture alignment problem |
20:26 |
VanessaE |
(fixing it enough to get 5.0.1 out the door would be as trivial as it gets) |
20:28 |
rubenwardy |
is it true that it only happens on colorwallmounted? |
20:29 |
VanessaE |
that's what I first saw it with, but there are enough other ways to use nodeboxes that I don't know for sure. |
20:30 |
rubenwardy |
well, if colorwallmounted was added after global textures, then maybe it wrongly applies to it |
20:30 |
rubenwardy |
the setting confuses me though |
20:30 |
VanessaE |
negative - just the opposite. |
20:30 |
VanessaE |
colorwallmounted came first. |
20:30 |
rubenwardy |
right, interesting |
20:30 |
VanessaE |
this global thing is new in 5.0.0 |
20:39 |
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20:42 |
paramat |
we have no idea if #8358 is trivial to fix, waiting on numberzero for an opinion. i'm not sure it's a blocker as it only affects a small minority of nodes |
20:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/8358 -- Nodebox facedir no longer rotates textures to follow it. |
20:44 |
VanessaE |
"small minority" of nodes used in large quantities... |
20:44 |
VanessaE |
if it broke the look of default:dirt_with_grass, that's just a single node. is that "a small quantity"? |
20:44 |
paramat |
it may only be colorwallmounted nodeboxes that use overlay tiles, which is what these glowlights are |
20:44 |
VanessaE |
yes. |
20:44 |
VanessaE |
and people use the shit outta them. |
20:45 |
VanessaE |
(can't say I expected that, either) |
20:45 |
VanessaE |
(though they do look better than mese lamps :) ) |
20:45 |
paramat |
5.0.1 will still have many bugs, only critical bugs should delay it |
20:46 |
rubenwardy |
I've emailed numberZero |
20:46 |
rubenwardy |
I don't understand the point of the setting really |
20:50 |
paramat |
dirt with grass is used much more than glowlights, one node from one mod |
20:50 |
VanessaE |
paramat: my point stands. |
20:52 |
paramat |
no, it's an irrational point to compare to dirt with grass |
20:52 |
VanessaE |
you're the one who said "a small number"./ |
20:52 |
VanessaE |
"small minority" rather. |
20:54 |
rubenwardy |
is dirt_with_grass even rotatable? |
20:54 |
paramat |
i suggest we release 5.0.1 at the weekend, if someone finds a fix for glowlights before then it can be fixed, but i don't agree to this delaying 5.0.1 if all else is ready |
20:54 |
VanessaE |
rubenwardy: not by default :P |
20:54 |
VanessaE |
paramat: NO NO NO |
20:54 |
VanessaE |
G*D damn it, no. |
20:54 |
rubenwardy |
what's the problem with glowlights? |
20:55 |
VanessaE |
stop with this "we much rush it out the door" shit |
20:55 |
VanessaE |
rubenwardy: see paramat's link, 8358 |
20:55 |
paramat |
yes 1 node from an optional mod is a small minority of nodes, and you have easy workarounds for this problem too |
20:55 |
VanessaE |
paramat: first, three node. second, there IS no easy workaround. |
20:56 |
VanessaE |
to my knowledge |
20:56 |
VanessaE |
nodes* |
20:57 |
paramat |
vanessa you're always trying to unreasonably delay releases with non-urgent bugs |
20:57 |
VanessaE |
and you're always coming up with *excuses* that take more time to discuss than the fix would take |
20:58 |
paramat |
how do you know the fix is trivial and quick? |
20:59 |
VanessaE |
one line, change the default to disabled? |
20:59 |
VanessaE |
how much more trivial does it need to be? |
20:59 |
rubenwardy |
does that break global textures completely? |
21:01 |
VanessaE |
rubenwardy: not sure on that, but as I understand it, the scaling is a separate feature from alignment.. |
21:01 |
VanessaE |
so if alignment is forced back to node-oriented, would not the non-rotating nodes just end up looking the same as before? |
21:02 |
paramat |
ah that may be a good idea |
21:03 |
paramat |
it would disable all world aligned textures though, but if it's broken ... |
21:03 |
VanessaE |
QED. |
21:04 |
paramat |
'world_aligned_mode = disable' have you tested that? |
21:05 |
VanessaE |
I have not. |
21:05 |
VanessaE |
because I don't understand all of what it can affect. |
21:05 |
paramat |
sorry i didn't realise that was your suggested fix |
21:05 |
VanessaE |
all I know is it's hardcoded to *enabled* when no setting exists |
21:08 |
paramat |
please test that set to 'disabled' to see if it fixes your bug |
21:09 |
paramat |
world-aligned textures is new in 5.0.0 so disabling them is not much of a loss until 5.1.0 when a proper fix will be ready |
21:09 |
VanessaE |
which was what I was suggesting./ |
21:10 |
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21:10 |
VanessaE |
I'll check it now. |
21:10 |
VanessaE |
nope. |
21:10 |
VanessaE |
doesn't fix it. |
21:12 |
red-045 |
So does setting the alignment on a block to "node" fix it? |
21:13 |
paramat |
hmm |
21:14 |
red-045 |
from reading the code yesterday it should default to old style alignment |
21:14 |
VanessaE |
that makes fixing it not only a little less trivial than before, it also makes it more important, because it can't be worked-around without presumably altering mods. |
21:15 |
red-045 |
so I'm thinking it could just be some small bug in how it does the alignment that doesn't match up quite with how it used to work |
21:16 |
paramat |
since the setting doesn't fix the issue i don't agree with delaying 5.0.1, the mod will have to be changed to use a workaoround, after all the feature is |
21:17 |
paramat |
... very new |
21:17 |
VanessaE |
no. |
21:19 |
red-045 |
Well I'm just asking cause if changing the node def fixes it, it will be easier for someone other than the numberzero to fix it |
21:19 |
red-045 |
if it does* |
21:19 |
VanessaE |
5.0.1 has already been delayed. |
21:19 |
VanessaE |
it. can. wait. |
21:20 |
VanessaE |
you guys were in such an all-fired hurry to get 5.0.0 out the door that this inventory bug (whatever it amounts to) snuck in, along with this texture bug. |
21:22 |
rubenwardy |
5.0.0 was in development for 2 years |
21:22 |
p_gimeno |
no, there were just not enough testers, the inventory bug has been around for a long time |
21:22 |
VanessaE |
yes...so? |
21:22 |
rubenwardy |
with another year, we probably wouldn't have found these bugs |
21:22 |
VanessaE |
who discovered the inventory bug? |
21:23 |
paramat |
5.0.0 wasn't hurried, the bug wasn't our fault |
21:23 |
red-045 |
what's the inventory bug? |
21:23 |
rubenwardy |
red-045: krock introduced a limit on the maximum size of a detached inventory |
21:23 |
p_gimeno |
rubenwardy: #8325 |
21:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/8325 -- Large inventory lists are not sent correctly |
21:23 |
rubenwardy |
by switching a package from just appending data, to writing it with a u16 |
21:23 |
p_gimeno |
err @red-045 ^ |
21:24 |
rubenwardy |
here's the best summary, red-045: https://github.com/minetest/minetest/pull/8331#issuecomment-470288892 |
21:24 |
paramat |
this bug wasn't a result of 5.0.0 'hurry' either, 5.0.0 was delayed and put back many times for more testing |
21:25 |
VanessaE |
you DO realize why I asked who found it, right? |
21:25 |
red-045 |
ugh that's a nasty bug |
21:25 |
rubenwardy |
VanessaE: a user reported it - ShadMOrdre |
21:26 |
red-045 |
so I guess you can't fix it for 5.0.0 |
21:26 |
rubenwardy |
red-045: it's already fixed in 5.0.1-dev |
21:26 |
red-045 |
yeah but people will have to update |
21:26 |
red-045 |
since it's a network thing |
21:26 |
VanessaE |
ok then. I asked because I wanted to make sure that the finder isn't someone who should have ready access to dev builds. |
21:27 |
rubenwardy |
red-045: my fix is backwards compatible |
21:27 |
paramat |
anyway i expect numberzero will pop up before weekend so a fix may happen |
21:27 |
rubenwardy |
old clients will still crash, but that's the same with any other bug |
21:28 |
rubenwardy |
nerzhul: when will you push 5.x from the Android beta channel? |
21:28 |
rubenwardy |
with 5.0.1? |
21:29 |
VanessaE |
paramat: you're missing the point. I'm not worried about how long it takes to get it fixed. I'm concerned about making *a release* without it. |
21:29 |
VanessaE |
s/it/a fix/ |
21:31 |
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21:31 |
VanessaE |
users are already hesitant enough to update. even moreso for a 0.4.x -> 5.0.x change... and now 5.0.1 is on its way, and you want me to tell people "5.0.2" (or whatever it would be)? |
21:33 |
paramat |
vanessa, i know, but it's just a visual glitch, not critical. unless we're tough on this nothing will ever get released |
21:33 |
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21:34 |
jas_ |
That feature was merged a |
21:34 |
VanessaE |
the inventory bug isn't critical either. someone here already said it can be worked-around, and so far no one on my servers has triggered it (and complained)............... |
21:34 |
rubenwardy |
that's because you use UI, which probably paginates |
21:35 |
red-045 |
is it a hard crash or just the client failing to read the inventory and disconnecting itself? |
21:35 |
VanessaE |
rubenwardy: indeed I do. |
21:35 |
rubenwardy |
red-045: only the client crashes, and it shows an error message and disconnects |
21:35 |
red-045 |
ah |
21:36 |
red-045 |
Crash made me thing of like a core dump or something like that |
21:36 |
red-045 |
think* |
21:37 |
paramat |
the inventory bug is critical, as proved by the panic over it, it prevents gameplay |
21:38 |
red-045 |
I feel there is going to be a bunch of people asking what that error means in the near future |
21:41 |
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21:44 |
VanessaE |
red-045: yes, and I think more will be bugging me about the broken lights (and whatever else that I can't think of now). |
21:45 |
VanessaE |
oh well, whatever. |
21:53 |
nerzhul |
rubenwardy |
21:53 |
rubenwardy |
nerzhul: |
22:06 |
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22:10 |
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22:51 |
nerzhul |
oh sorry i missed to answer; yes i wait for 5.0.1 |