Time Nick Message 10:49 sfan5 ~tell Desour_ since you're doing some cleanup recently you can also do #12366 if you don't mind 10:49 ShadowBot sfan5: OK. 12:22 sfan5 #13200 still needs reviews 12:22 ShadowBot https://github.com/minetest/minetest/issues/13200 -- Fix missing particlespawner values by velartrill 17:12 Krock found a new bug in IMoveAction::apply .. hopefully that one will be done before 5.7.0 17:51 Krock will push https://krock-works.uk.to/u/patches/0001-InventoryManager-Fix-crashes-caused-by-set_list-and-.patch in 20 minutes. reproduced with cornernote's 3x3,4x4,5x5 workbench. It's far from perfect but at least in this case Minetest no longer crashes 17:52 Krock (case being: you place an item into the workbench grid and then attempt to move it) 17:53 MTDiscord #11805 ? 17:53 ShadowBot https://github.com/minetest/minetest/issues/11805 -- IMoveAction::apply(): Assertion `move_count <= count' failed 17:54 Krock ah right. while debugging I ended up doing the same fix there 17:55 Krock however the actual fix for cornernote's mod is the other part where the pointers get updated 17:56 Desour interesting more UaFs caused by mod callbacks deleting stuff on which we still have a ref in c++ 17:56 Krock inventory lists must be replaced with shared pointers at some point to prevent this from happening 17:56 Krock or never have the pointers cached in first place 17:58 Krock sfan5: was the 5.7.0 release planned for today or later? 17:58 Desour I think a mod that deletes a list in allow_inv.*, and still allows moving/putting/taking from/to that list, should crash 17:59 Krock it should error, not crash. 17:59 Desour crash as in lua crash/error, yes 18:00 Desour can actually the inv_from or inv_to also be deleted by a mod? 18:02 Krock all but player inventories. yes. 18:05 Desour Krock: list_to also gets accessed in line 385 after allowMove 18:08 Krock oh right 18:10 Krock I hate this code 18:15 rubenwardy before release, it should probably be discussed whether #13242 should be reverted and the _optioanl drawtype deprecated instead 18:15 ShadowBot https://github.com/minetest/minetest/issues/13242 -- Enable connected glass by default by PrairieAstronomer 18:18 rubenwardy reading the issue, it seems like the optional drawtype is problematic in itself 18:18 rubenwardy or texture packs should have some ability to control rendering more than just textures - windows are basically invisible in soothing32 with connected glass 18:18 Krock reverting is easier 18:19 Pexin noncore opinion: yes revert 13242. erle's opinion is weird because it's unclear if some people understand connected obsidian glass is SUPPOSED to be invisible. my regular server uses it explicitly for that because we're accustomed to enabling connected, but it should actually be decided by the server itself 18:21 Desour for backwards compat reasons, it's probably better to revert to the old default. I'd not like a drawtype deprecation 18:23 rubenwardy deprecation doesn't mean removal 18:23 rubenwardy it means "stop using this" 18:24 rubenwardy the eventual route could just be to remove the setting and always use non-framed 18:28 Desour the optional_ drawtype has its purpose, if the player wants to choose and the server doesn't really care. it exists with the same justification as texture packs. therefore I'd not even deprecate it 18:31 Desour the default should be defined by the server (or its mod) though, and not hardcoded by the engine. so we should have a field in nodedef or tiledef to give the setting's default (the default of that field can then be changed to connected if we want) 18:40 sfan5 Krock: the milestone is set for today but I don't think we'll be releasing 18:51 Krock alright 18:52 Krock Q: how should we deal with changing InventoryLists within Lua callbacks? would it be okay to prevent resizing/deleting the source and destination inventory list? 19:22 sfan5 sure 19:29 Krock well then #13360 19:29 ShadowBot https://github.com/minetest/minetest/issues/13360 -- InventoryManager: Disallow resizing or deleting inventory lists that are in use by SmallJoker 21:56 Guest54 Pexin elaborate on weird? i am sure that some people exist that understand that connected obby glass is supposed to be invisible, but i have yet to see builds that rely on it. 22:07 Guest54 rubenwardy the reasons ppl use “optionally connected glass” is as desour says. minecraft has such thing too, as part of a a client-side modification called “optifine” (it does a bunch of other stuff to). regarding rendering, instead of texture pack control to work around long-standing rendering bugs i'd rather have a fix so it works well 22:07 Guest54 with existing textures of any size. or even a new drawtype that has a connected look but no physically raised frames, because then you could *maybe* just 9-slice existing textures for a seamless glass look … and *maybe* get away with it (i have not tried it and it might be horrible, obviously). 22:07 Guest54 to → too