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02:36 |
MTDiscord |
<MisterE> I see that the minetest.dustlabs.io has been greatly improved. Fullscreen support, working command and chat keys O.o |
02:40 |
MTDiscord |
<MisterE> @paradust great job, thanks! Another suggestion: when the game starts, grab the pointer automatically. Detect if esc is pressed, and open the pause menu at the same time (instead of needing multiple esc presses to open the pause menu) also, grab the pointer when the quit command is sent for a formspec. |
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Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. https://dev.minetest.net/ https://github.com/minetest |
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12:17 |
rubenwardy |
web#258 |
12:17 |
ShadowBot |
https://github.com/minetest/minetest.github.io/issues/258 -- Update Education: Add BLOCKALOT, add citation link by rubenwardy |
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15:11 |
MTDiscord |
<Ronoaldo> Hi! I'm having a very weird segfault with an ARM64 (aarch64) build... The arm build crashes with a very weird backtrace too. Is there any specific flags i should use to build arm64? I'm building inside a Docker container using the same flags and a Github action for multiarch cross compiling. The runtime is also Docker on a VM. The x86_64 build works ok, no random segfaults, but on ARM it does. Both are from the 5.5.1 source. Here is a |
15:11 |
MTDiscord |
sample segfault extracted from Debian 11 gdb on the container: https://pastebin.com/srjRAmck |
15:11 |
sfan5 |
using luajit? |
15:11 |
MTDiscord |
<Ronoaldo> It seems to crash on start, for about three times in a row, then works for a while and crashes again. |
15:11 |
MTDiscord |
<Ronoaldo> sfan5: let me check. |
15:11 |
MTDiscord |
<Ronoaldo> (it sometimes crashes during startup too) |
15:12 |
MTDiscord |
<Ronoaldo> I'm almost sure it is something wrong in my host config but I'm not finding out what it is |
15:12 |
MTDiscord |
<Ronoaldo> Yes, should be using luajit on both arch builds: https://github.com/ronoaldo/minetestserver/blob/main/Dockerfile#L13 |
15:12 |
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15:17 |
sfan5 |
if it's aarch64 then you'll want to build LuaJIT from git source, the latest "release" is from 2017 and what debian ships. there are known issues with it |
15:18 |
MTDiscord |
<Ronoaldo> got it, thanks |
15:28 |
MTDiscord |
<Ronoaldo> sfan5: just so I can learn a bit, if you don't mind sharing - how did you figured from the backtrace it is be related to the lua part? |
15:30 |
sfan5 |
JIT engines dynamically generate code, unlike other code it won't have any symbols at all nor a corresponding binary, so generally if you see '?? ()' in the backtrace that's bound to be luajit |
15:31 |
sfan5 |
in this case however the stack is corrupted, since luajit deals with more low-level things and such (and also from experience, knowing that such issues have happened before) it's more likely that luajit is involved rather than e.g. a compiler bug |
15:32 |
MTDiscord |
<Ronoaldo> nice, thanks for sharing the hints! i'll try rebuild with a more recent luajit ? |
15:50 |
sfan5 |
appguru: can you check whether minetest.punch_node causes the global on_punchnode callback to be called? |
15:51 |
appguru |
sfan5: in the unit test? should I hook it? |
15:51 |
sfan5 |
I'm wondering in general but if you write the code anyway you can also put it in the unit test ;) |
15:52 |
appguru |
ugh, this is dirty: "bool success = scriptIfaceNode->node_on_punch(pos, n, NULL, PointedThing());" |
15:53 |
appguru |
that's why it crashed: it's passed a type="nothing" pointed thing |
15:53 |
sfan5 |
oh also if you're there anyway edit the comment, the part about a "not funtioning objectref" is no longer correct |
15:53 |
appguru |
the docs don't mention that puncher can be nil in on_punch |
15:53 |
sfan5 |
it gets passed `nil` |
15:54 |
sfan5 |
or actually does it |
15:54 |
sfan5 |
hm |
15:58 |
sfan5 |
if you have more data to verify you can look into entity.lua for inspiration but here a bool variable should suffice |
15:59 |
sfan5 |
ah nope the objectref thing is still accurate, the thing I recently changed was on_death and only that |
16:09 |
sfan5 |
appguru: you're missing something but also I meant minetest.register_on_punchnode |
16:32 |
rubenwardy |
merging web#258 in 10 |
16:32 |
ShadowBot |
https://github.com/minetest/minetest.github.io/issues/258 -- Update Education: Add BLOCKALOT, add citation link by rubenwardy |
16:34 |
kilbith |
I'm surprised there's no mention of Kidscode |
17:00 |
sfan5 |
appguru: still broken :) |
17:00 |
appguru |
yeah I see |
17:00 |
appguru |
and I wonder why |
17:02 |
appguru |
when I start devtest with unittest auto-running enabled everything is fine |
17:02 |
sfan5 |
./util/test_multiplayer.sh is the headless environment |
17:02 |
appguru |
yes |
17:02 |
sfan5 |
also speaking of deprecated vector.new |
17:02 |
sfan5 |
local pos_copy = vector.new(pos) |
17:02 |
appguru |
but why wouldn't on_punchnode work in the headless environment? |
17:07 |
appguru |
sfan5: i kinda wanted to test the entire something_player_action_node family, should've renamed the unit test appropriately |
17:08 |
sfan5 |
on_punch calling punchnode as a fallback seems kinda badly designed |
17:08 |
sfan5 |
I'd expect register_on_punchnode to run first and then nodedef.on_punch |
17:09 |
sfan5 |
I suppose nobody redefines on_punch for nodes so that's not noticed |
17:10 |
appguru |
should I stuff more deprecated vector.new removals into the regression fix PR? |
17:10 |
sfan5 |
fwiw on_dig works the same and people know how to use that correctly (or do they?) |
17:10 |
sfan5 |
if you rename it, sure |
17:10 |
appguru |
I don't think any mods handle pt.type = "nothing" correctly :) |
17:12 |
sfan5 |
one reason could be that the map is not loaded but that'd be a major fail of the test framework |
17:12 |
sfan5 |
have fun debugging this |
17:24 |
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17:27 |
appguru |
sfan5, on an unrelated note, do your win builds have ncurses? |
17:32 |
sfan5 |
no |
17:32 |
sfan5 |
I believe it doesn't even work on windows |
17:36 |
MTDiscord |
<LandarVargan> Would that be due to how Minetest uses it? I've had no issues with my C+ncurses projects for Windows/Linux |
17:41 |
Krock |
I believe the best compatibility would be reached through the cygwin/msys2 terminal |
17:42 |
Krock |
not sure if the normal cmd even supports colors |
17:46 |
appguru |
sfan5: i'll just revert the unit test I guess |
17:46 |
appguru |
or revert the check for whether on_placenode is called |
17:46 |
sfan5 |
or comment it out |
17:47 |
appguru |
outcommented it is ^.^ |
17:48 |
appguru |
going on a vacation starting tomorrow |
17:54 |
sfan5 |
hopefully in a place with cooler weather |
18:06 |
sfan5 |
by the way it would be nice if someone could review #12418 #12505 since both make sense for 5.6 |
18:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/12418 -- Remove float vector range checks from scriptapi by sfan5 |
18:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/12505 -- More corrections to lua_api.txt by sfan5 |
18:10 |
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18:19 |
sfan5 |
kilbith: I looked at #10100 and it has some cool stuff but it doesn't seem like the usecases are that broad |
18:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/10100 -- Additional texture modifiers by Treer |
18:20 |
sfan5 |
direly neeeded for example would be a [combine that operates (and resizes?) with percentual texture sizes, perhaps with some enforced minimum |
18:20 |
sfan5 |
so that you can operate on textures with unknown size |
18:35 |
Krock |
will merge #12519 #12527 #12539 in 15 minutes |
18:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/12519 -- Deserialization: Restore backwards compat by appgurueu |
18:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/12527 -- GUIFormSpecMenu: Fix multiline translation by SmallJoker |
18:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/12539 -- Fix regression & replace more occurrences of vector.new with vector.copy by appgurueu |
18:36 |
sfan5 |
will merge #12418 after that |
18:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/12418 -- Remove float vector range checks from scriptapi by sfan5 |
18:40 |
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18:49 |
Krock |
merging.... https://media.giphy.com/media/cFkiFMDg3iFoI/giphy.gif |
18:51 |
Krock |
done. ping sfan5 |
18:58 |
rubenwardy |
haha, so the recursive dependency algorithm also tries to enable game mods |
19:02 |
sfan5 |
how did you introduce this regression? could there be more? |
19:03 |
rubenwardy |
I didn't |
19:03 |
sfan5 |
oh |
19:03 |
sfan5 |
how come then |
19:03 |
rubenwardy |
it was already the case, it `.enabled` just wasn't being read |
19:03 |
rubenwardy |
but with my new code, I was passing all mods with .enabled = true to the mod config class |
19:04 |
sfan5 |
shouldn't you get rid of setting .enable instead of mending this in the display code? |
19:04 |
rubenwardy |
I did |
19:04 |
rubenwardy |
https://github.com/minetest/minetest/pull/12284/commits/24b175349ca7b44d6348ae26f9d6ac6d8abcd347#diff-a400b0be5dbda5a4d8f53e6c6a7877ed36fe670e805f0b5932724eb7c321a1ccL545 |
19:04 |
sfan5 |
whats dlg_config_world.lua for then? |
19:05 |
rubenwardy |
that change isn't needed |
19:06 |
rubenwardy |
I'll undo that bit |
19:12 |
sfan5 |
btw does anyone have an opinion on irr#120 (functionally)? |
19:12 |
ShadowBot |
https://github.com/minetest/irrlicht/issues/120 -- CGUITabControl: Center selected tab whenever possible by SmallJoker |
19:24 |
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19:56 |
Krock |
it's really an edge-case use for formspecs with many tabs. low priority. |
20:33 |
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20:55 |
rubenwardy |
merging #12284 in 10 |
20:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/12284 -- [No Squash] Show dep errors in Select Mods modal by rubenwardy |
21:05 |
MTDiscord |
<ROllerozxa> is 5.6.0 feature freeze happening this weekend? |
21:09 |
sfan5 |
I don't see why not |
21:11 |
Krock |
yes, planned on sunday. |
21:18 |
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21:18 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. https://dev.minetest.net/ https://github.com/minetest |
21:20 |
ROllerozxa |
so I assume the android crosshair PR is gonna have to wait yet another version considering it's not in the 5.6.0 milestone? |
21:20 |
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21:20 |
sfan5 |
how simple is it? |
21:22 |
ROllerozxa |
well it's already gotten one approval. #7865 |
21:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/7865 -- Add crosshair support for Android by srifqi |
21:26 |
rubenwardy |
it was a lot simpler than I expected |
21:27 |
MTDiscord |
<LandarVargan> 'tis a very nice addition, probably worth getting in asap |
21:33 |
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21:36 |
ROllerozxa |
I'd actually want to see it even be enabled by default but I don't know what the opinion of changing default controls like that are, having it as an option is better than nothing I guess |
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22:36 |
erle |
sfan5 i would indeed appreciate a [combine with percentual texture sizes. it is necessary for texture wraparound with nodeboxes that exceed the bounds of a node. |
22:37 |
erle |
like, when you make a nodebox that looks like a cube that is shifted by 1/16 down so it can visually sit on a 15/16 nodebox |
22:37 |
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22:37 |
erle |
then you need to adjust the textures |
22:38 |
erle |
and one way to do it is combine them with shifted/cropped versions of themselves |
22:38 |
erle |
in the end i settled for making it work for 16×16 textures only |
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23:49 |
erle |
sso we talked about shaders at some point. i figured out you can just dump them by means of mesa environment variables: https://docs.mesa3d.org/shading.html#envvars |
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