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07:21 |
nerzhul |
hello |
07:21 |
nerzhul |
can someone take a look at #9769 please, i need to continue my refactors for a more important plan on server |
07:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/9769 -- Server class code cleanups by nerzhul |
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09:00 |
ANAND |
#9705, anyone? :) |
09:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/9705 -- set_fov: Add support for time-based transitions by ClobberXD |
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13:17 |
nerzhul_ |
ANAND: approved |
13:24 |
ANAND |
nerzhul_: Awesome, thanks! :) |
13:29 |
ANAND |
I think you forgot to add the relevant label, nerzhul_ |
13:32 |
nerzhul_ |
which one ? i am the only one to approve |
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13:44 |
ANAND |
Huh, I thought that label was removed earlier |
13:44 |
ANAND |
Nvm |
13:51 |
ANAND |
Krock: Hi, did you take a look at https://github.com/minetest/minetest/pull/8755#issuecomment-620328708? |
13:52 |
ANAND |
Also, I've made the changes you've requested in #8817. The PR is ready for review; it's a lot simpler now. |
13:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/8817 -- Settings: Prevent unnecessary writes by checking for modification by ClobberXD |
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16:01 |
rdococ |
I went looking into the code, and apparently it turns out that flowing water vertices don't have proper normals on purpose, so that they aren't subjected to the face-based shading that other nodes are |
16:01 |
rdococ |
which is, like... super weird. why not just have an exception in the face-based shading code? |
16:06 |
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16:50 |
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17:34 |
ANAND |
#9781 |
17:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/9781 -- Pick node by middle click |
17:41 |
Krock |
will merge game#2666 in 10' |
17:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2666 -- Cart inventory image was rendering the side twice by Zughy |
17:42 |
sfan5 |
ANAND: perhaps middle click should just have no functionality and be up to games to implement |
17:43 |
Krock |
^ |
17:43 |
sfan5 |
it's not like it can really work client-side anyway since the client has to wait for the server to send the inventory change |
17:45 |
rubenwardy |
yeah |
17:51 |
Krock |
merging |
17:54 |
nerzhul_ |
middle click is used to split inventory stacks by 2 no ? |
17:54 |
nerzhul_ |
or is this a game feature ? |
17:54 |
nerzhul_ |
can someone take 5-10 mins to check #9769 please ? |
17:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/9769 -- Server class code cleanups by nerzhul |
17:54 |
Krock |
nerzhul_: talking about walking-mode, not formspec-mode |
17:55 |
sfan5 |
in Minecraft, if you are in creative mode it will automatically grab the node you are pointing at from the creative inventory and put it in the current slot |
17:56 |
Krock |
explains where the idea comes from |
17:57 |
ANAND |
That makes sense |
17:58 |
ANAND |
As a callback? on_pick? |
17:58 |
Krock |
some kind of user input callback |
17:58 |
Krock |
this flows kinda into the keypress callback requset |
17:59 |
ANAND |
Yeah, that'd be nice |
17:59 |
nephele |
sfan5, i would like even more than just middle click to be available for me to implement :P |
18:00 |
ANAND |
nephele: See #8437 |
18:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/8437 -- Discussion regarding implementation of custom keypress sending |
18:00 |
ANAND |
You can have all the keys |
18:00 |
nephele |
"sending" |
18:00 |
sfan5 |
ANAND: more like minetest.register_on_middleclicknode |
18:00 |
nephele |
not what i'm looking for, i need csm support |
18:00 |
nephele |
:) |
18:00 |
sfan5 |
that is more in line with how existing node interaction works |
18:01 |
ANAND |
Makes sense |
18:01 |
nerzhul_ |
i think it's a good idea ot have a register for middleclick, as we have for other buttons |
18:01 |
nephele |
ANAND, also, that api sucks, i need to be able to have a "some key was pressed" state where i can check which are currently pressed |
18:01 |
nephele |
so i can deal with shift and so |
18:02 |
nephele |
if that proposed api is used i need to keep lots of extra data around to see if shift is still pressed and so |
18:02 |
ANAND |
nephele: It's assumed that get_player_control would contain all these keys as well |
18:02 |
ANAND |
Oops, I digressed |
18:02 |
sfan5 |
yes, you can relyon get_player_control in punchnode/dignode/... callbacks |
18:03 |
nephele |
why bother with that api then? |
18:03 |
Krock |
basically in all callbacks |
18:03 |
ANAND |
Callbacks are useful for certain usecases, while polling is useful for certain other usecases |
18:03 |
sfan5 |
nephele: I don't know, haven't read the issue ANAND linked :) |
18:04 |
sfan5 |
but yeah avoiding polling would be one reason |
18:04 |
nephele |
Callbacks are usefull, but it's not usefull for me to regiter a callback for every key seperately only to be able tosee keypreses |
18:04 |
ANAND |
Huh, it just occurred to me that I'd have to implement middle clicks on Android :D |
18:04 |
nephele |
then mt needs to keep around my callback 126 times |
18:04 |
ANAND |
Or does middle clicking functionality already exist on Android? |
18:05 |
nephele |
I want to have an api callback for "on mouse state change" and "keyboard state change" |
18:05 |
nephele |
but anyway, i need this in csm |
18:05 |
nephele |
networking does not help at all |
18:06 |
nephele |
I don't think sending keypresses over the network makes sense in any case... communicating actions to the server is one thing, but not like this |
18:06 |
ANAND |
Implementing custom keypresses in CSM would be the next step, but probably only after someone implements SSCSM first :) |
18:07 |
nephele |
although, maybe server send csm mods are a requirement |
18:07 |
nephele |
i nominate krock |
18:07 |
nephele |
just because :D |
18:07 |
ANAND |
lol |
18:07 |
sfan5 |
SSCSM is on my list of things I want to implement actually |
18:07 |
ANAND |
Oh nice! |
18:07 |
sfan5 |
but there's a few things that have to be decided and solved before that can happen |
18:08 |
rubenwardy |
yeah |
18:08 |
nephele |
i can decicde stuff with coins :D |
18:08 |
ANAND |
I was once planning to give it a shot too, but then realised it's way out of my league :) |
18:10 |
rubenwardy |
namely: #7041 |
18:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/7041 -- Client-side API sandboxing |
18:10 |
rubenwardy |
others: How to deal with proprietary client-scripts, and consent? Policies for vulnerabilities (I support a soft kill switch) |
18:11 |
nephele |
>Disable LuaJIT and JIT compiling |
18:11 |
nephele |
why? |
18:11 |
rubenwardy |
LuaJIT is not secure |
18:11 |
sfan5 |
JIT is potentially insecure* |
18:11 |
nephele |
in what way? |
18:11 |
sfan5 |
well there's another very important thing: you don't want to crash the entire client in case of malfunctioning mods |
18:12 |
nephele |
That's more of a multithreafing thing no? if luajit could potentially crash or leak i would just run it in a different namespaced prcoess per-mod (where this can be done, i.e os support) |
18:12 |
nephele |
>Seperate mods into their own lua_state's and block access to certain functions unless the mod receives permission from the user (e.g. screenshot api)? |
18:12 |
rubenwardy |
not multithreading, but Lua environments |
18:12 |
sfan5 |
"just" |
18:13 |
nephele |
sfan5, yes, just, the linux namespacing api is not that hard to use ;) |
18:13 |
sfan5 |
but yes this is a sorta requirement for it to actually be sure |
18:13 |
nephele |
if the os does not have that then don't try it |
18:13 |
rubenwardy |
this is still my position: https://github.com/minetest/minetest/issues/7043#issuecomment-504223589 |
18:13 |
sfan5 |
nephele: not that, you cannot "just" trivially replace blocking callbacks into Lua with the appropriate IPC |
18:13 |
nephele |
sfan5, i was talking about luajit |
18:13 |
p_gimeno |
nephele: do you mean to run Lua in a process separate from Minetest? |
18:14 |
p_gimeno |
LuaJIT* |
18:14 |
sfan5 |
nephele: that doesn't change anything? |
18:14 |
nephele |
The claim was that luajit is insecure, not that the generated code is |
18:15 |
p_gimeno |
nephele: FFI allows you to access any C library function, including e.g. fopen, fwrite |
18:16 |
nephele |
p_gimeno, you don't need to use FFI |
18:16 |
nephele |
I don't see what the point of allowing FFI to the c lib would be either for client mods |
18:17 |
nerzhul_ |
running lua in a separate process or thread has zero sense as the mods relied on core sync things, like the map and the environment. |
18:18 |
rubenwardy |
there's event-based scripting which is still relevant |
18:18 |
nerzhul_ |
you will just add interthread communication with extract contracts to add to talk between threads, or many locks |
18:18 |
rubenwardy |
for example, client-side community |
18:18 |
rubenwardy |
*prediction |
18:18 |
rubenwardy |
things like rendering will be difficult |
18:18 |
nerzhul_ |
event based it was we implemented with the on_* calls, it's on events |
18:18 |
rubenwardy |
you'll get tearing unless you block for sync |
18:19 |
nerzhul_ |
i want to see core and a mod modifying a block each one together and see the result haha |
18:19 |
nerzhul_ |
no don't loose effort on thread Lua, no sense in our context |
18:19 |
nerzhul_ |
just optimize the more needed calls and reduce the lua vm overhead (in all lua contexts, not only lua-dead-jit) |
18:21 |
nerzhul_ |
thanks Krock for the review |
18:22 |
Krock |
yw |
18:26 |
ANAND |
Discussion in #4064 seems to be going a tad offtopic |
18:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/4064 -- Add support/API for mods written in C++ |
19:05 |
rubenwardy |
updated #8592 |
19:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/8592 -- Add core.open_url() to main menu API by rubenwardy |
19:05 |
rubenwardy |
and the ci failed |
19:07 |
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19:07 |
sfan5 |
isn't that a good thing? |
19:08 |
rubenwardy |
yeah, it's good to have the CI catch things |
19:44 |
rubenwardy |
https://github.com/rubenwardy/minetest/projects/1 |
19:45 |
rubenwardy |
discovered a thing |
19:45 |
rubenwardy |
you can link PRs in other repos, meaning I can have my own project to order things by priority without spamming the main repo or having others modify it |
19:46 |
rubenwardy |
thanks to ANAND |
19:47 |
sfan5 |
since you're here right now: what are your thoughts on having falling sand be stuck on the players (and mobs) heads? |
19:47 |
rubenwardy |
in terms of gameplay, I think it should suffocate players (in MTG) |
19:47 |
rubenwardy |
in terms of an engine default, I'm not sure |
19:48 |
rubenwardy |
having players get stuck is not good |
19:48 |
sfan5 |
this would be necessary in order to make falling stacks of sand work properly |
19:48 |
sfan5 |
the sand gets stuck on the player, not the player on the sand |
19:48 |
sfan5 |
thought you can't jump if that's what you mean |
19:48 |
sfan5 |
though* |
19:48 |
rubenwardy |
I see you've moved it to a separate method on the entity, this means it'll be easier for a mod to change anyway. A player blocking it is a sensible default |
19:49 |
sfan5 |
to change that you would edit the initial_properties |
19:50 |
rubenwardy |
oh, using physical? |
19:50 |
rubenwardy |
thought you were referring to the sand placing itself |
19:51 |
sfan5 |
sorry for not being precise, I was referring to collide_with_objects |
19:54 |
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19:58 |
Krock |
rubenwardy: #9780 zeuner is using a newer build than what you linked |
19:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/9780 -- Player disappears while being punched: server crashes due to assertion failure |
19:59 |
rubenwardy |
my bad |
20:13 |
rubenwardy |
omg, Mike Pall is developing LuaJIT again! |
20:24 |
p_gimeno |
rubenwardy: reference? |
20:26 |
p_gimeno |
I see a merge in the repo from time to time |
20:36 |
rubenwardy |
https://github.com/LuaJIT/LuaJIT/commits/v2.1 |
20:41 |
sfan5 |
/home/runner/work/minetest/minetest/src/porting.cpp:716:78: error: cast from ‘HINSTANCE’ {aka ‘HINSTANCE__*’} to ‘int’ loses precision [-fpermissive] |
20:41 |
sfan5 |
716 | return (int)ShellExecuteA(NULL, NULL, url.c_str(), NULL, NULL, SW_SHOWNORMAL) > 32; |
20:41 |
sfan5 |
why in gods name would ShellExecuteA return a HINSTANCE but only on win64 |
20:41 |
sfan5 |
oh wait |
20:41 |
sfan5 |
rubenwardy: cast it to intptr_t instead |
20:42 |
rubenwardy |
the docs say to cast to ent? |
20:42 |
rubenwardy |
> It is not a true HINSTANCE, however. It can be cast only to an int and compared to either 32 or the following error codes below. |
20:42 |
sfan5 |
when they say int they mean integer |
20:42 |
rubenwardy |
oh right |
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