Time Nick Message 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 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 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 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 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? 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 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 19:58 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