Time |
Nick |
Message |
00:15 |
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02:21 |
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02:24 |
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04:00 |
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04:32 |
skyliner_369 |
"Right-click Package and choose Generate." doesn't work in vs2019... |
04:36 |
Lone_Wolf |
Is there a way to convert a v3s16 into a v3f? |
04:37 |
Lone_Wolf |
I've unfortunately never braved compiling on Windows |
04:37 |
Lone_Wolf |
Have you seen this? https://www.youtube.com/watch?v=B4QnlJozFoM |
04:39 |
skyliner_369 |
I'm trying to compile in windows so I don't have to force everyone to make their system a dual-boot system |
04:41 |
Lone_Wolf |
Wait, what version are you trying to compile? |
04:41 |
skyliner_369 |
the latest pull from git |
04:42 |
Lone_Wolf |
I guess just follow the video I linked, I think it covers everything |
04:43 |
Lone_Wolf |
There's this too https://forum.minetest.net/viewtopic.php?p=374143#p374143 |
04:45 |
Lone_Wolf |
@Lone_Wolf use the IntToFloat function you've looked at 10+ times today |
04:45 |
Lone_Wolf |
!next |
04:45 |
ShadowBot |
Another satisfied customer. Next! |
04:47 |
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04:55 |
skyliner_369 |
I'm trying to make an installer to share with frens so the video guide is incomplete |
04:58 |
Lone_Wolf |
Gotta get it compiled first |
04:58 |
Lone_Wolf |
Take a look at nsis.sourceforge.net/Main_Page once you get Minetest compiled though |
04:59 |
Lone_Wolf |
Actually lemme check the MT source again |
04:59 |
skyliner_369 |
I compiled. But right clicking "package" has literally no "generate" option. |
05:02 |
skyliner_369 |
And wixtoolset is indeed installed on my pc... and wixtoolset extension is installed on my visualstudio |
05:02 |
Lone_Wolf |
Remember to set RUN_IN_PLACE to false |
05:03 |
Lone_Wolf |
Or I guess unselect in this case |
05:03 |
skyliner_369 |
I did... you know what? I'm gonna completely uproot the files, re-clone the git, and re-do the whole thing |
05:03 |
Lone_Wolf |
Look around too I guess, may not be in the same place for vs19 |
05:04 |
Lone_Wolf |
That won't change the option loc I don't think |
05:04 |
skyliner_369 |
Might have been cmake being silly |
05:14 |
skyliner_369 |
Oh gee, what if "generate" and "build" are two different names for the same thing? |
05:21 |
skyliner_369 |
it also really doesn' |
05:22 |
skyliner_369 |
t help that WiX Toolset has some of the most awful documentation conceived |
05:25 |
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05:31 |
skyliner_369 |
if nothing else, how might I build to a separate file where it's nice and compact like the release 5.2.0 zip for windows? |
05:41 |
hecks |
buildbot script should generate a zip with the right options |
05:41 |
skyliner_369 |
buildbot failed on the last several versions??? |
05:42 |
hecks |
it shouldn't, anyway it seems that you "make package" to get the zip |
05:42 |
skyliner_369 |
link me to buildbot? |
05:42 |
hecks |
it's in the repo itself, in /util/ |
05:43 |
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05:43 |
skyliner_369 |
oh... and weird... it's a shellscript... is it a powershell script or a bash script? |
05:44 |
hecks |
it's bash, it downloads minetest and dependencies and builds it all for windows with mingw |
05:44 |
hecks |
you can use it on linux or on cygwin |
05:44 |
skyliner_369 |
ahhhh thanks |
05:44 |
skyliner_369 |
time to reboot back to Ubuntu |
05:52 |
skyliner_369 |
does buildbot need super privs? |
05:58 |
hecks |
don't remember |
05:59 |
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05:59 |
hecks |
oil_boi could you tell me more about #10010 and retest it with #10015 |
05:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/10010 -- Entities disappear in 3rd person mode when running set_attach() |
05:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/10015 -- Fix bone-attached entities by hecktest |
06:04 |
oil_boi |
Ok one second |
06:05 |
skyliner_369 |
build64 keeps failing... |
06:05 |
oil_boi |
My brain is booting up like a windows 95 PC |
06:07 |
skyliner_369 |
freshly installed, it was decently snappy... but if it was never, well, cleaned... then yeah... eternity to boot |
06:12 |
skyliner_369 |
also wth is error 2? |
06:18 |
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06:23 |
oil_boi |
hecks, you fixed my wield items and my capes!! Thank you |
06:24 |
hecks |
with 10015? |
06:24 |
hecks |
well that's nice |
06:24 |
oil_boi |
Yerp |
06:24 |
oil_boi |
It fixes bone attached entities |
06:26 |
oil_boi |
hecks, at the same time it seems to have made that worse for entity on entity attachment |
06:26 |
hecks |
you mean like putting hats on monsters? |
06:27 |
skyliner_369 |
make throws ALL THE ERRORS when running from buildbot... "In file included from /home/skyliner_369/Documents/minetest/minetest/src/client/activeobjectmgr.cpp:20:" and then a mile of errors... whyyyyyy? |
06:29 |
oil_boi |
hecks, I'm also moving the head bone https://i.imgur.com/AjpORVG.png the spider eyes go crazy :O |
06:29 |
hecks |
I can't really see a thing in that picture |
06:30 |
hecks |
so the head is a bone and the eyes are an extra entity? |
06:31 |
oil_boi |
hecks, https://i.imgur.com/5c3LTh8.png https://i.imgur.com/JCSS6ml.png also yes |
06:31 |
hecks |
are the eyes also an animated mesh by any chance? |
06:31 |
oil_boi |
No static b3d |
06:32 |
hecks |
alright let me try gluing things to monsters real quick |
06:32 |
oil_boi |
base mesh is spider, eyes are b3d meshed entity attached to the bone that moves the vertices of the head |
06:32 |
oil_boi |
Super glue time :D |
06:33 |
hecks |
I'll just give my jelly cubes a tinfoil hat |
06:39 |
hecks |
okay oil_boi, is your only problem here that the rotation of the eyes is off? |
06:39 |
hecks |
I just gave my jellies a hat, and while I'd have to find the right location/rotation combo to position it correctly, the attachment is stable |
06:41 |
hecks |
if the eyes are also stable, it might be a case of #9807 |
06:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/9807 -- Bone animations broke between client versions |
06:41 |
hecks |
that is, relying on something that never worked right in the first place |
06:46 |
oil_boi |
hecks, I have no idea how to explain this so I just made a super HD video on it to show you https://youtu.be/6_d_VEdcCUk |
06:46 |
oil_boi |
Err 360p for a minute or two, give it a few seconds if you need to look at it closely :B |
06:47 |
hecks |
alright let me try set_bone_position like you did |
06:48 |
hecks |
and nope, as utterly silly as they look now, my jellies work right |
06:49 |
hecks |
https://a.uguu.se/6UPWlMUNi6Cc_jelly.gif |
06:49 |
hecks |
the attachment is behaving as it should |
06:49 |
hecks |
your .b3d comes from Blender, right? |
06:52 |
hecks |
well I'm pretty sure it does; anyway this could be a model issue |
06:56 |
hecks |
I've had a similar thing happen with Blender's .x exporter in the past #7619 |
06:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/7619 -- Entity attached to a bone on a .x model is incorrectly transformed |
07:00 |
oil_boi |
But if the bone position was incorrectly set the head would also have that movement since they are linked to the same bone |
07:00 |
oil_boi |
Why don't I just.. |
07:01 |
hecks |
just give me the damn spider |
07:01 |
oil_boi |
hecks, here is the base folder https://github.com/oilboi/Crafter/tree/master/mods/mob |
07:01 |
hecks |
but you didn't make it yourself, right? |
07:02 |
oil_boi |
22i made it, I had to rework it to make it function properly |
07:03 |
hecks |
okay so this spider's code is doing some weeeeird things |
07:03 |
skyliner_369 |
why does buildwin64 fail? it keeps breaking down at 30% what are the prereq apts I need? |
07:03 |
hecks |
it reads the rotation and reapplies it as a new attachment every frame |
07:04 |
hecks |
maybe it was trying to work around something that no longer applies; also please test this against the current master to make sure you're not blaming the wrong commit |
07:05 |
hecks |
I mean, after the fixes you should just attach the eyes once and let irrlicht handle it |
07:06 |
hecks |
from what I know, .b3d models always behaved well and this could be a problem with get_bone_position |
07:06 |
hecks |
it might in fact be a case of 9807 |
07:48 |
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07:49 |
hecks |
oil_boi, try just deleting the else branch in the spider eyes step function |
07:49 |
hecks |
this should fix it |
07:54 |
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07:58 |
sfan5 |
skyliner_369: you basically just need to install g++-mingw-w64 cmake wget unzip |
08:00 |
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08:01 |
skyliner_369 |
sfan5: they're already installed. Make is complaining about things not declaring types it looks like... though it's miles of complaints |
08:07 |
skyliner_369 |
whenever I try to run the build64.sh script, it fails on make. it'll reach 30% and then put out so so so many errors that are basically "error: <thingy> in namespace ‘std’ does not name a type" |
08:08 |
sfan5 |
your mingw might be too old then |
08:09 |
skyliner_369 |
all are "up to date" |
08:11 |
p_gimeno |
it might be picking an older one, it happens often |
08:11 |
skyliner_369 |
how do I fix *that?* |
08:13 |
sfan5 |
"up to date" only means you have the newest of whatever the ubuntu people put into their software repository |
08:13 |
skyliner_369 |
... right. |
08:14 |
skyliner_369 |
though if that's the case how would I upgrade to the right version? |
08:15 |
sfan5 |
you'd need to find and install a newer version of mingw that runs on ubuntu somewhere |
08:15 |
p_gimeno |
oh wait, disregard the picking an older one thing, I've only heard it happening on windows |
08:15 |
skyliner_369 |
ah lol |
08:15 |
sfan5 |
as it happens the CI downloads a recent mingw from somewhere: https://github.com/minetest/minetest/blob/master/.github/workflows/build.yml#L210-L211 |
08:16 |
sfan5 |
(I don't suggest blindly extracting that to /usr though, that's for the sake of convenience in the CI) |
08:17 |
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08:18 |
skyliner_369 |
ubuntu is on "g++-mingw-w64/focal,focal,now 9.3.0-7ubuntu1+22~exp1ubuntu4 all" |
08:19 |
oil_boi |
hecks, check it out https://i.imgur.com/kqTk98p.png https://i.imgur.com/5lboOZu.png You have fixed my spiders, thank you! |
08:19 |
oil_boi |
I forgot I had correction code for the broken attachment implementation in the eyes doubling rotation |
08:20 |
oil_boi |
This PR is entity and player mod GOLD |
08:21 |
hecks |
you can join me in yelling at devs to review it |
08:21 |
sfan5 |
skyliner_369: hm that should definitely be new enough |
08:21 |
oil_boi |
I already did on Github |
08:21 |
skyliner_369 |
maybeeeee my mingw is too new??? I'm on ubuntu 20.04 and mingw is 9.3.0 instead of 9.2.0 |
08:21 |
sfan5 |
can you put the error logs on pastebin? |
08:22 |
oil_boi |
hecks, I have a better idea |
08:22 |
skyliner_369 |
I guess I could. |
08:22 |
hecks |
yes? |
08:23 |
hecks |
I'll be doing 10017 next if I can |
08:27 |
skyliner_369 |
where would the make logs be? not cmake just make |
08:29 |
skyliner_369 |
sfan5: here's a paste of the terminal logs https://termbin.com/q5kf |
08:30 |
sfan5 |
minetest/util/buildbot/minetest/src/log.h:28:1: note: ‘std::mutex’ is defined in header ‘<mutex>’; did you forget to ‘#include <mutex>’? |
08:30 |
sfan5 |
27 | #include <mutex> |
08:30 |
sfan5 |
+++ |+#include <mutex> |
08:30 |
sfan5 |
hahaha this is great |
08:30 |
sfan5 |
gcc is suggesting you put another #include <mutex> right next to #include <mutex> to make it work |
08:31 |
sfan5 |
skyliner_369: ubuntu's mingw is probably built with different settings (without threads?), so I suggest testing the same mingw that the CI uses |
08:32 |
skyliner_369 |
how would I do that? |
08:33 |
sfan5 |
extract it somewhere, put the path to the bin/ folder into your PATH environment, edit the toolchain .cmake to select the different mingw location |
08:36 |
skyliner_369 |
I mean building with this silly shell script https://termbin.com/o8rn makes a perfectly working game, but it only works on linux |
08:41 |
skyliner_369 |
is there a way to force the gitlab pipeline ( https://gitlab.com/minetest/minetest/-/pipelines ) to retry building? or see what's going wring with it and fix that? |
08:41 |
skyliner_369 |
wepng* |
08:41 |
skyliner_369 |
wring* |
08:41 |
skyliner_369 |
wtpng* |
08:42 |
skyliner_369 |
oml I can't type! |
08:42 |
skyliner_369 |
wrong******** |
08:42 |
sfan5 |
no |
08:43 |
sfan5 |
you can see what failed however: https://gitlab.com/minetest/minetest/-/jobs/588317722#L1750 |
08:44 |
skyliner_369 |
honestly? it's only ubuntu that's failing to build. and debian 8 once |
08:59 |
sfan5 |
pushing http://sprunge.us/1i3z7W?diff in 5 minutes |
09:05 |
skyliner_369 |
and it's just about pushed, which means maybe, just maybe, the pipeline would have a build success this time |
09:05 |
sfan5 |
that's the idea yes |
09:07 |
skyliner_369 |
how long it take for the pipeline to realize there's a new commit? |
09:08 |
sfan5 |
¯\_(ツ)_/¯ |
09:09 |
skyliner_369 |
good answer |
09:15 |
oil_boi |
Here hecks I showed how this benefits the game specifically https://youtu.be/d08eEVM9lJU |
09:42 |
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09:42 |
sfan5 |
build failed again |
09:42 |
sfan5 |
guess I shouldn've tested it before |
09:43 |
skyliner_369 |
happens. *shrug* |
09:46 |
skyliner_369 |
it'd be nice if one failed build didn't abort literally everything after. if ubuntu 16.04 is the only one that breaks, then why can't say the windows versions be packaged? or fedora? ur debian? |
09:46 |
skyliner_369 |
or* |
09:48 |
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09:51 |
sfan5 |
no idea why it's set up like that |
09:53 |
skyliner_369 |
indeed. honestly, it's kinda silly. |
09:56 |
sfan5 |
alright I actually tested the build this time |
09:57 |
skyliner_369 |
how do you even test it? could be an issue with the 16.04 builder in gitlab |
09:57 |
skyliner_369 |
?* |
09:57 |
skyliner_369 |
wait it's already there. XD |
09:57 |
sfan5 |
I grabbed a container with 16.04 locally and ran a build |
09:59 |
skyliner_369 |
okay. if the next 16.04 build fails, it might be smart to just figure out how to get contact loi"c blot |
09:59 |
skyliner_369 |
... that's not the compose key |
09:59 |
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10:05 |
sfan5 |
now the build is failing because of timeouts, funny |
10:06 |
skyliner_369 |
sfan5: timeouts? from git clone? or what? |
10:06 |
sfan5 |
https://gitlab.com/minetest/minetest/-/jobs/589159942#L406 |
10:06 |
sfan5 |
I think rubenwardy is able to restart the builds when he comes online |
10:07 |
skyliner_369 |
it'd be nice. are you able to run the buildwin64 shell scripts successfully? |
10:09 |
sfan5 |
of course, I maintain them after all |
10:10 |
An0n3m0us |
I seem to be getting an error while building Minetest on xenial-i386 (but not on xenial-x64); how can I determine the cause? |
10:11 |
An0n3m0us |
Here's the output: https://pastebin.com/uC08pk4K |
10:11 |
An0n3m0us |
I'm using the latest commit of Minetest & MTG too. |
10:11 |
skyliner_369 |
would you be willing to put the latest build on https://minetest.kitsunemimi.pw/builds/ at all? |
10:12 |
An0n3m0us |
Who? Me? |
10:12 |
sfan5 |
An0n3m0us: fixed 10 minutes ago |
10:12 |
An0n3m0us |
Okay; I'll try again. |
10:13 |
sfan5 |
also note that you're building a client even if you used -DBUILD_SERVER=TRUE |
10:14 |
An0n3m0us |
I know, but I'm trying to build both. |
10:14 |
skyliner_369 |
Also I was asking sfan5, An0n3m0us |
10:18 |
An0n3m0us |
@sfan5 It worked this time. Thanks! |
11:23 |
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13:24 |
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13:27 |
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13:28 |
oil_boi |
There is a bug with csm, like a pretty severe one |
13:31 |
oil_boi |
If you join a server client mods will load the first time, but never again, even if you shut down the game, you have to go into singleplayer mode and then rejoin the server if you want your client mods to load |
13:39 |
oil_boi |
modchannels need to be run as modchannel = nil when the client runs minetest.register_on_shutdown for all channels, so it appears they are not properly being terminated out of the clients memory or something |
13:43 |
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13:43 |
oil_boi |
Scratch that, it still locks out |
14:00 |
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17:06 |
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18:27 |
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18:29 |
sfan5 |
merging game#2699 |
18:29 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2699 -- sethome: Do not write empty homes file by sfan5 |
18:39 |
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18:39 |
appguru |
sfan5: was there vulnerability report to you? |
18:40 |
sfan5 |
yes? no? maybe? |
18:40 |
sfan5 |
you'll have to be more specific |
18:40 |
appguru |
there have been implications on Discord that you have gotten a vulnerability report today |
18:42 |
sfan5 |
I guess you could call it a vulnerability from that point of view |
18:42 |
sfan5 |
why are you asking? |
18:42 |
appguru |
I wondered whether there was something, or whether it was just nothing |
18:43 |
appguru |
I had assumed & hoped for the latter TBH |
18:57 |
sfan5 |
it leaks position information of other players on a server (assuming non-infinite transfer distance) depending on things a mod/game does |
18:57 |
sfan5 |
in the usual context of the engine it's neither a vulnerability nor a bug |
19:00 |
appguru |
so it's a game-specific vulnerability? |
19:00 |
appguru |
s/vulnerability/"vulnerability" |
19:02 |
sfan5 |
sorta |
19:04 |
Krock |
it's a missed opimization |
19:36 |
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19:45 |
Lone_Wolf |
@hecks https://gitlab.com/sztest/nodecore/-/tree/master/mods/nc_player_model |
19:45 |
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19:48 |
Lone_Wolf |
@hecks, https://gitlab.com/sztest/nodecore/-/tree/master/mods/nc_player_wield |
19:59 |
hecks |
Lone_Wolf this code doesn't actually have any references to aux1 or a waving animation |
19:59 |
hecks |
this is a stale commit |
20:00 |
hecks |
I'll need the version that the server is actually running |
20:01 |
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20:25 |
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