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IRC log for #minetest-dev, 2019-08-02

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All times shown according to UTC.

Time Nick Message
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07:39 ANAND #8271 is ready for review
07:39 ShadowBot https://github.com/minetest/minetest/issues/8271 -- Fix extra bubbles being displayed for high breath_max values by ClobberXD
07:40 ANAND The PR title needs changing, as it's somewhat inaccurate now
07:42 Krock you can edit it too IIRC
07:43 Krock now players have s little bit less breath when diving
07:43 Krock nice print calls btw
07:45 Krock and the HUD will no longer be removed when the player becomes immortal or the HUD flags change
07:54 ANAND ouch. Removed the print calls
08:04 ANAND Fixed. Testing...
08:06 Krock I'd just add a stupid math.min(2 * scaleToDefault(..), 20) in there
08:08 Krock til running too fast with an entity attached to your model's side eventually collides
08:11 ANAND > til running too fast with an entity attached to your model's side eventually collides
08:11 ANAND Sorry, I didn't catch that
08:12 ANAND Why math.min? Isn't this a better, more robust implementation?
08:14 ANAND Btw, 2 * math.min(scaleToDefault(), PLAYER_MAX_BREATH_DEFAULT) is probably what you meant, I guess?
08:15 ANAND And scaleToDefault() already tunes the value according to PLAYER_MAX_BREATH_DEFAULT
08:21 Krock will push https://krock-works.uk.to/u/patches/0001-Builtin-Forward-old-return-values.patch in 15 minutes
08:21 Krock ANAND: yes.. hiding it after some delay is probably the best solution
08:22 Krock not sure if the C++ code also relies on this additional breath
08:42 Krock pushing
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09:44 ANAND Krock: Just finished testing (was busy for a bit), #8271 works. But the changes in statbars.lua seem to be somewhat clumsy to me, so let me know if they need to be refactored.
09:44 ShadowBot https://github.com/minetest/minetest/issues/8271 -- Fix breath statbar scaling; defer breath_bar hiding by one second by ClobberXD
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09:59 rubenwardy I've thought of a way around the app store limitation - by linking Minetest as a library to a MIT licensed iOS app
10:00 rubenwardy the reason that (L)GPL apps can't be put on the app store is because the license says that you're not allowed to reverse engineer iOS apps on the app store
10:00 rubenwardy which is in conflict with the (L)GPL
10:09 sfan5 but if that no-reverse engineering covers the entire distributed app, how does it help to have Minetest as a library?
10:10 rubenwardy that's something I need to check
10:11 rubenwardy I have a feeling that is in the GPL to make it so people can replace libraries, but maybe it doesn't matter if the app is MIT
10:11 rubenwardy Apple sucks
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11:08 sfan5 rubenwardy: now the button is vertically too big, but it's just personal preference so feel free to ignore my suggestion
11:08 rubenwardy I can't change the vertical height without redesigning the whole thing to use real_coordinates
11:08 rubenwardy which I will do in my mainmenu improvement PR that I need to finish
11:08 sfan5 formspecs still suck
11:08 rubenwardy yeah
11:09 rubenwardy we're bolting more onto a broken solution
11:09 sfan5 yes
11:09 sfan5 it should be replaced entirely but that's a big task
11:09 rubenwardy might be worth discussing how much we should be bolting on to it
11:10 rubenwardy I suggest that we bolt enough on to do the things we really need right now, but not much more
11:10 rubenwardy ie: it's probably not worth adding support for custom elements or canvases in CSM to formspecs
11:11 rubenwardy I also suggest not doing too much with formspec styling, as importing IGUIElements and adding styling options is a never ending task
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11:11 rubenwardy Krock: does your approval to #7895 still hold
11:11 ShadowBot https://github.com/minetest/minetest/issues/7895 -- Add luacheck to check builtin by rubenwardy
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11:11 rubenwardy I need to rebase it
11:12 rubenwardy I'm also not sure on the technique for that, it's fairly risky given it's done in commits per secion
11:15 Krock the approval is still valid, but will have a quick look after rebasing
11:15 Krock what's "risks"?
11:16 Krock *risky. Is it because you're changing many different files?
11:16 rubenwardy it's a massive PR which could introduce regressions
11:16 rubenwardy I wish we had proper unit and integration testing
11:17 Krock mostly trivial code style changes
11:17 rubenwardy yeah
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11:20 rubenwardy huh, using posix_spawnp means that xdg-open can't find firefox. I guess somethings wrong with the path?
11:27 sfan5 are you passing envp as NULL?
11:30 rubenwardy yeah, that'll be why
11:30 rubenwardy I can't see how to get the environment, it results in a linking error with the tutorial I find
11:31 rubenwardy ie:        extern char **environ;
11:35 sfan5 that linking error is?
11:36 rubenwardy undefined reference to `porting::environ'
11:36 rubenwardy ooohhh
11:36 rubenwardy I'm an idiot
11:37 rubenwardy wait, it's also already defined in an included header
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11:40 rubenwardy ok, two things remaining - the call hard codes arg0 to be "/usr/bin/xdg-open",  whereas the program name is just "xdg-open" because it searches it in the path
11:40 rubenwardy this probably isn't that much of a problem
11:40 rubenwardy but is unclean
11:41 rubenwardy second, the regex needs to be fixed to allow localhost and 127.0.01
11:41 rubenwardy and other IPs
11:41 rubenwardy and the HTTP standard generally
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11:46 Krock is #8736 supposed to gather performance results on different platforms?
11:46 ShadowBot https://github.com/minetest/minetest/issues/8736 -- Define and document minimum and recommented requirements
11:47 Krock if so, then the forums would be way better choice
11:47 rubenwardy yeah, that would be a good idea
11:47 rubenwardy what's the best way to collect rendering stats across loads of devices?
11:47 rubenwardy we need a benchmark suite ha
11:47 Krock F6 debug stats
11:48 Krock on low end systems no text should be visible in-game for fast rendering
11:52 sfan5 rubenwardy: you don't need the absolute path in arg0
11:53 rubenwardy ok
11:53 rubenwardy cool
11:53 sfan5 also re. regex: just check the string starts with "http://" or "https://" and only contains ascii characters
11:53 sfan5 blacklist ' " $ \ or whatever too if you feel like it
11:54 rubenwardy and spaces?
11:54 sfan5 i guess
11:54 Krock %20 can be used if they really want spaces
11:56 rubenwardy yeah, or +
11:57 rubenwardy ^https?:\/\/([\w\.-\/\?=\%\+]+)$
11:57 rubenwardy hmm
11:58 rubenwardy missing #
11:58 sfan5 i'd also prefer not using a heavy regex engine for a simple validation like this but this is personal preference and may be premature optimization
11:58 rubenwardy I suppose I could do substring matching
11:58 rubenwardy but yeah, this isn't a regular thing
11:58 rubenwardy like, it's on a link click
11:59 rubenwardy if this becomes regular, then there's something wron
11:59 sfan5 well allowing this to be used from formspecs/csm (with restrictions) would be fine by me
12:00 rubenwardy yeah
12:00 rubenwardy that's the eventual plan
12:00 rubenwardy I'd like to add a dialog like the one steam has, where it shows the URL
12:03 rubenwardy it would be useful to parse the domain in that case, so you could have   `secure.trusted_domains = minetest.net`
12:03 rubenwardy or "www.minetest.net"
12:03 rubenwardy but not important
12:03 rubenwardy trusted meaning it skips the dialog
12:05 sfan5 just allow the mainmenu to do these things
12:05 rubenwardy yeah, currently that's the case
12:05 rubenwardy allowing mods would be later
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13:06 Krock also create a demo map plus predefined setting files to ensure everybody's testing the same thing
13:07 Krock it makes a huge difference whether to draw an entire city or forest compared to plains
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14:35 DS-minetest would someone like to give #8640 a second approval? :)
14:35 ShadowBot https://github.com/minetest/minetest/issues/8640 -- Trigger on_place in many situations even if prediction failed by DS-Minetest
14:49 Krock updated #8282. Only ESC will clear the keys. Re-tested & works as wanted.
14:49 ShadowBot https://github.com/minetest/minetest/issues/8282 -- Key settings: Clear with escape by SmallJoker
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14:55 DS-minetest does the key already in use work correctly with that PR?
14:55 DS-minetest (currently it only shows up once)
14:55 Krock it's kept unmodified
14:55 DS-minetest ok, then it's good
15:01 p_gimeno DS-minetest: what are the chances that 8640 breaks mods that expect the old behaviour?
15:06 DS-minetest good question
15:08 DS-minetest there might be problems if a mod sets nodes in pt.above in on_place without check
15:09 DS-minetest but item_place node checks for this: https://github.com/minetest/minetest/blob/47492386ece5b016a7a0ed06d6a44cc7d60adb55/builtin/game/item.lua#L284-L289
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15:14 p_gimeno ok, sounds sensible
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18:30 rubenwardy too many PRs!
18:31 sfan5 do mine first
18:36 rubenwardy huh, weird how X11 was found twice
18:38 * twoelk reserves first february2020 weekend for mt related travel option
18:40 Krock soon one PR more if I succeed with the incremental inventory sending
18:41 rubenwardy :D
18:50 rubenwardy oh jesus
18:50 rubenwardy I was testing
18:50 rubenwardy but then got compile errors when enabling gles
18:50 rubenwardy because you need to recompile Irrlicht
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18:54 rubenwardy "I hate this section."      lol, same
18:56 * DS-minetest too
18:57 DS-minetest even worse are people that want you to fill the section properly ;)
19:04 Krock I believe for my laptop I also had to modify the irrlicht branch a bit
19:04 Krock very hacky but it worked.. somehow.
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19:32 rubenwardy from a code inspection, that PR looks good
19:32 rubenwardy and I tested ENABLE_GLES=0
19:32 rubenwardy but I don't have the energy to deal with Irrlicht
19:32 rubenwardy maybe I'll fetch my pi and see if I can do it on that
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19:48 Krock #8742
19:48 ShadowBot https://github.com/minetest/minetest/issues/8742 -- Inventory: Send dirty lists where appropriate by SmallJoker
19:48 Krock onemore
19:55 Krock > + src/unittest/test_world/world.mt
19:55 Krock now I get why this PR got so many new lines
20:04 Krock rubenwardy: why are the checkboxes in https://github.com/minetest/minetest/pull/8383#issuecomment-511519170 not ticked?
20:04 Krock this makes the PR feel incomplete
20:16 Krock code looks good. tested an old version of that PR a few weeks ago, but will retest tomorrow (?)
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22:54 GreenDimond I went and modified GenericCAO::setChildrenVisible() to always do obj->setVisible(true), but for some reason that I cant figure out the attachment still doesnt draw
22:55 GreenDimond Am I missing another check somewhere that overrides the visibility of the object according to the camera mode?
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