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IRC log for #minetest-dev, 2021-02-12

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All times shown according to UTC.

Time Nick Message
00:22 Megaf joined #minetest-dev
00:50 Megaf rubenwardy, Hi there, how you doing?
00:50 Megaf Folks, so about the player list when pressing TAB
00:50 Megaf can we have that?
01:08 MTDiscord <e​xe_virus> You could probably code it up yourself. Or rebind a key to it and write a client mod for that
01:09 Megaf It is done already
01:10 Megaf the Github issue has been opened for years
01:11 Megaf Here https://github.com/minetest/minetest/pull/958
01:11 Megaf > sfan5 commented on Oct 17, 2013
01:12 Megaf And here we have another implementation https://github.com/minetest/minetest/issues/4312
01:12 MTDiscord <e​xe_virus> Probably not then, though we may be getting better keyboard support with SDL backend, which may allow us to open up the exposed keys, buts that's just my musings
01:31 pgimeno well you can type /status, not so comfortable but still effective
01:33 Zughy[m]1 that's definitely not the same thing
01:36 Megaf Almost every single mp game has a nice player list on the TAB key or elsewhere
01:36 Megaf even flight simulators
02:41 Megaf joined #minetest-dev
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04:50 Megaf yay, after many years I'm adding another bug to our collection! https://github.com/minetest/minetest/issues/10945
04:50 Megaf #10945
04:51 ShadowBot https://github.com/minetest/minetest/issues/10945 -- make install doesn't work.
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08:13 MTDiscord <Z​ander_200> Wait i can speak here now? pog
09:07 MTDiscord <a​ppguru> "WARNING: This storage backend is incaptable to save raw binary data due to restrictions of JSON."
09:07 MTDiscord <a​ppguru> How so?
09:07 MTDiscord <a​ppguru> JSON can store raw binary data in string form just fine
09:19 sfan5 json only stores unicode
09:19 sfan5 if you pretend that the first 255 unicode codepoints map to byte values, then yes it "can" store binary too
10:58 calcul0n__ joined #minetest-dev
10:59 celeron55 usually people base64 encode binary data before storing inside json
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12:44 Zughy[m]1 sorry for insisting, so can #10235 be added to the 5.4.0 milestone?
12:44 ShadowBot https://github.com/minetest/minetest/issues/10235 -- Send attachments instantly before set_pos by SmallJoker
12:46 rubenwardy the change makes sense and looks good for me
12:46 rubenwardy but I'm unsure how to test completely - but nothing will break, right?
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14:26 Wuzzy joined #minetest-dev
14:52 Krock rubenwardy: sendOutdatedData() sends incremental data which is currently sent async to other actions, hence fixed sending for position updates would not break anything
14:52 Krock worst that could happen is that attachments are sent twice after each other for rapid updates, rather than delaying them for a server step
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18:23 CodeAndFix joined #minetest-dev
18:23 CodeAndFix hi
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19:22 sfan5 2021-02-12 20:19:43: WARNING[Server]: base_pos = (-1468.92,96,4001.12) attachment_pos = (0,11,0) parent_pos = (-1468.92,85,2015.12)
19:22 sfan5 2021-02-12 20:19:43: ACTION[Server]: Server: singleplayer moved away from parent; diff=198.6 resetting position.
19:22 sfan5 oh no
19:22 sfan5 exactly 200 nodes offset, anyone want to guess what that means?
19:23 Krock no idea at all. first time seeing this number
19:24 sfan5 #10027
19:24 ShadowBot https://github.com/minetest/minetest/issues/10027 -- CAOs vanish for one frame when shifting camera offset
19:24 sfan5 the camera offset
19:25 pgimeno I think Krock was being sarcastic :)
19:25 Krock ^
19:25 sfan5 oh
19:25 sfan5 that went past me entirely
19:26 Krock seen this sort of bug way too often and I thought I fixed that attachment issue like a year ago
19:26 Krock seems like it's still not working properly
19:26 sfan5 this is "just" a different aspect of the same issue
19:26 Krock I wonder whether it's related to that one frame" hecks once mentioned where the player disappears
19:27 sfan5 when the player is attached to something and the camera offset changes the client will send a position that's 200 nodes off once
19:27 Krock err yes. you already linked that issue
19:28 Krock the player position should not be related to the camera but for whatever reason this still happens
19:28 pgimeno we really need to get rid of discrete camera offset completely. It needs to be continuously applied, but last time I looked into that, with Irrlicht scenes it's not possible.
19:28 Krock yes "we need" but nobody has a plausible solution at the moment
19:30 pgimeno I might give it a try after we get rid of stable Irrlicht, but I need to know if we're going to be using Irrlicht or get rid of it
19:31 pgimeno with our own Irrlicht, it would be possible to modify rendering, to apply the offset to the scene as a whole, and possibly to change positions of scene nodes to double precision
19:31 pgimeno with our own library, we can do whatever we want
19:33 pgimeno is there an issue # for getting rid of the discrete camera offset?
19:34 sfan5 don't think so
19:34 Krock that was always a topic in related issues, but never opened as a standalone issue if you mean that
19:34 pgimeno yes, that's what I meant
19:37 pgimeno I don't think it's possible to develop a reasonable solution while we use stable Irrlicht
19:44 Krock will merge #10235, game#2808 and game#2821 in 10 minutes
19:44 ShadowBot https://github.com/minetest/minetest_game/issues/2808 -- Safe Compression Commit by ExeVirus
19:44 ShadowBot https://github.com/minetest/minetest_game/issues/2821 -- Update German translation by Wuzzy2
19:44 ShadowBot https://github.com/minetest/minetest/issues/10235 -- Send attachments instantly before set_pos by SmallJoker
19:53 Krock merging
19:55 Krock done
19:58 pgimeno the problem with getting rid of discrete camera offset is that it will affect a lot of code, which means it will take forever to merge, which means there will be tons of conflicts when rebasing. The review process needs to be fast-tracked to prevent that, and I have a previous bad experience with the rotations PR. There's also the issue that I'm not in GitHub, so someone needs to adopt the PR like pauloue did with the rotations one.
19:59 Krock much code? I thought it would only affect camera.cpp and localplayer.cpp perhaps
19:59 Krock content_cao.cpp too
19:59 pgimeno I thought camera offset was spread among a lot of files
20:00 pgimeno I think particles need to take care of it too
20:01 pgimeno I haven't checked recently, I'm talking from memory about something I looked into... well, maybe 5 years ago
20:03 pgimeno doing it properly will affect how scene nodes are created, so it can potentially affect calls to scene node creation
20:11 sfan5 Krock: I invented a different (worse, but simpler) solution for #10908 -> http://sprunge.us/Iyizlh?diff
20:11 ShadowBot https://github.com/minetest/minetest/issues/10908 -- Anticheat misbehaving by resetting players location and viewdirection when attached to entity with move_to(pos, true) being called
20:11 sfan5 maybe that'd be preferable for 5.4
20:11 sfan5 and then solve the "client has authority over position" mess for 5.5
20:12 Krock does that even for for move_to? It still cannot compensate quick movements
20:13 Krock *work for
20:14 Krock but for normal interpolated movements that soft of lag pool would be a possible solution
20:15 Krock (where interpolated is meant in terms of "predictable")
20:16 sfan5 I specifically tested move_to
20:19 Krock ah right. missed the part that one change was done in moveTo(...)
20:20 Krock using the client-side interpolation time as "tolerance range"
21:29 sfan5 so, worth creating a PR?
21:32 Krock yes. I think it's worth a try
23:05 sfan5 created.
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23:30 Megaf joined #minetest-dev
23:38 Megaf sfan5, can you please elaborate how a broken make install that doesn't work it's not a bug?
23:38 Megaf Context #10945
23:38 ShadowBot https://github.com/minetest/minetest/issues/10945 -- make install doesn't work.
23:39 Megaf I know make install is a new technology used on the UNIX world for only 40 years and may be too advanced for a little project with just a handful of users, but still.
23:43 thodt left #minetest-dev
23:44 Megaf I'm having a look in CMakeLists.txt, it seems to be done with the intention of running make install, as the definition are there, they are just not working
23:45 Megaf where do the variables WIN32, UNIX and APPLE come from?
23:47 Megaf Ok, that's a cmake thing, fair

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