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IRC log for #minetest-dev, 2021-02-03

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All times shown according to UTC.

Time Nick Message
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00:07 MTDiscord <e​xe_virus> Hardware support meaning software support, meaning OS provided sounds. Android doesn't have .mod built-in
00:08 MTDiscord <e​xe_virus> So using .mod requires us to carry our own soundfiles, and sound fonts are some of the most effective methods.
02:08 MTDiscord <e​xe_virus> Sigh, libmodplug is the best library for .mod and it's linux only... fluidsynth works on android, windows, and linux but it has a decent amount of deps. wonder how many can be ignored or not....
02:15 MTDiscord <e​xe_virus> Huh, okay not as bad as I thought, It requires glib and gthread at a minimum
02:16 MTDiscord <e​xe_virus> And that allows us to generate directly into raw PCM (wav minus header info), which we would pipe to openAL
02:17 MTDiscord <e​xe_virus> alternatively, it supports SDL2 backend for linux/windows and oboe for android
02:18 MTDiscord <e​xe_virus> Further, we could just use precompiled stuff from package managers and distribute the .dll with the windows distribution like we do now...
02:25 MTDiscord <e​xe_virus> Yeah, this is not as bad as I suspected, we can retrieve latest from package managers for fluidsynth on all the .yml's, add one dep to the readme.md, and update our build pipelines for windows and android with the build artifacts from the libfluidsynth pipelines. It's actually quite doable...
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04:43 ronoaldo I'm still seeing some issues when building from master, about a potential out-of-bounds warning: https://i.imgur.com/rvimCRP.png
04:43 ronoaldo Should I file an issue about it? Not sure if a false-alarm ...
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05:34 Wuzzy Changelog says "Removed support for bumpmapping, generated normal maps, and parallax occlusion"
05:34 Wuzzy like, completely removed? what about node stuff?
05:35 Wuzzy DevTest still has test nodes for those things. are these test nodes useless now?
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09:01 Zughy[m]1 <Wuzzy "DevTest still has test nodes for"> I guess so
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09:16 rubenwardy ronoaldo: #10238
09:16 ShadowBot https://github.com/minetest/minetest/issues/10238 -- Warning -Warray-bounds on H_ns in src/util/srp.cpp
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11:05 pgimeno I think #6855 was probably the wrong approach: https://irc.minetest.net/minetest-dev/2019-11-27#i_5615954
11:06 ShadowBot https://github.com/minetest/minetest/issues/6855 -- Fix Wstringop-overflow warning from util/srp.cpp by HybridDog
11:07 pgimeno "I don't conceive the reason of this warning, however, when using an unsigned int instead of size_t for len_bytes, the warning doesn't appear."
11:07 pgimeno if the root cause is not identified, applying a random fix can cause problems
11:08 sfan5 yes, changing it to uint32_t doesn't fix it
11:08 sfan5 it won't break anything however
11:09 pgimeno the root cause is probably that the -1 in the default case is not handled by the callers
11:10 pgimeno this -1: https://github.com/minetest/minetest/blob/master/src/util/srp.cpp#L357
11:10 sfan5 just make it return zero
11:11 pgimeno maybe, but are all cases where the algorithm is not valid properly handled?
11:11 rubenwardy it should do FatalError
11:11 rubenwardy and not have the default
11:11 rubenwardy although, there are compile guards for the hashes for some reason
11:12 pgimeno FatalError sounds more reasonable
11:13 sfan5 I thought Minetest only ever calls srp with the same hash algo
11:14 pgimeno maybe the path to that point is too convoluted for the compiler to deduce that
11:15 pgimeno or maybe there's a code path where that's not the case, I haven't looked in that much depth
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13:08 rubenwardy there are a lot of use_texture_alpha warnings
13:08 rubenwardy is it really necessary?
13:10 rubenwardy spamming just Field "use_texture_alpha": Boolean values are deprecated; use the new choices   isn't good either. It should mention the mod and file, or only log once
13:13 rubenwardy Mineclone2 has 540 texture alpha warnings
13:14 rubenwardy the engine should choose the correct mode based on drawtypes and texture, and the modder can then change it if it's wrong. All these warnings are a bad API
13:19 sfan5 there is one warning per nodedef, I think it writes the stacktrace to infostream
13:19 rubenwardy Modders aren't going to spend hours fixing 540 warnings for something they don't even see the difference of
13:20 rubenwardy They'll just ignore the warnings
13:21 sfan5 and "should choose the correct mode based on drawtype" already happens, "based on texture" reintroduces the exact problem this is supposed to avoid
13:22 sfan5 is your suggestion that we keep supporting use_texture_alpha = true/false without warnings?
13:26 sfan5 that'd be doable and wouldn't hurt since the server can just pick whatever mode it used to mean
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14:02 MTDiscord <e​xe_virus> Yeah that's what I expect Ruben means
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14:53 rubenwardy use_texture_alpha = true/false is something that can be updated pretty easily, and is only 122 of the deps
14:53 rubenwardy the fast majority are about the missing use_texture_alpha thing
14:53 rubenwardy *vast
14:55 rubenwardy eg: assuming use_texture_alpha = "clip"
15:01 sfan5 the point there is that modders have to specify if they want alpha used because you don't want that to depend on the current texture pack
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15:08 rubenwardy what's wrong with it depending on the current texture pack? invisibility cheats?
15:11 rubenwardy wsor is wondering if the C/V keybinding can be reverted
15:11 sfan5 yes, the same that used to exist for drawtype="normal"
15:12 rubenwardy Normal defaulting to opaque fixes most of those, surely
15:12 sfan5 yes
15:12 sfan5 but this is about nodeboxes and meshes
15:15 MTDiscord <J​onathon> to be specific, revert https://github.com/minetest/minetest/pull/9779. you can see a example of the complaints, https://github.com/minetest/minetest/issues/10678, and https://github.com/minetest/minetest/issues/10617. most people i know changed it back. so im asking if we could revert it for 5.4
15:16 MTDiscord <J​onathon> also c and v is very annoy for copying and pasting
15:16 MTDiscord <J​onathon> *annoying
15:16 MTDiscord <s​rinivas> +1 from em
15:16 MTDiscord <s​rinivas> *me
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15:25 MTDiscord <J​onathon> there PR https://github.com/minetest/minetest/pull/10906
15:26 rubenwardy I'm on the fence. The change annoyed me but I think most of the damage is done. We can't just never change key bindings, but perhaps a better way to handle it is with hints like "Minimap has changed to V" when you press F8
15:26 MTDiscord <J​onathon> C and V is very dumb cause control c and control v
15:27 MTDiscord <J​onathon> and a lot of people just changed them back in there client after the annoyance
16:07 Zughy[m]1 I used to critique C for the camera, but after playing with it a bit I think it's handier than before
16:07 Zughy[m]1 As you don't have to move your hand
16:13 MTDiscord <s​rinivas> ehh, how often do you change your pov
16:14 MTDiscord <s​rinivas> it should be kept away from common keys to prevent accidental strokes too imo
16:14 MTDiscord <s​rinivas> the fn row provides that isolation very well imo
16:18 celeron55 i think it's a handy key for a useless functionality and should probably be reserved for something useful
16:19 Zughy[m]1 changing camera is useful. Source: me playing
16:19 MTDiscord <s​rinivas> eh, depends on what you are playing
16:19 celeron55 i can say the opposite
16:20 MTDiscord <s​rinivas> #metoo
16:20 celeron55 so it depends on the play style
16:21 MTDiscord <s​rinivas> c55: i always had a question... when you first wrote minetest, did you think of it survival first, or creative first?
16:23 celeron55 i'd say neither
16:23 MTDiscord <s​rinivas> oh?
16:26 celeron55 it's not easy to explain, maybe something like adventure, or experience, or emergence first
16:26 celeron55 but there was no plan
16:27 MTDiscord <w​war> Something he didn't add yet i guess
16:28 MTDiscord <w​war> MT isn't like MC, anyone can make a mode for free and anyone can add it, so even if no creative (for example) someone can makes that creative
16:28 MTDiscord <s​rinivas> ah, i see, thanks
16:29 celeron55 in any case personally i don't really like the creative/survival division
16:30 celeron55 it's very utilitarian so it does work though
16:31 MTDiscord <w​war> Me too. Adventure is better
16:31 MTDiscord <w​war> Like a story the player play according to
16:32 celeron55 well i don't think a story would fit either
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16:32 MTDiscord <w​war> Like<
16:32 celeron55 i mean, stories always work, but you don't need a game or a sandbox for them
16:33 MTDiscord <w​war> Indeed, and stories can be singleplayer or team who plays in the same progress
16:33 celeron55 imo the best way to tell a story on a computer is a visual novel, anything else just gets in the way
16:35 MTDiscord <w​war> Some good real life stories with some exaggreting
16:36 MTDiscord <w​war> Can be good
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16:36 MTDiscord <w​war> By the way, are you planning to or do you have enough time to host a server on minetest? :P
16:37 MTDiscord <w​war> By the way, are you planning to or do you have enough time to host a server on minetest? :P
16:49 Wuzzy hey everyone. the "ores" mapgen flag was added by paramat, but i noticed it is not being exposed to the world creation dialog
16:49 Wuzzy is this intentional?
16:49 sfan5 no idea
16:49 sfan5 does it work as expected?
16:49 Wuzzy yes
16:50 Wuzzy you have to go all the way to the advanced settings tho
16:50 Wuzzy i just wonder if its better to add an "Ores" checkbox to the world creation dialog or if this setting is too unimportnat
16:50 Wuzzy just an usability thing, to be clear
16:50 Wuzzy its not broken, dont worry
16:51 Wuzzy i note we also dont expose the Biomes flag as well
16:51 sfan5 ¯\_(ツ)_/¯
16:52 Wuzzy i have no strong preferrence one way or another, its just something to think about
16:53 MTDiscord <s​rinivas> anyhow, may i make a shameless plug about a project of mine that is somewhat on-topic here?
16:56 Wuzzy no. muhahaha. we have #minetest for chitchat
16:57 MTDiscord <s​rinivas> fair
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18:09 rubenwardy #10907
18:09 ShadowBot https://github.com/minetest/minetest/issues/10907 -- Game closes after i open it up but before the game runned fine.
18:14 Krock it worked but not it doesn't
18:16 Krock any PCI(E) hardware analyzer software could help there to find the correct drivers
18:16 Krock just because it worked previously doesn't mean that it worked correctly
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20:31 Wuzzy bugfix PR: #10742
20:31 ShadowBot https://github.com/minetest/minetest/issues/10742 -- Fix world-aligned node rendering at bottom by Wuzzy2
20:35 Krock rubenwardy: https://github.com/minetest/minetest/suites/1943672677/artifacts/38416220 results in error 404 in a private tab. indicates some sort of permission wall
20:35 rubenwardy You need to be logged into githubt
20:36 Krock ah, so just that. I was worried you might need specific repo access or similar
20:37 Wuzzy i get now a lot of errors in MCL2 about specified ore types suddenly requiring "noise_params"
20:37 Wuzzy this was never an error before
20:38 Wuzzy what changed?
20:38 rubenwardy There was a bug that meant the ores never checked for noise paramd
20:38 rubenwardy Like, they all accepted not having it
20:39 Krock > -- Needed by "sheet", "puff", "blob" and "vein" ores.
20:39 Krock but optional for others
20:39 rubenwardy Yeah, the C++ for this did polymorphism wrong and always returned "not required"
20:40 rubenwardy Do these ores still spawn?
20:40 Krock #10846
20:40 ShadowBot https://github.com/minetest/minetest/issues/10846 -- MgOre: Fix invalid field polymorphism by rubenwardy
20:40 Krock no. "ore" is literally deleted
20:41 rubenwardy I meant before the fiz
20:42 rubenwardy We should avoid printing errors whenever possible. So if this worked before, then it should probably emit a warning at most maybe
20:44 Krock yeah. lower the log level just like #10905  but in this case it must not delete the ore so that it's still generated
20:44 ShadowBot https://github.com/minetest/minetest/issues/10905 -- Reduce "Empty translation" debug log message level from error to info or action
20:44 Krock just using some dummy noise params
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22:10 Wuzzy hmmmm
22:11 Wuzzy how on earth did the ores work before then, if NoiseParams was never specified?
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