Time Nick Message 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 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 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 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. 08:13 MTDiscord Wait i can speak here now? pog 09:07 MTDiscord "WARNING: This storage backend is incaptable to save raw binary data due to restrictions of JSON." 09:07 MTDiscord How so? 09:07 MTDiscord 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 10:59 celeron55 usually people base64 encode binary data before storing inside json 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? 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 18:23 CodeAndFix hi 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. 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. 23:44 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