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Zughy[m] |
meeting note created (23/10), please core devs state whether you're gonna attend |
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09:51 |
nrz |
sfan5, which PR is blocked and you raged about it, i can take a look today |
09:54 |
MTDiscord |
<luatic> I don't remember sfan5 "raging" |
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10:45 |
sfan5 |
it already has an approval, don't worry |
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13:10 |
nrz |
ok thanks sfan5 🙂 |
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14:52 |
rubenwardy |
@x2048: https://old.reddit.com/r/Minetest/comments/y9v7q1/terrible_graphic_performance_on_linux_mint_193/ |
14:55 |
sfan5 |
merging #12795, #12882, #12867, #12877, #12789, #12874 |
14:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/12795 -- Fix formspec focus by Desour |
14:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/12882 -- Fix typos and en_US/en_GB inconsistency in files inside doc directory by Abdou-31 |
14:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/12867 -- guiChatConsole: fix the unicode characters crowded together on prompt by snowyu |
14:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/12877 -- Crash when shadow intensity is set to 0 |
14:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/12789 -- Revise bump_version.sh script to address shortcomings by sfan5 |
14:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/12874 -- Fix use of unassigned global "check" by TurkeyMcMac |
14:56 |
sfan5 |
in 10m |
14:56 |
sfan5 |
and ignore that 12877, it slipped in |
14:57 |
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15:03 |
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15:06 |
nrz |
sfan5, if you have 5 mins #12885 is ready for a merge, i think it's a good startup on cleanups on the server part, i found pretty trivial things to fix to increase code quality |
15:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/12885 -- [NOSQUASH] refacto: Reduce exposure of StaticObjectList by nerzhul |
15:06 |
nrz |
i have other ideas in mind based on this PR but i prefer to wait it's integrated to continue and prevent to have a very big pr |
15:18 |
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19:12 |
nrz |
is this normal in shadow rendered we check the node pointer and return instead of having an assertion to understand why we are asking a null node to be modified from rendered ? sounds more like a bug |
19:13 |
rubenwardy |
that sentence is unreadable |
19:13 |
nrz |
oops my bad |
19:13 |
nrz |
ShadowRenderer::removeNodeFromShadowList(scene::ISceneNode *node) => first condition node not null. |
19:13 |
rubenwardy |
I'm guessing you mean modifying a pointer to a node without checking for null? |
19:13 |
nrz |
that sounds a hacky bugfix for no reason, we should have an assert here |
19:14 |
nrz |
we should never ask to remove a null it doesn't make sense, same for add node it's impossible programatically in current code to have null there |
19:15 |
nrz |
i just check code path we have mandatory nodes passed to those function everytime , as the pointer is used before calling those functions |
19:25 |
nrz |
ah yeah we are really pushing nullptr to removeNodeFromShadowList... and testing that the parameter is right on this side, ouch |
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