Time |
Nick |
Message |
00:27 |
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paramat joined #minetest-dev |
00:31 |
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00:39 |
paramat |
merging #8867 |
00:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/8867 -- Various settingtypes.txt improvements by paramat |
00:46 |
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02:05 |
paramat |
merging game#2449 note: because Krock indicated support for a merge in IRC earlier |
02:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2449 -- add_new_tnt_sounds by TumeniNodes |
02:19 |
paramat |
oh and game#2452 thanks for reviewing =) |
02:19 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2452 -- Spawn: Avoid spawning outside small worlds by paramat |
05:36 |
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06:22 |
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06:41 |
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07:58 |
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08:01 |
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08:42 |
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09:12 |
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10:21 |
ANAND |
I just realised what QuickTune is, and I'm amazed we have such a system in place for testing and debugging stuff. Kudos to C55 for this idea! |
10:22 |
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10:28 |
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10:33 |
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10:54 |
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11:02 |
BuckarooBanzai |
ANAND: whats QuickTune? |
11:29 |
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11:38 |
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11:41 |
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11:49 |
ANAND |
BuckarooBanzai: It's a way to modify (numeric) variables at run-time, without having to recompile the code after every single modification. |
11:50 |
ANAND |
It makes use of the quicktune_blah_blah keymaps, which I religiously ignored every time I open the "change keys" dialog. |
11:52 |
ANAND |
See https://github.com/minetest/minetest/blob/4291961e09db7851fbc940eac58a1b919668d935/src/quicktune.h#L21 |
11:53 |
ANAND |
The example in L25 is exactly what I'm going to use this for, first. ;) |
11:54 |
ANAND |
i.e. #8755 |
11:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/8755 -- ItemDefinition: Add wield_offset and wield_rotation by ClobberXD |
12:01 |
BuckarooBanzai |
Oh nice, macro magic :) |
12:01 |
BuckarooBanzai |
Really useful function though.. |
12:24 |
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12:42 |
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12:59 |
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13:00 |
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13:10 |
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13:20 |
ANAND |
Indeed :) |
13:22 |
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13:48 |
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13:58 |
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14:11 |
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14:12 |
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14:29 |
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14:47 |
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14:55 |
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15:13 |
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15:26 |
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15:27 |
DS-minetest |
is it ok if the whole mapblock is sent when block meta is sent? |
15:28 |
DS-minetest |
set* |
15:35 |
sfan5 |
probably |
15:38 |
rubenwardy |
in the latest devs, the graphs are in a different order |
15:38 |
rubenwardy |
this is messing me up |
15:42 |
sfan5 |
Update frame [ms] and FPS are kinda redundant as graphs |
15:43 |
sfan5 |
since one is 1/x of the other |
15:47 |
rubenwardy |
FPS would include draw time too? |
15:51 |
sfan5 |
hmm |
16:05 |
DS-minetest |
is it a problem if a PR title lets people think that there's a new unread comment? |
16:06 |
DS-minetest |
#8870 |
16:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/8870 -- Block meta (1) by DS-Minetest |
16:38 |
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16:47 |
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17:14 |
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17:18 |
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17:21 |
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17:21 |
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17:29 |
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17:52 |
ANAND |
Krock: Re #8856, std::cout doesn't print anything to the console. I faced this issue for some of my PRs too, and I ended up using warningstream and/or errorstream instead. |
17:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/8856 -- Send cumulated inventory changes only each step by SmallJoker |
17:52 |
ANAND |
I did revert the "Remove log messages" commit, btw |
17:52 |
Krock |
cannot reproduce |
17:52 |
Krock |
cout works perfectly for me |
17:53 |
ANAND |
Meh |
17:53 |
Krock |
do you have any local changes that redirect cout to another stream? |
17:53 |
ANAND |
Not as far as I know |
17:54 |
Krock |
does it also happen with xterm? |
17:54 |
ANAND |
But what I've observed is that it correctly prints to the console when inserted in some parts of the code, while it doesn't, when inserted in other parts of the code |
17:54 |
Krock |
"console" implies windows. in this case -- powershell? |
17:54 |
ANAND |
I use Ubuntu 18.04 |
17:55 |
Krock |
same here |
17:55 |
ANAND |
Weird |
17:55 |
ANAND |
But the aforementioned log streams are pretty consistent |
17:57 |
ANAND |
Krock: Does #8834 warrant a protocol bump? I'm still not exactly sure as to when the protocol is bumped, sorry. |
17:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/8834 -- [no squash] Send ActiveObjects along with definitions once connection is established by ClobberXD |
17:58 |
Krock |
chceking |
17:58 |
ANAND |
Thanks |
18:00 |
ANAND |
Network-wise, the PR sends an existing unmodified packet to the client upon the latter's completion of Init2 |
18:00 |
ANAND |
Proto bump probably not required, but just wanted to be sure... |
18:07 |
Krock |
noticed something else: why do you run getClient() twice in INit2 |
18:09 |
Krock |
oh no |
18:10 |
Krock |
> m_state = CS_InitDone; @notifyEvent |
18:10 |
Krock |
This one sits behind an event queue. TOSERVER_INIT2 adds this entry and now you're checking in the very same function whether it's set |
18:10 |
Krock |
dangerous |
18:11 |
ANAND |
Uh oh |
18:11 |
Krock |
hold on. event() usunlike other events not a queue. iconic. |
18:11 |
ANAND |
Oh yeah, it's just a bunch of nested switch-cases |
18:12 |
ANAND |
The second getClient is to ensure that `client` is properly initialised in case the code skipped the previous getClient call |
18:12 |
ANAND |
Dunno why I thought that way |
18:13 |
Krock |
it looks like the inner loop code for sending entities is kept functionally unmodified |
18:13 |
Krock |
in this case it's entirely compatible with the protocol |
18:14 |
Krock |
You also assume that `client` is valid after the second call, and use the pointer without checking to get the protocol version |
18:14 |
ANAND |
Yes, that's correct - I just moved the AO retrieval code to a separate function. Thanks for confirming. |
18:14 |
Krock |
it was already like that before, so the first getClient() call ought to be enough for the entire thing |
18:15 |
ANAND |
Yes, I'm removing the second one |
18:17 |
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18:21 |
ANAND |
Krock: https://github.com/minetest/minetest/compare/838bc8b949a60ec9a33b4a6cbbda1e0af7eedbba..06ccf05b89b479997dee99d5fb96faa91865f16a |
18:22 |
Krock |
thanks |
18:22 |
ANAND |
Re #8856, doesn't Lua inventories get modified at most only once every step? |
18:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/8856 -- Send cumulated inventory changes only each step by SmallJoker |
18:23 |
Krock |
see example |
18:23 |
ANAND |
I saw, but I don't understand why it is so :) |
18:24 |
Krock |
there's plenty of calls within the same step. each inventory modification by Lua immediately calls to SendInventory |
18:24 |
ANAND |
Oh! |
18:24 |
ANAND |
Makes sense now |
18:24 |
Krock |
!next |
18:24 |
ShadowBot |
Another satisfied customer. Next! |
18:24 |
ANAND |
I somehow saw that coming :P |
19:46 |
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20:27 |
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21:17 |
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21:26 |
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21:40 |
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21:45 |
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22:50 |
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22:57 |
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23:01 |
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