| Time |
Nick |
Message |
| 00:22 |
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| 00:48 |
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| 01:13 |
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| 01:13 |
RealBadAngel |
hi |
| 01:14 |
RealBadAngel |
ShadowNinja, here? |
| 01:15 |
ShadowNinja |
RealBadAngel: Yep. |
| 01:16 |
RealBadAngel |
ive optimized shader unite pull, headers stuff is back in core |
| 01:17 |
RealBadAngel |
#1303 |
| 01:22 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/blob/shaders_unite/src/shader.cpp#L631 |
| 01:25 |
ShadowNinja |
RealBadAngel: Looks good style-wise. I made one comment about an issue, but the rest seems fine. |
| 01:28 |
RealBadAngel |
i never put {} for one liners |
| 01:33 |
RealBadAngel |
is that really necesary? |
| 01:39 |
RealBadAngel |
and why just this one, when there is at least a dozen, half made by me (in this very function) |
| 01:44 |
RealBadAngel |
quick search says that brackets are not required by ANSI for single line statements |
| 01:53 |
RealBadAngel |
well, im not sure, some sources says different |
| 01:54 |
RealBadAngel |
and it looks btw, we are not using ANSI but K&R style |
| 01:59 |
RealBadAngel |
ShadowNinja, so shall i edit whole shader.cpp or what? |
| 02:12 |
RealBadAngel |
in this very file theres no single example of using curly brackets for one liners... |
| 02:17 |
RealBadAngel |
well, i have counted it. 29 times {} were not used for single line, 4 times there were used |
| 02:18 |
RealBadAngel |
ShadowNinja, so what are we going to do with it? |
| 02:54 |
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| 08:59 |
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| 08:59 |
k4list4 |
hey all |
| 09:00 |
k4list4 |
im having trouble compiling under MSVC2010, only problem is one error, namely - Error12error C2668: 'std::swap' : ambiguous call to overloaded function |
| 09:01 |
k4list4 |
which runs to line 'TEMPLATE FUNCTION _Swap_adl' in debug |
| 09:01 |
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| 09:01 |
k4list4 |
im guessing my problem is due to the 'SWAP' function? if so is there a easy work around to get it compiling? |
| 09:07 |
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| 10:53 |
* k4list4 |
notes shes still patiently waiting if anyone has compiled in visual studio before ;) |
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| 14:27 |
xESWxDEATH |
hey guys |
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| 17:10 |
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| 17:14 |
SoniEx2 |
can we get scripted world saving/loading algorithms? |
| 17:14 |
SoniEx2 |
that way I can test stuff without having to rebuild minetest every time |
| 17:18 |
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| 17:21 |
celeron55 |
make a prototype of that and we'll see how it looks |
| 17:24 |
SoniEx2 |
celeron55, well it'll be a config option for devs |
| 17:24 |
celeron55 |
you're not going to get anyone to make that for you in any case |
| 17:24 |
SoniEx2 |
it's not supposed to be used in the game because of speed |
| 17:25 |
SoniEx2 |
oh is it hard to add an if statement somewhere to toggle between calling Lua vs calling the normal code? |
| 17:25 |
celeron55 |
wtf |
| 17:26 |
celeron55 |
there's no reason to have an exaggeration-based flamewar |
| 17:27 |
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| 17:32 |
SoniEx2 |
sorry I'm kinda mad at some stuff... |
| 17:33 |
SoniEx2 |
and I don't know how it actually works/how hard it would be to make it call Lua instead of the normal code |
| 17:36 |
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| 18:01 |
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| 18:04 |
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| 18:14 |
celeron55 |
SoniEx2: at least sfan5 once did a quick hack that on the client calls a lua script for player input |
| 18:14 |
celeron55 |
so, for just messing around, it's not hard |
| 18:14 |
celeron55 |
dunno how serious it must be for including in a real release though |
| 18:14 |
celeron55 |
s/for player input/for getting player input/ |
| 18:16 |
sapier |
are you sure replacing input is comparable to replacing map storage? |
| 18:17 |
sapier |
for what I understood SoniEx2 wants to use the lua coding to do that |
| 18:19 |
sapier |
as there haven't been any non comment concerns for about two weeks now I'm gonna merge #1200 in a few hours |
| 18:20 |
sapier |
it's last part for android merge preparation ... ok not counting the recent performance fixes but they aren't exactly "required" for android |
| 18:27 |
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nore joined #minetest-dev |
| 18:27 |
sapier |
https://github.com/minetest/minetest/pull/1200 as shadowbot is sleeping ;-) |
| 18:36 |
SoniEx2 |
celeron55, map saving/loading is client-side? |
| 18:36 |
sapier |
no |
| 18:36 |
sapier |
it's server side but what sfan5 did was client side |
| 18:39 |
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| 18:47 |
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| 18:47 |
CraigyDavi |
Is https://github.com/minetest/minetest/pull/1346 going to get merged soon? |
| 18:51 |
sapier |
for sure not |
| 18:51 |
sapier |
why only 1000 files? |
| 18:52 |
sapier |
why not 888 or 22222? |
| 19:02 |
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| 19:04 |
sapier |
if there's a chance minetest saves more then 1000 files it has to read more and if not that's supposed to be a constant used for saving and loading ... not a plain number |
| 19:15 |
SoniEx2 |
why not make it variable? |
| 19:17 |
SoniEx2 |
I mean save it to playerfilecount.txt or something |
| 19:18 |
sapier |
so playerdb will be broken if a single file is lost (in worst case) |
| 19:18 |
SoniEx2 |
skip it? |
| 19:19 |
sapier |
then there's no use for that file |
| 19:19 |
SoniEx2 |
I never said "remove checks" |
| 19:19 |
sapier |
maybe ShadowNinja should explain first what that 1000 really is |
| 19:20 |
SoniEx2 |
maybe... |
| 19:21 |
sapier |
because as of that function it seems like loading 1000 files named player1 player2 player3 ant take first one ... which doesn't really make sense to me |
| 19:22 |
CraigyDavi |
The 1000 file limit is the amount of player files which can get loaded at a time? |
| 19:22 |
sapier |
no |
| 19:23 |
sapier |
ahh I missed something |
| 19:24 |
sapier |
hmm ... no still doesn't make sense |
| 19:25 |
sapier |
it loads at max 1000 files called <playername>([ ]1...1000) checks if the contained name is correct and returns on first |
| 19:25 |
sapier |
no idea what this is supposed to be good for |
| 19:26 |
CraigyDavi |
Hmm |
| 19:27 |
CraigyDavi |
I don't see the point in that either |
| 19:27 |
sapier |
if it's supposed to be a workaround for broken player files that's just insane |
| 19:29 |
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| 19:30 |
CraigyDavi |
ShadowNinja seems to have over-complicated this then, It should just be a simple, check for the player joining the server and then load their player file, then when they leave unload it. There's no need for anything else really |
| 19:31 |
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| 19:35 |
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| 19:55 |
SoniEx2 |
ShadowNinja should keep the file loaded for 5 minutes after the player leaves because stuff |
| 20:27 |
ShadowNinja |
sapier: As a mentioned in a comment, it's a workaround for case-insensitive filesystems like NTFS where ShadowNinja == sHaDoWnInJa. In that case the second playerfile's name will be shadowninja0. |
| 20:29 |
sapier |
for what I know NTFS is case sensitive if used that way |
| 20:30 |
sapier |
still while 1000 most likely never will be reached it seems to be quite arbitrary for me |
| 20:47 |
ShadowNinja |
sapier: Nope, NTFS is case-insensitive. |
| 20:48 |
sapier |
that's wrong ShadowNinja ntfs is fully posix compliant therefore it is case sensitive |
| 20:48 |
sapier |
problem is windows tools like explorer can't handle it |
| 20:49 |
ShadowNinja |
NTFS is POSIX compliant? O_O |
| 20:49 |
sapier |
NTFS is a great file system |
| 20:49 |
sapier |
especially if you consider it's age |
| 20:49 |
celeron55 |
but how about the interface that windows provides to ntfs? |
| 20:50 |
sapier |
that's the question, can we access it in case sensitive mode ;-) |
| 20:50 |
celeron55 |
windows NT was originally quite good, but MS has just left it to root under their fancy new layers of stuff |
| 20:50 |
celeron55 |
rot* |
| 20:51 |
sapier |
yes that's the big problem ... windows nt os core is way more advanced then linux ... yet it's burried below (fealt) hundreds of layers of compatibility code |
| 20:53 |
sapier |
we could use it case sensitive, at least if we can access CreateFile and pass FILE_FLAG_POSIX_SEMANTICS flag to it |
| 20:54 |
sapier |
but I guess we'd cause a lot of trouble if someone copys a world using windows explorer |
| 21:03 |
sapier |
I'm merging #1200 in a few minutes |
| 21:04 |
sapier |
doubleclick formspec exit |
| 21:08 |
SoniEx2 |
ShadowNinja, well try this: lowercaseplayername.txt -> "propercaseplayername lowercaseplayername<id>.whatever\n" |
| 21:08 |
sapier |
what about using dns name encoding for playername files? |
| 21:09 |
SoniEx2 |
convert to hexadecimal |
| 21:09 |
SoniEx2 |
(maybe?) |
| 21:09 |
SoniEx2 |
also lets you shove embed NULs |
| 21:10 |
sapier |
dns encoding would be at least a little bit readable ... but I'm not sure if it's case sensitive |
| 21:10 |
celeron55 |
hex would be a really bad idea because it rips out all usability |
| 21:10 |
ShadowNinja |
SoniEx2: That's basically what we do. |
| 21:10 |
proller |
punnicode for names - great! |
| 21:10 |
SoniEx2 |
ShadowNinja, hmm... |
| 21:10 |
celeron55 |
well, i actually have a solution for this problem, along with a solution to another problem |
| 21:10 |
SoniEx2 |
serialize a hashmap? |
| 21:10 |
celeron55 |
just make the names case-insensitive already |
| 21:11 |
SoniEx2 |
^ |
| 21:11 |
celeron55 |
that's what people want anyway |
| 21:11 |
SoniEx2 |
most games do this |
| 21:11 |
sapier |
come on celeron55 that's to simple ;-) |
| 21:11 |
sapier |
don't stop our silly ideas by a sane suggestion :-) |
| 21:11 |
* celeron55 |
pokes engineers with a stick |
| 21:12 |
SoniEx2 |
but most games don't support embed NULs and all unicode chars :/ |
| 21:12 |
celeron55 |
minetest doesn't allow those in player names anyway |
| 21:12 |
sapier |
pushing the doubleclick exit now |
| 21:12 |
SoniEx2 |
celeron55, it should |
| 21:13 |
sapier |
why? |
| 21:13 |
SoniEx2 |
and replace them with "\0" when rendering |
| 21:13 |
SoniEx2 |
:3 |
| 21:14 |
celeron55 |
sapier: it shouldn't |
| 21:15 |
ShadowNinja |
celeron55: Agreed on the case-insensitive player names. In fact I proposed it long ago and use a mod on my servers that restricts case. That can come after my current pull though. |
| 21:15 |
ShadowNinja |
-s |
| 21:16 |
sapier |
I'm for case insensitive names too |
| 21:17 |
SoniEx2 |
I'm for raw data in names |
| 21:17 |
SoniEx2 |
(I think that would be useful for some stuff...) |
| 21:17 |
proller |
in freeminer unicode names already implemented ;) |
| 21:20 |
sapier |
provide a patch with compatible license or keep silent ;-P |
| 21:20 |
sapier |
congratulations megaf your first merged commit |
| 21:20 |
proller |
and after year it will be closed? |
| 21:21 |
proller |
no. |
| 21:21 |
sapier |
of course, if that unicode patch contains some liquids some arbitrary loop limits and things like that too it's dropped after year ;-P |
| 21:22 |
proller |
look firs on your commits |
| 21:22 |
proller |
Improve performance by mixing spaces |
| 21:23 |
sapier |
I wasn't talking about fixing code style while already changeing code but mixing different features |
| 21:23 |
proller |
you have rule about if() { or if()\n { depend on random dice or day of week? |
| 21:24 |
sapier |
nope that's shadowninjas rules ... I don't have any interest in those things any longer ... I just don't change it back and forward twice |
| 21:30 |
ShadowNinja |
sapier: I've never changed it. |
| 21:30 |
sapier |
then you're very bad at explaining them ;-P |
| 21:31 |
ShadowNinja |
sapier: Apparently so. I said that before. |
| 21:31 |
sapier |
As I said I don't wanna waste time on discussing that issue anymore |
| 21:33 |
sapier |
ShadowNinja: what happened to shadowbot? |
| 21:35 |
ShadowNinja |
sapier: Her server's down or inaccessible. |
| 21:35 |
sapier |
I see |
| 21:37 |
ShadowNinja |
Well, I've got a W$7 VM now. |
| 21:45 |
sapier |
I'm gonna merge #1363 soon it fixes a regression caused due to rework of sceen drawing along with adding different 3d modes |
| 21:45 |
sapier |
yes I know there are a lot of whitespace changes too |
| 22:10 |
ShadowNinja |
sapier: Why the block here? There are no variables declared. https://github.com/minetest/minetest/pull/1363/files#diff-3caa81f71bc3ee0838c9b7a1cfcfa6acR466 |
| 22:11 |
RealBadAngel |
ShadowNinja, priv |
| 22:11 |
sapier |
I just copied it the way it's been before |
| 22:12 |
sapier |
but you're right that's not really usefull |
| 22:12 |
RealBadAngel |
sapier, about missing/re-added settings in menu, theres finite liquid back |
| 22:12 |
sapier |
I'm gonna fix it next time I have to change something in there |
| 22:12 |
sapier |
I was talking about the block |
| 22:13 |
sapier |
again? :-) |
| 22:15 |
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| 22:25 |
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| 22:27 |
ShadowNinja |
RealBadAngel: Hmmm? |
| 22:28 |
ShadowNinja |
Oh, priv == PM. |
| 22:33 |
VanessaE |
I'll vote "yes" on case-insensitive names also; I also use that same mod that ShadowNinja mentioned. |
| 22:59 |
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