Minetest logo

IRC log for #minetest-dev, 2024-01-11

| Channels | #minetest-dev index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
05:00 MTDiscord joined #minetest-dev
07:02 MTDiscord <paradust> What's going on with COpenGLDriver.cpp vs. OpenGL/Driver.cpp in irrlicht?
08:24 lordfingle10 joined #minetest-dev
08:26 lordfingle joined #minetest-dev
08:26 calcul0n joined #minetest-dev
08:38 sfan5 i think one is the opengl1/2 driver, one the opengl3
08:38 sfan5 or ask @numberZero
09:43 GreenXenith joined #minetest-dev
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 vampirefrog joined #minetest-dev
12:13 YuGiOhJCJ joined #minetest-dev
13:21 fgaz_ joined #minetest-dev
13:51 fgaz_ joined #minetest-dev
15:31 fluxionary joined #minetest-dev
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 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 nrz_ joined #minetest-dev
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 panwolfram joined #minetest-dev

| Channels | #minetest-dev index | Today | | Google Search | Plaintext