Time |
Nick |
Message |
00:18 |
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02:41 |
gh00p |
PGimeno: sorry for the delayed response. This is happening both on Android (5.1) and macOS (5.2) I can get specific versions if that helps. |
02:43 |
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02:44 |
gh00p |
OMG, I just deleted env_meta.txt (which was zero length) because I *hadn't* actually tried that .. and it works on macOS. Testing now on Android. |
03:07 |
gh00p |
That solution worked on Android as well. Which I guess leaves me with three questions... what is that file supposed to do, why did its presence bork the world, and is this enough of an edge case that it's not worth the effort to come up with a way to handle this scenario automatically? |
03:20 |
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06:17 |
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06:18 |
erlehmann |
rubenwardy, where can i download your minetest book for offline use? |
06:18 |
erlehmann |
or the source code to render it myself? |
06:32 |
ANAND |
~tell erlehmann https://gitlab.com/rubenwardy/minetest_modding_book |
06:32 |
ShadowBot |
ANAND: O.K. |
06:42 |
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07:07 |
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07:39 |
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08:00 |
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09:24 |
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10:12 |
sfan5 |
gh00p: 1) it stores variables like the time of day, day count and a few other internal things 2) it's presence didn't break it, what broke it that it was somehow corrupted 3) Minetest does everything to safely write the file (similar to how SQL databases ensure consistency) so it should beextremely rare to see it corrupted |
10:13 |
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10:18 |
PGimeno |
maybe Minetest can detect when it's empty, emit a warning and start anew |
10:32 |
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11:29 |
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11:50 |
gh00p |
sfan5: just to be clear, the file was zero-length, and removing it eliminated the crash. |
11:51 |
sfan5 |
when you remove it the engine creates a new one with default values |
11:54 |
gh00p |
But is being zero-length considered "corrupt"? |
11:54 |
sfan5 |
yes |
12:03 |
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12:09 |
Lejo |
Feedback for Idea needed: I already had an discussion with Ravise on the Forum about Client-side chat-message handling. Our Idea was to pass the message throught all registred_chat_messages (expect one returns true) by just returning the changed value. This value will be passed than to the next mod handling or change the message, after the last mod the message is printed to the chat. The use case of this is that you can have independent |
12:09 |
Lejo |
csms handling messages and not only one because they have to return true to change the message. Otherwise there would two messages... What do you think about that idea? |
12:58 |
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13:12 |
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13:24 |
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13:25 |
PGimeno |
I've seen more cases of an empty env_meta.txt causing crashes, hence my suggestion |
13:42 |
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14:10 |
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14:18 |
rubenwardy |
#9939 |
14:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/9939 -- CSM: Pass ChatMessage table instead of message to callback by rubenwardy |
14:21 |
sfan5 |
I believe the server doesn't actually populate those values in an useful way |
14:21 |
sfan5 |
e.g. nick is always empty |
14:22 |
rubenwardy |
you're correct, unfortunately |
14:22 |
rubenwardy |
it's always a raw message |
14:22 |
sfan5 |
the PR is still useful in principle of course |
14:27 |
ANAND |
I was going to ask regarding the difference between the various types. |
14:27 |
ANAND |
What are they *intended* to be used for? |
14:29 |
rubenwardy |
I'm not sure on the difference between announce and system |
14:29 |
rubenwardy |
I'm guessing announce = "New match begins" |
14:29 |
rubenwardy |
and system = "Server is shutting down" |
14:29 |
ANAND |
i.e. chat_send_all? |
14:29 |
sfan5 |
my guess: system = from the engine, announce = from mods |
14:29 |
ANAND |
Ohh |
14:29 |
sfan5 |
I don't think it would actually be possible to tell those apart |
14:29 |
ANAND |
Makes sense |
14:29 |
sfan5 |
and then what is raw for? |
14:29 |
ANAND |
^ |
14:30 |
ANAND |
The first post shows player join messages using raw |
14:31 |
rubenwardy |
yeah |
14:31 |
rubenwardy |
raw is for anything I guess? |
14:31 |
rubenwardy |
raw is currently everything |
14:31 |
ANAND |
However, I assume they *should* be using 'system'? |
14:31 |
rubenwardy |
perhaps it should be something like "unknown" or "none" |
14:31 |
ANAND |
Tbh, all chat messages from C++ categorised as "system" doesn't make much sense |
14:32 |
ANAND |
Does that type need to exist once the other types are properly implemented? |
14:32 |
rubenwardy |
the selection does seem arbitrary |
14:33 |
rubenwardy |
also, instead of normal is should be something like "player" |
14:33 |
ANAND |
IMO, it's more intuitive to have the following modes: 'player', 'mod', |
14:33 |
ANAND |
..and 'engine' |
14:34 |
ANAND |
or maybe just 'system' for the last one |
14:34 |
rubenwardy |
maybe wait for nerzhul's import |
14:34 |
rubenwardy |
*input |
14:35 |
ANAND |
+1 for suggesting to use os.date instead of UNIX timestamp |
14:36 |
ANAND |
The latter isn't of much use to mods, I think |
14:38 |
sfan5 |
pretty sure mods can turn the timestamp into a date |
14:38 |
rubenwardy |
yeah, the mod can do `os.date("*t", msg.timestamp)` |
14:38 |
rubenwardy |
but it's a nicer API for the engine to do it |
14:43 |
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14:44 |
sfan5 |
what if I want the timestamp for numerical comparisons? |
14:44 |
rubenwardy |
could provide both timestamp and datetime I guess? |
14:44 |
rubenwardy |
or just leave it for now |
14:53 |
ANAND |
Good point about mods needing the raw timestamps for numerical comparisons |
14:54 |
ANAND |
timestamp + os.date is unnecessary IMO, since the latter can already be obtained from the former. |
15:13 |
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15:45 |
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15:45 |
sfan5 |
small and easy to review -> #9874 |
15:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/9874 -- Fix liquids refusing to flow in X+ or Z+ in some cases by sfan5 |
15:48 |
sfan5 |
Wuzzy: https://a.uguu.se/g8hXthnirTEo_.png |
15:49 |
Wuzzy |
i understand your bug report, but i just cannot reproduce it ? |
15:49 |
sfan5 |
ah, works with shaders disabled |
15:49 |
Wuzzy |
wtf |
16:09 |
ANAND |
I get the following error when I try to open a chest: AsyncErr: ServerThread::run Lua: Expecting itemstack, itemstring, table or nil. item=foo:bar |
16:10 |
ANAND |
But there's no backtrace whatsoever |
16:11 |
ANAND |
Could this be related to an itemdef callback by any chance? |
16:11 |
Wuzzy |
which chest? |
16:11 |
ANAND |
default:chest |
16:11 |
ANAND |
I'm suspecting it's the wield item the causes this crash and not the right-clicked node |
16:12 |
Wuzzy |
sfan5: I was able to reproduce the 2 bugs. But they seem to be unrelated to the PR |
16:12 |
ANAND |
The right-clicked node needs to have an on_rightclick defined though |
16:12 |
ANAND |
That, however, makes me more strongly suspect a faulty itemdef callback |
16:13 |
Wuzzy |
sfan5: Also, this seems to be a regression. It works fine in 5.2.0 |
16:13 |
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16:13 |
ANAND |
The right-clicked node needs to have an on_rightclick defined though |
16:13 |
Wuzzy |
sfan5: maybe the bug is caused by something entirely different? |
16:13 |
ANAND |
This, however, makes me more strongly suspect a faulty itemdef callback. |
16:14 |
ANAND |
I'll check the itemdef callbacks in my mod again |
16:18 |
rubenwardy |
Wuzzy: asserts only fail in debug builds |
16:19 |
Wuzzy |
ah ok lol. I always build in Release ... |
16:19 |
Wuzzy |
Also in RelWithDebInfo? |
16:21 |
rubenwardy |
Just debug |
16:21 |
ANAND |
I don't think RelWithDebInfo is considered to be debug mode |
16:21 |
ANAND |
debug mode as in NDEBUG macro defined |
16:31 |
sfan5 |
Wuzzy: might be caused by #9537 |
16:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/9537 -- Reuse object_shader for "wielditem" and "item" entity drawtypes by dcbrwn |
16:32 |
Wuzzy |
WTF? |
16:32 |
Wuzzy |
I cannot find these commits in master ? |
16:33 |
Wuzzy |
found it |
16:46 |
Wuzzy |
sfan5: reverting #9537 seems to fix it ? |
16:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/9537 -- Reuse object_shader for "wielditem" and "item" entity drawtypes by dcbrwn |
16:46 |
sfan5 |
would you mind creating an issue? if not I can do it |
16:49 |
Wuzzy |
yes, i would mind. :P plz do it |
17:00 |
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17:02 |
sfan5 |
https://github.com/minetest/minetest/issues/9941 |
17:03 |
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17:09 |
Wuzzy |
Good we have that Devtest now. Without it, you wouldn't have seen the regression. ? |
17:14 |
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17:14 |
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17:28 |
Krock |
#9874 when flowing liquids are still changing around the source, liquid flow completely stops after the source node was replaced |
17:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/9874 -- Fix liquids refusing to flow in X+ or Z+ in some cases by sfan5 |
17:28 |
sfan5 |
that's not a new bug is it? |
17:28 |
Krock |
probably not |
17:28 |
Krock |
just something I observed. otherwise looks good |
17:29 |
Krock |
there's probably some cache that isn't erased (or overwritten) by liquidflow |
17:30 |
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17:31 |
Krock |
nasty serialization. good catches. |
17:31 |
Krock |
will merge #9937 in 10 minutes |
17:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/9937 -- Devtest: Fix crash in player unittest by Wuzzy2 |
17:44 |
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17:48 |
Krock |
merging |
17:54 |
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18:38 |
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18:59 |
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19:06 |
appguru |
Hey, someone mind throwing an eye on #9907 ? Seems to be a relatively highly demanded feature (judging by the reactions) which breaks nothing & passes all checks |
19:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/9907 -- Shaders as media files (server-sent shaders) by appgurueu |
19:06 |
appguru |
I'd really like to get it merged for 5.3 |
19:06 |
appguru |
Ideally together with the second rendering stage |
19:09 |
Wuzzy |
About the devtest crash #9938: Should I just remove the offending nodes? There was a reason i added those (see issue). |
19:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/9938 -- Crash loading devtest world (Assertion `liquid_type == LIQUID_SOURCE' failed.) |
19:13 |
Krock |
there are liquid flow varieties, so I think those nodes are not necessary? |
19:55 |
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19:57 |
appguru |
rubenwardy: thanks for noticing |
19:57 |
Wuzzy |
Krock: waiting for more core dev opinions |
19:59 |
appguru |
rubenwardy: what were you trying to say with "I'd prefer requiring the shaders to be named like world.vs.glsl in order to replace opengl_vertex.glsl, to allow more shaders files to be used later." |
19:59 |
appguru |
it's already working like this |
20:05 |
rubenwardy |
appguru: responded in issue |
20:05 |
rubenwardy |
didn't notice the messages here |
20:06 |
appguru |
rubenwardy: it doesn't ignore the name |
20:06 |
appguru |
basically world.vs.glsl would be shaders/world/opengl_vertex.glsl |
20:11 |
Wuzzy |
How do you rightclick in Android? |
20:20 |
appguru |
Wuzzy: double-tap I think |
20:24 |
rubenwardy |
what happens if I made a shader called foobar.vs.glsl? |
20:26 |
rubenwardy |
oh wait, I see |
20:29 |
appguru |
on a different note, https://github.com/iponweb/luavela seems to be sort of a maintained LuaJIT |
20:29 |
appguru |
(and is Lua 5.1) |
20:30 |
sfan5 |
https://github.com/LuaJIT/LuaJIT/tree/v2.1 |
20:30 |
sfan5 |
luajit is maintained too, there's just no releases |
20:32 |
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20:33 |
rubenwardy |
Pushing trivial bug fix in 5: https://github.com/rubenwardy/minetest/commit/ca5a865c1d1e36c5361292ecf79a9bc8f14d5296 |
20:33 |
sfan5 |
s/being ignored/not being ignored/ |
20:33 |
rubenwardy |
it shouldn't be ignored |
20:33 |
rubenwardy |
notice the ! |
20:34 |
sfan5 |
oh |
20:34 |
sfan5 |
yea |
20:34 |
skyliner_369 |
so I'm making a texture pack... and I have a rather simple question... does the "crack_anylength" texture have to be 5 states? or can I, say, put 10 states in the texture? |
20:37 |
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20:38 |
sfan5 |
any amount works |
20:42 |
skyliner_369 |
Awesome... gonna bump the 5 break-states up to 10 (like minecraft) because I'm doing something relatively simple... reusing textures from the Painterly Pack in a new pack. |
20:45 |
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20:48 |
skyliner_369 |
also do I want to remove the "default_" prefix to the textures? or is that supposed to stay? |
20:49 |
rubenwardy |
that's supposed to stay |
20:49 |
rubenwardy |
default_ is from the mod |
20:50 |
rubenwardy |
textures will be named modname_texturename.png |
20:50 |
rubenwardy |
*should |
20:53 |
skyliner_369 |
thanks. Had to doublecheck, in case, the prefix was, like, for denoting the default texture pack |
21:03 |
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21:05 |
PGimeno |
wow @ 9874 - I researched 2399 for a while but I didn't find anything outstanding. Good job sfan5! |
21:06 |
sfan5 |
actively debugging code tends to be more successful I'd say... |
21:08 |
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21:22 |
PGimeno |
I wonder how many worlds will it break :) |
21:24 |
PGimeno |
but that's a necessary evil |
21:41 |
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22:07 |
rubenwardy |
Decisions: regarding adding support for a ContentDB CLI in minetest, does it make sense for it do initiate a Lua environment? The main menu one, currently |
22:07 |
rubenwardy |
It won't even be compiled into the server... |
22:07 |
rubenwardy |
In which, I'll need to move the pkgmgr.lua to C++ to allow that |
22:08 |
sfan5 |
keeping it in lua sounds useful to me |
22:09 |
rubenwardy |
it's easier to edit |
22:09 |
rubenwardy |
in which case, I should move it from mainmenu/ to a dedicated folder, and have a special environment for it |
22:09 |
rubenwardy |
eh |
22:10 |
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22:10 |
paramat |
merging #9936 |
22:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/9936 -- Devtest: Update biome registrations by paramat |
22:11 |
rubenwardy |
The reason I'm thinking about this now is because I'm planning to look into adding a download manager soon - ie: some code that allows multiple files to download at once, and install individually |
22:11 |
rubenwardy |
so the choice of whether to do it in Lua or C++ comes up |
22:11 |
rubenwardy |
the download manager will have the ability to query for existing downloads, etc |
22:14 |
rubenwardy |
I'd really like to have nice progress bars for downloads, formspec updates interrupting focus and text input kinda destroy that |
22:16 |
paramat |
merging #9874 |
22:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/9874 -- Fix liquids refusing to flow in X+ or Z+ in some cases by sfan5 |
22:36 |
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22:40 |
rubenwardy |
#9944 |
22:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/9944 -- Add button to ContentDB in game buttonbar by rubenwardy |
22:41 |
sfan5 |
can you make it more colorful |
22:41 |
sfan5 |
>table.indexof does not work on tables that contain `nil` |
22:41 |
sfan5 |
it uh what |
22:42 |
rubenwardy |
it uses ipairs |
22:42 |
rubenwardy |
I could fix that, but I'm not sure it's entirely correct behaviour.... |
22:42 |
rubenwardy |
as the table isn't a valid array table |
22:43 |
sfan5 |
ah yes it doesn't work on sparse arrays |
22:44 |
rubenwardy |
also, it may be worth adding a link in the Configure dialog too |
22:50 |
sfan5 |
couldn't filter_types_type[1] as well be "" instead of nil? |
22:53 |
sfan5 |
I was also thinking how you could make users actually click on it |
22:53 |
sfan5 |
maybe add an annoying animation :D |
22:54 |
rubenwardy |
snippy for Minetest |
22:54 |
rubenwardy |
Hey! It looks like you haven't got any games installed |
22:55 |
rubenwardy |
also, adding a small piece of text saying "Games" would help the button bar quite a lot |
22:56 |
rubenwardy |
Should we feature freeze this weekend? |
22:57 |
rubenwardy |
In time for 2 months since 5.2.0 |
22:58 |
sfan5 |
hm there's a few PRs that'd be good to have before 5.3 |
22:58 |
rubenwardy |
ok |
22:58 |
sfan5 |
but yes I agree a freeze should happen soon |
22:58 |
rubenwardy |
make sure to add those to the milestone |
22:59 |
rubenwardy |
https://github.com/minetest/minetest/milestone/16 |
23:00 |
rubenwardy |
I really need to start dog fooding the Android app |
23:02 |
sfan5 |
rubenwardy: added the feature PRs I consider important |
23:02 |
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23:03 |
sfan5 |
paramat: do you remember what "night sky colour" in the milestone description refers to and if it's been solved already? |
23:04 |
sfan5 |
there's also https://github.com/minetest/minetest_game/milestone/5 where the last two are most important (IMO) |
23:07 |
rubenwardy |
ah yes |
23:07 |
skyliner_369 |
repeatedly having to change the color mode for many of the textures from indexed to RGB is kinda sluggish |
23:08 |
rubenwardy |
yeah, is there an issue about automatically converting to RGB when using a texture modifier? |
23:08 |
sfan5 |
1) why do you have to do that? 2) I am 100% sure a script could do it for you |
23:08 |
rubenwardy |
I have a feeling that ^[colorize doesn't work with indexed textures |
23:09 |
rubenwardy |
I'll check |
23:23 |
skyliner_369 |
I just have to go to Image>Mode>RGB in Gimp each time. |
23:24 |
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23:35 |
paramat |
oh ... |
23:36 |
paramat |
sfan5 'night sky colour' is the part of set_sky API likely to change, that is, we are considering the RGB colour is used as-is instead of being made much darker |
23:37 |
paramat |
so that has not been solved yet |
23:38 |
paramat |
so issue #9508 |
23:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/9508 -- Use actual colors passed to set_sky() for night sky and dawn sky |
23:42 |
paramat |
however i do not consider that essential for 5.3.0 |
23:42 |
paramat |
no PR for it yet either |
23:43 |
paramat |
i removed 'floatlands' and 'night sky colour' |