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06:56 |
BuckarooBanzai |
ghoti: UPSERT handling works find with the map-backend and the version-check, the problem is in the auth-backend here: https://github.com/minetest/minetest/blob/master/src/database/database-postgresql.cpp#L676 |
06:56 |
BuckarooBanzai |
*fine |
06:57 |
BuckarooBanzai |
but as i said previously: upsert is a workaround not a solution |
07:16 |
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18:30 |
ronoaldo |
Hi! Is there any effort to bring Minetest to Steam? Something like what Supertux did would be interesting, specially with the upcomming release of Steam Deck. |
18:31 |
MTDiscord |
<Sublayer plank> sudo pacman -S minetest... there you go, minetest on the steam deck |
18:34 |
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20:48 |
sfan5 |
the ideas are there but to be honest I think much more polish is needed |
20:55 |
rubenwardy |
ronoaldo: I'd like to port it to the steam deck |
21:05 |
sfan5 |
rubenwardy: do rpi first |
21:06 |
rubenwardy |
Eh |
21:06 |
rubenwardy |
Would be handy for education I guess |
21:06 |
rubenwardy |
Minetest is quite heavy though |
21:31 |
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22:05 |
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22:07 |
rubenwardy |
Steam Deck is specced like a normal PC and is x86_64. Porting would only need support for controllers |
22:16 |
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22:17 |
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22:21 |
MTDiscord |
<MisterE> Minetest works tm on rpi |
22:22 |
MTDiscord |
<MisterE> Support for controllers would be greatly appreciated |
22:24 |
MTDiscord |
<MisterE> Also, basic support for vr controllers would be nice, along with basic functionality with vr (doesn't have to work great, just has to work) we can make it work great later |
22:32 |
rubenwardy |
slightly blocked by me not having VR |
22:33 |
rubenwardy |
sapier was looking into VR support, but then disappeared |
22:33 |
rubenwardy |
hope he's ok |
22:33 |
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22:35 |
MTDiscord |
<MisterE> We |
22:35 |
MTDiscord |
<MisterE> Oops |
22:36 |
MTDiscord |
<MisterE> Well, vr will get cheap in the near future, I think. So its something to keep in mind |
22:38 |
rubenwardy |
it's less the cost of VR, and more building a gaming PC |
22:39 |
MTDiscord |
<MisterE> Quest should handle it |
22:39 |
MTDiscord |
<MisterE> Standalone |
22:39 |
rubenwardy |
facebook lockin |
22:40 |
MTDiscord |
<MisterE> they plan to get rid of that |
22:40 |
MTDiscord |
<MisterE> You won't need a fb acct |
22:41 |
MTDiscord |
<MisterE> I wonder if a wrapper could be made for MT using LÖVR... |
22:43 |
MTDiscord |
<luatic> Wouldn't be worth it. Those who have considered this would usually prefer to go with a full rewrite. |
22:44 |
MTDiscord |
<MisterE> no, a full rw would require a similar development period, or at least half of it, 5 years |
22:44 |
MTDiscord |
<MisterE> also, just why |
22:45 |
MTDiscord |
<MisterE> Why not use what is already made |
22:45 |
MTDiscord |
<luatic> Because what is already made is an Irrlicht-based C++ mess |
22:45 |
MTDiscord |
<luatic> Good luck shitting that on an entirely different rendering engine (LÖVR) |
22:46 |
MTDiscord |
<MisterE> that would require a reasonable dev team |
22:47 |
MTDiscord |
<MisterE> Lovr would just show the scene from mt and display the hud in a vr freindly way, and process input |
22:47 |
MTDiscord |
<MisterE> Lovr is lua, so it would be familiar too |
22:48 |
MTDiscord |
<MisterE> Anyhow, I'm not here to argue. Like my other idea you said was bad, either someone does it or they don't, who cares really |
22:49 |
MTDiscord |
<luatic> ¯_(ツ)_/¯ |
22:50 |
MTDiscord |
<luatic> If it is to ever get done, the "swap out Irrlicht with plain modern OpenGL" probably needs to get done first |
22:55 |
MTDiscord |
<MisterE> +1 to that |
22:57 |
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23:31 |
onehittoaster |
Has there been any discussion about using Vulkan instead of OpenGL? |
23:33 |
rubenwardy |
yes, too much (: |
23:33 |
rubenwardy |
we need to support OpenGL (ES) for Android |
23:33 |
onehittoaster |
ah, ok. |
23:41 |
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23:41 |
onehittoaster |
So... I've written a C++ tool that decodes all of the map blocks in a map.sqlite file (version #28, for mt-5.4.x), and looks for certain things. |
23:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/28 -- Fixes for Danish tranlation by Thue |
23:42 |
onehittoaster |
Anyway, I've found 1 mapblock that is all air nodes, but has inventory data as if it were chests filled w/ minegeld. |
23:42 |
onehittoaster |
I go there in-game and its air. |
23:42 |
onehittoaster |
but a careful analysis of a hexdump of the zlib decompressed mapblock data shows that it really does have inventory. |
23:43 |
onehittoaster |
I'm not sure how this came about. |
23:43 |
onehittoaster |
The tool... is actually needed to find some banned player's stash of minegeld that they created using some sort of glitch. |
23:43 |
onehittoaster |
they have billions hidden in places, anbd threatened to use to to nuke the in-game economy. |
23:44 |
onehittoaster |
so I've found it using the tool that I wrote, but I also found weird "air" nodes that have an InventoryList. |
23:44 |
onehittoaster |
I have no data on whatever "glitch" they used. But I did find their stashes. |
23:45 |
onehittoaster |
Any suggestions on how to remove the "Inventory" for these "air" nodes, other than to just delete the infectd map blocks? |
23:45 |
onehittoaster |
Any hypothesis on how these mapblocks ended up this way? |
23:45 |
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23:46 |
rubenwardy |
there will be a misbehaving mod that is swap_nodeing in air, and so not clearing the meta (which includes inventory) |
23:46 |
rubenwardy |
perhaps the engine is doing it |
23:48 |
onehittoaster |
hmm.. I don't think that we have a mod like that (I'm the sysadmin for this server, and I recently audited all 189 of our mods). |
23:48 |
onehittoaster |
However, I've only been the admin for a month; the server is ~1y old. |
23:49 |
onehittoaster |
would world-edit "//set air" clear the meta? |
23:49 |
onehittoaster |
I could set it to "default:chest", then 'air" or any combination that might clear the meta |
23:49 |
onehittoaster |
I can try that. |