Time |
Nick |
Message |
05:00 |
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MTDiscord joined #minetest-dev |
07:02 |
MTDiscord |
<paradust> What's going on with COpenGLDriver.cpp vs. OpenGL/Driver.cpp in irrlicht? |
08:24 |
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08:26 |
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08:26 |
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08:38 |
sfan5 |
i think one is the opengl1/2 driver, one the opengl3 |
08:38 |
sfan5 |
or ask @numberZero |
09:43 |
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10:03 |
sfan5 |
the answer to who decided to include irrlicht.h in porting.h btw is: sapier in 2014 |
10:04 |
nrz |
the good old sapier 😄 |
10:12 |
rubenwardy |
sounds about right |
10:13 |
rubenwardy |
who did code review, or was subsystems still in effect then |
10:14 |
celeron55 |
those were some wild times |
10:14 |
rubenwardy |
looks like it was just added so that porting could get window size and density... definitely the wrong place for that |
10:15 |
rubenwardy |
#1198 |
10:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/1198 -- Add support for DPI based HUD scaling by sapier |
10:15 |
rubenwardy |
can't see any reviews |
10:16 |
rubenwardy |
lmao |
10:16 |
rubenwardy |
<sapier> if noone complains I'm gonna merge #1198 soon, especially the hud indention fixes are a nightmare to rebase |
10:16 |
rubenwardy |
https://irc.minetest.net/minetest-dev/2014-04-27#i_3670927 |
10:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/1198 -- Add support for DPI based HUD scaling by sapier |
10:20 |
nrz |
window size and density must be in irrlicht directly no ? |
10:20 |
nrz |
it's not MT engine responsibility to check give porting for that |
10:21 |
rubenwardy |
yeah, it's not something for porting.h because it's literally just reading from the irrlicht object, it's not using platform specific APIs |
11:15 |
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12:13 |
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13:21 |
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13:51 |
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15:31 |
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17:12 |
Sokomine |
what's the reason for minetest.get_content_id getting broken? why not return nil if the node doesn't exist? always checking for existence of the node now means that i have to change quite a bit of my code and write a wrapper almost everywhere |
17:13 |
sfan5 |
what exactly was broken and when? |
17:15 |
Sokomine |
some of my mods break because minetest.get_content_id( unregistered_node_name ) now leads to a crash instead of returning nil (-1 or 0 would be fine by me as well) |
17:16 |
Sokomine |
got told that my moresnow mod doesn't work in more recent relases. and that's right. i tend to use get_content_id a lot. mg_villages/handle_schematics is probably safe because i have wrappers there already iirc |
17:20 |
sfan5 |
that was changed 4 years ago (apparently without regard for compatibility issues) https://github.com/minetest/minetest/pull/9458 |
17:24 |
ROllerozxa |
it makes sense for get_content_id to error out if you try to retrieve the content ID of an unregistered node, rather than simply silently failing and e.g. returning -1, because it may mean you forgot to depend on the mod that registers the nodes |
17:25 |
ROllerozxa |
you should always check for the presence of mods with minetest.get_modpath before you try to retrieve the content ID of a node in another mod if you're adding it as an optional dependency, and degrading gracefully when the mod does not exist |
17:27 |
Sokomine |
completely diffrent use case then. my mods need to interact with a lot of diffrent mods and i can't be certain what is installed. bad change for me as i have to implement a wrapper function |
17:28 |
Sokomine |
before, it was possible to get the content id - and if it's nil then the node obviously doesn't exist |
17:28 |
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calcul0n_ joined #minetest-dev |
17:30 |
Sokomine |
i've been working lately mostly on the npc (yl_speak_up mod) so havn't done much with my other mods |
17:33 |
Sokomine |
thanks for locating the issue, sfan5! |
18:24 |
rubenwardy |
Time to add get_content_id_or_nil then I guess? |
18:38 |
sfan5 |
@appguru do you have athoughts on rolling release for MTG yet? |
18:38 |
sfan5 |
also congrats on becoming a coredev (apparently) |
18:40 |
Sokomine |
that'd be nice. i wrote such a wrapper myself |
18:51 |
MTDiscord |
<luatic> sfan5: Thanks. I don't see any downsides to rolling releases for MTG. Should I set up CDB automation? |
18:53 |
sfan5 |
we need to make sure every pushed commit is production-ready but sounds doable |
18:53 |
sfan5 |
question is should mtg still have version numbers? |
18:53 |
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18:54 |
MTDiscord |
<luatic> I don't really see a use for them. Commit hashes should suffice. |
18:55 |
sfan5 |
👍 |
18:55 |
MTDiscord |
<luatic> Our pushed commits should already be production-ready, and if they aren't, our non-rolling-release hasn't really helped us with that; it has just delayed the release of buggy code as well as the associated fixes. |
18:55 |
ROllerozxa |
luatic: do you have access to MTG on CDB? |
18:55 |
MTDiscord |
<luatic> I do |
18:55 |
ROllerozxa |
ah yeah you're listed as co-maintainer there |
18:55 |
sfan5 |
well sometimes it happens that a regression happens but you make a note to fix it later (usually before release) |
18:56 |
sfan5 |
but if every commit is a release that doesn't work |
18:57 |
MTDiscord |
<luatic> I've set up automatic releases for CDB now |
18:59 |
MTDiscord |
<luatic> merging #14227 in 5m |
18:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/14227 -- Code style: Use non-static member initialisation instead of member initialiser lists for shader uniform names by HybridDog |
19:05 |
MTDiscord |
<luatic> btw sfan5, I've fixed the wrong indent in #13477. anything else? |
19:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/13477 -- Reduce `minetest.after` time complexity and provide ordering guarantee by appgurueu |
20:02 |
Sokomine |
in general, mt seems to be very stable - even with latest git. on the other hand less involved users go by version number and update way less often |
23:32 |
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