Time |
Nick |
Message |
00:15 |
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09:16 |
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09:34 |
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10:48 |
sfan5 |
https://github.com/minetest/minetest/pulls?q=is%3Aopen+is%3Apr+label%3A%22One+approval%22 |
10:48 |
sfan5 |
so who's gonna merge all these? |
10:56 |
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10:56 |
Krock |
I'd do that if they had a second approval |
10:57 |
sfan5 |
be the approval you want to see |
10:57 |
Krock |
it's the review & quality control I'd like to see |
11:30 |
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12:36 |
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13:40 |
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13:52 |
clavi |
can Minetest use PostgreSQL's scram-sha-256 authentication method? |
13:52 |
clavi |
I tried using it but it didn't work |
13:54 |
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14:16 |
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14:38 |
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14:50 |
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15:05 |
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15:06 |
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15:08 |
Krock |
will merge #8128 in ~10 minutes |
15:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/8128 -- Optimize string (mis)handling by osjc |
15:09 |
Krock |
#8538 too |
15:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/8538 -- Add content_rating tag to appdata by cpba |
15:33 |
Krock |
is anyone keen on testing #8385? |
15:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/8385 -- Add /help formspec for commands and privileges by SmallJoker |
16:08 |
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16:11 |
nerzhul |
clavi i think it depends on the libpq directly |
16:12 |
clavi |
so it should work? maybe my config is wrong |
16:47 |
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17:03 |
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17:03 |
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17:07 |
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17:36 |
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17:59 |
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18:02 |
VanessaE |
ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback LuaABM::trigger(): " " is not a registered node! |
18:02 |
VanessaE |
what causes this? |
18:02 |
VanessaE |
example crash citing that ^ https://pastebin.ubuntu.com/p/jxrjCg3Sc6/ |
18:03 |
Krock |
node timer on an unknown node |
18:04 |
Krock |
oh wait. that's actually core.set_node failing to place a node |
18:04 |
VanessaE |
er, but citing ABM stuff? |
18:05 |
Krock |
no, I didn't read it well the first time. Not related to node timers |
18:05 |
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18:05 |
VanessaE |
heh ok |
18:06 |
Krock |
https://github.com/minetest/minetest/issues/8378 |
18:06 |
VanessaE |
my first thought was set_node() failing on an unknown node and then failing to throw the usual "not placing CONTENT_IGNORE" warning. |
18:07 |
VanessaE |
AH |
18:07 |
VanessaE |
leave it to Wuzzy to report it :P |
18:08 |
Wuzzy |
??? |
18:08 |
VanessaE |
nothing, Wuzzy. just smile and nod ;) |
18:09 |
deezl |
VanessaE, is this related to the crash on BL from basic_machines earlier? |
18:09 |
VanessaE |
yes. |
18:09 |
VanessaE |
that IS the crash |
18:11 |
p_gimeno |
the ghost in #5375 would be me |
18:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/5375 -- Wheat seeds grow as cotton (wrong ABM seems to be executed on catch-up) |
18:12 |
Krock |
ikr |
18:13 |
p_gimeno |
I no longer think it's a compiler bug, it's probably either a race or a problem with using deallocated memory |
18:14 |
Krock |
I wouldn't expect it to be a race problem since mapblocks are unloaded separately, and node placements only happen rarely |
18:15 |
Krock |
but wouldn't deallocated memory throw a segfault there? |
18:16 |
p_gimeno |
no, if you hold a pointer to a block you've allocated and you deallocate it, you can still write to and read from the pointer |
18:16 |
p_gimeno |
if something else is allocated at the same address, then the pointer is writing into someone else's memory |
18:16 |
VanessaE |
but shouldn't that trigger a segfault? |
18:16 |
p_gimeno |
no, deallocated memory keeps being paged |
18:16 |
Krock |
writing into someone else's memory should trigger that |
18:16 |
Krock |
if that's allocated |
18:17 |
p_gimeno |
by someone else's I mean within the same process |
18:17 |
Krock |
ah |
18:17 |
Krock |
now, question is why the pointer is not properly nulled |
18:17 |
VanessaE |
right, can't really trigger a fault then. |
18:18 |
p_gimeno |
well, it's one hypothesis |
18:18 |
p_gimeno |
I haven't ever looked into the ABM code |
18:19 |
Krock |
there's also a cache for the nodes which have triggers - it could also be possible that they're out of sync |
18:19 |
Krock |
I don't know the ABM code well either, but there are some optimizations to not scan all nodes |
18:24 |
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18:30 |
paramat |
input needed on #8249 |
18:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/8249 -- Make autoforward simulate keys by DS-Minetest |
18:47 |
Krock |
continuous forward just emulates pressing the forward key. then why is aux1 even involved? |
18:48 |
Krock |
forward + aux1 is mostly used for sprinting, but that's not like walking forwards normally |
19:03 |
paramat |
i agree. to get this moving could you support the removal of 'aux' simulation? |
19:03 |
paramat |
(i mean, add a comment) |
19:05 |
paramat |
the reason aux is simulated is explained in the long line comment discussion |
19:07 |
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calcul0n joined #minetest-dev |
19:07 |
paramat |
because some mods expect 'aux' to be pressed when the player moves fast, however this causes bugs as i explained so can't be done |
19:10 |
paramat |
i think the author is waiting for a second core dev opinion before they change the PR |
19:17 |
Krock |
players also fly fast btw |
19:21 |
Krock |
answer written. |
19:22 |
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19:22 |
paramat |
heh it's a really complex issue |
19:22 |
paramat |
thanks |
19:22 |
Krock |
but the implementation is simple |
19:22 |
paramat |
yes |
19:23 |
Krock |
no matter how complex the explanation is, it all comes down to whether aux1 is related to autoforward, or not. |
19:23 |
Krock |
if this cannot be answered, then the PR is superfluous and the old issue will persist |
19:24 |
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19:25 |
VanessaE |
bleh. autoforward. how can that possibly be useful in practice? imho, first, implement cheapie/p_gimeno "fast shift, fast lock" idea and fix that ABM bug. those are more important imho :) |
19:26 |
Krock |
never used autoforward either |
19:26 |
VanessaE |
(I mean, useful outside of some kind of flight sim game :P) |
19:26 |
paramat |
autoforward is extremely useful for me, removes hand stress on long journeys |
19:27 |
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19:28 |
VanessaE |
heh. |
19:28 |
VanessaE |
define "long" :) |
19:32 |
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19:33 |
paramat |
roughly > 30s |
19:33 |
VanessaE |
pfft |
19:33 |
VanessaE |
30s |
19:34 |
VanessaE |
you're funny. :) |
19:34 |
VanessaE |
one of the longer runs on one of my servers takes about 2 minutes. at 3x normal run speed. |
19:35 |
VanessaE |
(or about 5 minutes at normal speed, including time spent slowing down for areas that'll make you careen off the road into a cliff or whatever) |
19:35 |
VanessaE |
(the "3x" initiated by a "nitro" station, which uses digilines and mesecons command blocks to temporarily change the player's speed) |
19:37 |
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19:43 |
paramat |
btw autoforward still isn't bound to a key, Krock would you support it being bound? maybe F? |
19:43 |
VanessaE |
oh HELL no. |
19:43 |
VanessaE |
that's too easy to hit during normal play |
19:43 |
VanessaE |
pick something on the right side of the keyboard. |
19:44 |
VanessaE |
maybe N or something. |
19:44 |
VanessaE |
(it's not like JKL are obvious either, for their respective functions) |
19:51 |
paramat |
logically it should be close to the movement keys just like 'move fast' and 'sneak' were. concern about accidental presses just leads to controls not being where they should be, players just have to learn |
19:55 |
paramat |
but sure, any key is better than none |
19:58 |
paramat |
maybe i've forgotten but, why do we have key bindings for 32 hotbar slots when there aren't enough spare keys for 32? |
19:59 |
paramat |
16 seems about right |
20:00 |
VanessaE |
because I thought it logical to do so. |
20:00 |
Krock |
paramat: no, I think it should be kept empty. Players may define it when they want to use it |
20:01 |
VanessaE |
plus, future-proofing, someone out there will have a gaming keyboard with a couple dozen extra keys, or maybe one day, 10 years from now :P Minetest will support modifiers such that maybe Ctrl-1 could be slot 11, Super-1 is 21, or whatever. |
20:02 |
paramat |
actually, 24 |
20:03 |
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20:03 |
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20:03 |
Krock |
VanessaE: those keyboards will be hard to use with only two hands |
20:04 |
VanessaE |
Krock: maybe players will evolve three hands? :P |
20:04 |
paramat |
almost no-one has keyboards with lots of extra keys |
20:04 |
VanessaE |
"almost". |
20:04 |
VanessaE |
granted, I don't. |
20:05 |
VanessaE |
but someone will. |
20:05 |
paramat |
and almost no-one needs instant key access to 32 slots |
20:05 |
Krock |
well, you could still make use of the numpad |
20:05 |
VanessaE |
plus, keypad. doesn't even work right at the moment, so there's 16 keys players could binfd |
20:05 |
VanessaE |
damn it, ninja'd |
20:05 |
Krock |
hah |
20:07 |
paramat |
remembering which key is which slot is only really possible with number keys + 10 keypad keys, that's still less than 24 |
20:07 |
VanessaE |
and back to modifiers, think Ctrl, Super, Alt with the F1-12 keys as well as the top row number keys/ |
20:08 |
VanessaE |
why 24? I thought I defined all 32? |
20:08 |
VanessaE |
*looks* |
20:08 |
paramat |
i mean, my suggestion was 24 =) |
20:08 |
VanessaE |
yep, I did. |
20:08 |
VanessaE |
nah, don't reduce if there's no practical reason to do so. |
20:09 |
paramat |
anyway nevermind |
20:09 |
VanessaE |
it's like it takes more than a couple dozen bytes of memory for those last 8 bindings :P |
20:09 |
VanessaE |
it's not like* |
20:11 |
paramat |
merging #8481 thanks for review |
20:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/8481 -- Allow multiple cave liquids in a biome definition by paramat |
20:12 |
Krock |
np, thanks for the patience. I didn't have the chance to test PRs earlier |
20:18 |
paramat |
that's ok, i know you're busy |
20:18 |
paramat |
so merging game#2358 too |
20:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2358 -- Make cave liquids biome-determined by paramat |
20:18 |
Krock |
+1 |
20:20 |
paramat |
thanks |
20:24 |
paramat |
good, cave liquids dehardcoded, dungeons next |
20:51 |
rdococ |
would it be okay if the callbacks weren't saved across server restarts? |
21:02 |
rdococ |
there might be a way to fix it yet |
21:02 |
rdococ |
nvm |
21:27 |
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23:11 |
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23:47 |
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