Time  Nick          Message
00:07 Fixer         !seen millersman
00:07 ShadowBot     Fixer: I saw millersman in #minetest-dev 5 days, 1 hour, 36 minutes, and 42 seconds ago saying "not sure when i find the time to fix it, though"
00:31 paramat       ShadowNinja i'm planning to merge #4086 later, MoNTE48 says he is 'not a programmer' so i doubt this would be reworked by his team soon, so it's either merge as-is, rework it ourselves or not merge at all. shall i go ahead?
00:31 ShadowBot     https://github.com/minetest/minetest/issues/4086 -- Fix locked hardware buttons on Android by MoNTE48
00:31 hmmmm         no don't merge it
00:31 hmmmm         jesus christ
00:31 hmmmm         where are the approvals
00:31 asl97         that can wait till after release
00:32 rubenwardy    Could always do an Android patch release
00:33 hmmmm         paramat:  good enough is the enemy of perfect, but that commit is not good enough
00:33 hmmmm         you risk becoming freeminer by defaulting to this attitude too often
00:34 hmmmm         just understand that if it gets merged as-is, NOBODY will ever fix it, or maybe they well 3 years later when it gets rediscovered for one reason or another
00:34 hmmmm         if you have nobody to review the code right now you probably won't have anybody to maintain the code
00:35 hmmmm         if you don't have anybody to maintain it you might as well leave it out
00:36 paramat       ok no problem. est said 'yeah its mostly harmless' and it is now tested, so i was seeing that as a possible approval
00:37 paramat       thanks for feedback, i was feelng unsure about this
00:39 paramat       it's a relief to be able to refuse it. we're not letting this delay release
00:45 hmmmm         paramat, ridge_heightmap is the same as heightmap ever since you added updateHeightmap after generateRidgeTerrain
00:45 hmmmm         except for areas with overhangs
00:45 hmmmm         that happen to be above rivers
00:45 paramat       ok
00:45 hmmmm         i'm actually removing ridge_heightmap in a followup commit
00:46 paramat       nice
00:46 hmmmm         in any case there's a bug with the commit you commented on
00:46 hmmmm         i need to change it
00:47 hmmmm         i defined heightmap to be optional for cave generation
00:47 hmmmm         so if it's NULL then it's not used and we'll just default to water_level
00:47 hmmmm         but CavesRandomWalk was lacking the check for NULL
00:52 paramat       overhangs over rivers, and river tunnels, are common, but i get the feeling the difference will be barely noticeable and possibly worth it for simplification
01:36 ShadowNinja   celeron55: It looks like there's a good chunk of code in map.cpp for handling the old sectors format, that likely doesn't even work.  Is this correct?  Is there a point to any of this code or can large chunks of it just be deleted?
01:52 ShadowNinja   I haven't found it in my logs (it was a long time ago) but IIRC we agreed to switch to C++11 as soon as Debian stable included a version of GCC in the official repositories that supported it.  But that happened a long time ago.  Now we're waiting on Ubuntu I guess, but you can just install a newer GCC or Clang from a PPA anyways.  C++11 is already 5 years old, I think waiting any longer is kind of absurd.
01:53 paramat       merging #4106
01:53 ShadowBot     https://github.com/minetest/minetest/issues/4106 -- Update Fedora dependencies list by lonniganseaweed
01:54 hmmmm         paramat, did something happen to mapgen v6?  i can't find any trees
01:54 paramat       !
01:55 paramat       i'll check soon, maybe it's the larger biomes and new snowbiomes
01:56 hmmmm         we can't release a game that cannot be played
01:57 paramat       mgv6 by default uses my new biome system that adds tundra and taiga, the biome noises are larger to compensate
01:58 paramat       biome size is a little larger but not by much
01:59 paramat       mg flags were changed too, 'trees' and 'flat' were moved into mgv6 spflags
02:00 hmmmm         welp
02:01 paramat       but i haven't touched mgv6 for a long time
02:01 hmmmm         could you fix this?
02:01 hmmmm         it appears that trees are not a part of the default MapgenV6Params
02:02 hmmmm         nvm i'll do it
02:02 hmmmm         why bother somebody else for a 5 second fix
02:07 paramat       merged. all milestones cleared (apart from your fix)
02:08 hmmmm         https://github.com/kwolekr/minetest/commit/9b17dcda6c55057e9e5d8b38aa4574bb12061f73
02:08 hmmmm         will push on approval
02:09 paramat       looking
02:15 paramat       looks like spflags were used as modifiers for the builtin defaults, this may need checking in other mapgens too then
02:17 paramat       what about biomeblend, decided to disable it by default?
02:20 paramat       won't this break old maps though, that have a particular mgv6_spflags modifying the builtin flags?
02:22 hmmmm         didn't you want biomeblend disabled?
02:22 hmmmm         no it'll never break reverse compatibility, because writeFlagStr is designed to write out all flags and their options explicitly
02:23 hmmmm         this is how we're able to make modifications like this to begin with
02:23 paramat       erm i don't think biomeblend is disabled currently
02:24 hmmmm         well nevermind if it is or isn't, was your intention to disable biomeblend?
02:24 paramat       nope
02:24 hmmmm         remember this is the ugly dithering blend
02:25 paramat       if that was my intention biomeblend would be disabled in mgv6 for the last few months
02:25 paramat       yeah
02:25 hmmmm         OK then, i'll re-add biomeblend
02:26 paramat       i'm not too keen on it but i seem to remember others insisted on it
02:26 paramat       yes go ahead
02:27 paramat       i have to go eat and can't think straight, i'll try getting my head around this later
02:27 hmmmm         maybe this is my fault for not making the flag string system more intuitive
02:27 hmmmm         there are two kinds of options
02:27 hmmmm         implicit and explicit
02:27 hmmmm         a flag string specifies explicit flags to enable/disable from the baseline implicit set
02:28 hmmmm         so with this modification, the implicit set would be JUNGLES, SNOWBIOMES, TREES, BIOMEBLEND, MUDFLOW
02:28 hmmmm         so if a user writes "mgv6_spflags =" with no flags specified it won't mess anything up
02:28 hmmmm         it's just that nothing would be modified from the implicit baseline
02:29 paramat       aha
02:29 hmmmm         if mgv6_spflags is set equal to the text descriptions of each of the implicitly set flags, then no change will happen either
02:29 hmmmm         if you want to *disable* a flag implicitly set, such as MUDFLOW, you have to write "nomudflow"
02:29 hmmmm         the explicit flag setting overrides the default implicit
02:30 paramat       ok i think there has been confusion over this then
02:30 paramat       as in what overrides what
02:30 hmmmm         likewise, the intention was that to actually not have trees, you need to explicitly write "notrees" instead of forgetting to write "trees"
02:31 hmmmm         but this got screwed up when you didn't synchronize the implicit defaults
02:32 paramat       i think many people, and devs, have misunderstood this, for years
02:32 paramat       i hope the other mapgens are ok
02:32 paramat       +1 then
02:32 paramat       but please check other mapgens
02:34 hmmmm         mgv6_spflags is the only mapgen-specific setting in defaultsettings.cpp
02:35 hmmmm         imho it would be best to remove that line from defaultsettings.cpp completely
02:35 paramat       i was about to suggest that
02:38 paramat       i'm not sure 'jungles' should be in there. if 'snowbiomes' is set then 'jungles' is ignored
02:38 paramat       https://github.com/minetest/minetest/blob/master/src/mapgen_v6.cpp#L437
02:38 hmmmm         que
02:38 hmmmm         if (spflags & MGV6_SNOWBIOMES) {
02:38 hmmmm         float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
02:39 paramat       'snowbiomes' essentially means 'new biome system which includes snowbiomes and jungles'
02:39 hmmmm         repetitive much?
02:39 hmmmm         oh nevermind
02:40 hmmmm         SNOWBIOMES looks like BIOMEBLEND when they're ALLCAPS
02:40 paramat       oh i see :] was confused
02:42 paramat       'jungles' being in there may have been from my misunderstanding of flags
02:42 hmmmm         it certainly doesn't hurt to include jungles, even if it's implicit via snowbiomes
02:43 paramat       indeed. just wondering why i left that in there
02:44 hmmmm         s/implicit/implied/
02:47 paramat       bbl to check your eventual commit
03:10 hmmmm         btw paramat i added a new commit in the biomegen branch:  https://github.com/kwolekr/minetest/commit/33249cf54d7027c1592bc162931a17e501e0678d
03:51 paramat       nice, more flexibility
03:52 paramat       hmmmm, now what about mg flags? can 'dungeons' be moved into mapgen.h?
03:52 hmmmm         i'd rather not touch it
03:54 paramat       ok. just seems the same situation as mgv6 spflags
03:55 paramat       ie if someone has 'mg_flags = ' in conf, then no dungeons
03:56 hmmmm         well i suppose you could fix that one too if you'd like, but it's nowhere near as important as the trees one
03:57 paramat       well just before release perhaps the less we touch the better
03:57 hmmmm         yeah that was my rationale too
03:58 hmmmm         just keep in mind, stable != "bug free"
04:06 paramat       good you merged the fix +1
04:23 paramat       hmmmm, when i attempted to move the 'dungeons' flag from mtgame's .conf into mapgen.h you warned against it (this might be how i got confused) so it ended up in 'mg_flags' in defaultsettings. discussion http://irc.minetest.ru/minetest-dev/2015-04-13#i_4222219
04:59 hmmmm         i can't see the code so i don't get the full context of this conversation, but reading what i said back then it seems totally correct and basically what i said now
04:59 hmmmm         okay, this was in regards to adding a new default
05:00 hmmmm         if you have a new default implicit setting in the mapgen, the explicit setting doesn't exist in the map_meta.txt
05:00 hmmmm         so when the map_meta.txt gets loaded it doesn't see a "nodungeons" flag, so it doesn't modify the dungeons flag in the implicit defaults, which happens to be on
05:01 hmmmm         therefore it will begin generating dungeons in a world that did not previously have dungeons
05:01 hmmmm         while that particular example is benign, imagine the effect on some other mapgen flag...
05:03 hmmmm         why this same approach doesn't work for trees, however, is because you moved it
05:05 hmmmm         you can't "move" a flag like that without breaking compatibility
05:05 hmmmm         people would be required to change their config files to accomodate the change
06:00 hmmmm         does anybody have an idea of how many people play minetest compiled with clang as opposed to gcc and msvc?
06:04 Zeno`         most of the time I don't even have any idea of what OS people are using
06:04 Zeno`         e.g. #4107
06:04 ShadowBot     https://github.com/minetest/minetest/issues/4107 -- Clicking shader checkbox makes sub-entries “jump around”
06:04 Zeno`         :)
06:05 Zeno`         I cannot make them jump around :(
06:05 hmmmm         well clang being the minority might be the safe assumption
06:05 hmmmm         i've been working with the cavegen a bit recently and i noticed a lot of code like this:
06:06 hmmmm         v3f foobar(pseudorandom.next(), pseudorandom.next(), pseudorandom.next());
06:06 hmmmm         that's not portable.
06:12 Zeno`         what do you mean?
06:12 Zeno`         oh yeah
06:13 hmmmm         so if the majority of minetest builds are done with msvc and gcc, it's safer to explicitly evaluate the order from right to left
06:13 hmmmm         since caves will be compatible with most builds
06:13 hmmmm         is what i'm thinking
06:13 Zeno`         yes
06:14 hmmmm         but i don't actually have any statistics
06:14 Zeno`         well we should really avoid implementation defined stuff in any case shouldn't we?
06:15 hmmmm         yes, my solution is to assign to temporary variables first instead of evaluating right in the argument list
06:15 hmmmm         it's just a matter of knowing which order i should be doing to minimize the impact
06:15 Zeno`         oh I see
06:15 Zeno`         does clang evaluate them in a different order?
06:16 hmmmm         yes clang is left to right
06:16 hmmmm         and i think MSVC used to be left to right as well but they keep changing it
06:16 Zeno`         great
06:16 hmmmm         and of course with some optimizations enabled it could shuffle the evaluation order around
06:16 Zeno`         of course
06:17 Zeno`         compiler can do whatever TF it likes in cases like these
06:21 celeron55     ShadowNinja: it works
06:21 celeron55     ShadowNinja: but it's kind of weird that it's a global fallback like that
06:23 celeron55     i don't know if there's any reason for it to exist; util/ contains a converter script which hopefully works
06:45 Zeno`         For review please: http://dpaste.com/16AEY6Y
06:45 Zeno`         Reason: to be able to ask people for minetest --version and at least have an idea of their OS
06:46 Zeno`         (that's in main.cpp btw)
06:46 hmmmm         isn't that information in the logfiles already?
06:48 Zeno`         probably... easier to ask people to type --version though
06:49 Zeno`         actually I'm not sure it is in the log files
06:50 Zeno`         the function doesn't seem to be used anywhere except exporting it to Lua
06:50 Zeno`         getPlatformName() I mean
06:50 hmmmm         irrlicht prints it on startup
06:51 Zeno`         so should we then when the user asks for --version :P
06:51 Zeno`         what log level causes it to be in the logs? I can't see it
06:52 hmmmm         hmmm maybe it's been changed since ShadowNinja's logging refactor
06:54 Zeno`         you could add compiler as well, but that would no longer be a trivial change
06:55 hmmmm         costs outweigh the benefits
06:55 Zeno`         yes, but I think mine makes sense
06:55 hmmmm         you could also polish all the pennies in the world by hand
06:55 Zeno`         I'd rather get all the build info than asking people for their OS and build info
06:56 hmmmm         er.. if you're into polishing pennies, or just bored...
06:56 Zeno`         grr, I'm trying to make getting information from the user easier. And I like polishing pennies
06:57 Zeno`         after release I'll probably add to logs as well just to polish some more :D
06:58 * Zeno`       polishes a penny while he waits
06:59 hmmmm         have you ever seen this http://i.imgur.com/9fgiGxM.jpg
07:01 Zeno`         geez
07:01 Zeno`         well, it makes polishing them easier
07:01 hmmmm         it's under laminate
07:01 Zeno`         I thought pennies were silver
07:01 hmmmm         murrika pennies
07:02 Zeno`         they're all different colours!
07:02 Zeno`         they should have polished before laminating
07:02 hmmmm         they weren't zenos
07:02 Zeno`         :)
07:02 hmmmm         sounds like a breakfast cereal.  have you had your zenos today?
07:02 Zeno`         lol
07:03 Zeno`         well they *are* full of vitamins
07:08 * Zeno`       is confused
07:08 Zeno`         are you objecting to it hmmmm or just saying it's penny polishing?
07:09 hmmmm         huh?  no, I'm just saying I doubt it'll help very much to know the compiler, but it'd be a lot of work to add.  it's ultimately up to you what information you want to add.
07:09 Zeno`         oh I don't want to add compiler
07:09 Zeno`         just the platform name
07:09 hmmmm         ok then :)
07:09 Zeno`         :)
07:09 hmmmm         you mentioned you wanted to add the compiler above, no?
07:09 hmmmm         that's non-trivial
07:12 Zeno`         oh, I just mentioned it offhandedly as something that might answer your compiler question earlier
07:12 hmmmm         ahh
07:12 Zeno`         if I was to add compiler info I'd probably do it in cmake anyway
07:13 Zeno`         and since I don't like cmake that means i'd never get around to it
07:14 hmmmm         i hate build systems in general
07:15 hmmmm         cmake is probably better than most, i mean it's a necessary evil but it still doesn't make me enjoy it
07:16 Zeno`         yeah
08:49 thePalindrome Is there any way to prevent an on_cheat event from going through?
08:51 thePalindrome The "obvious" way of registering an on_cheat and returning false should conditions be met
08:51 thePalindrome *doesn't work
08:53 thePalindrome In this instance I'm modifying a sprint mod to keep the server from rubberbanding people that are sprinting
09:26 Zeno`         what could cause an active object message to be invalid?
09:27 Zeno`         I can't reproduce (Client::handleCommand_ActiveObjectMessages: caught SerializationError: deSerializeString: couldn't read all chars)
09:38 celeron55     i have seen that but never really figured out why it could happen
09:40 celeron55     i'd imagine some kind of length overflow
09:40 celeron55     maybe on the serialization side
09:40 thePalindrome Is it possible that the null termination is being cut off?
09:41 thePalindrome Or is it all length-prefixed?
09:41 celeron55     everything in the protocol is length prefixed
09:41 thePalindrome oh yeah, that'd make sense :P
09:44 thePalindrome Bleh, searching for potentially non-existant code is difficult
09:46 celeron55     but really it makes no sense; on a quick glance the the serialization and deserialization code are dead simple and the same serialization primitives are widely used in the codebase
09:46 Zeno`         celeron55, hmm. yeah
09:46 thePalindrome I'd presume that the serializationerror throwing code is simple enough to avoid bugs?
09:46 Zeno`         I've added a breakpoint and trying to trigger it again
09:47 celeron55     there's maybe one weird part in it
09:47 celeron55     the number of messages isn't contained in the packet but it relies on the total length matching the packet length
09:47 Zeno`         oh...
09:47 celeron55     which realistically speaking should work fine
09:47 celeron55     but there could be a bug
09:48 thePalindrome Do we have anything in common with the reports?
09:51 celeron55     thePalindrome: there's no way to prevent an on_cheat reaction from the server
09:52 thePalindrome Is there an issue I can watch?
09:52 celeron55     thePalindrome: if you look in network/serverpackethandler.cpp, the server code just calls on_cheat and then always proceeds to revert whatever the player did
09:52 celeron55     unconditionally
09:52 thePalindrome hmm, that would prevent most vehicle mods from doing too much
09:53 thePalindrome Would there happen to be an issue number I can track, or should I put one together?
09:53 celeron55     dunno, but github's search should serve you well; you could make an issue if there isn't one
10:06 thePalindrome celeron55: https://github.com/minetest/minetest/issues/4108
10:06 thePalindrome Is there anything immediately wrong with it?
10:07 celeron55     it's a valid issue
10:07 thePalindrome alright, just wanted to make sure I didn't make a convincing argument
10:09 thePalindrome *didn't fail to make
12:39 naltamur      hey
12:39 naltamur      any news?
12:45 Fixer         don't forget to test the damn game before release ._.
12:47 Zeno`         sounds a bit time consuming
13:10 sfan5         Fixer: why dont you
13:10 Fixer         i'm, but I will not catch everything
13:12 Fixer         compiled todays build, lets see
13:13 Zeno`         Fixer, minetest --version
13:13 Fixer         one sec
13:14 Zeno`         I wonder how I can get people to attach the output of minetest --version to bug reports
13:14 Zeno`         kind of hard :(
13:14 Fixer         Zeno`, http://pastebin.com/raw/xdu0HZmR
13:15 Zeno`         hmm... maybe I should have put a space before the ( of (Windows)
13:15 Zeno`         nvm
13:16 Fixer         you can fix it, it is trivial bug
13:16 Zeno`         so trivial that I cannot motivate myself :)
13:16 Zeno`         maybe I should
13:18 Zeno`         pushing in 105 seconds
13:26 Zeno`         Fixer, I nominate you to ensure that every bug report has that info attached
13:26 Zeno`         thanks
13:26 * Zeno`       runs away now
13:26 Fixer         Zeno`, i always post git hash and os anyway (people also know I'm on windows anyway)
13:27 Zeno`         I know that YOU do :)
13:27 Fixer         i will post --version
13:27 Zeno`         just make sure every other bug report from other people have it as well
13:27 Zeno`         easy task
13:28 Fixer         yeah, that will be nice, can't make sure though
13:31 Fixer         Zeno`, there is contribute.md file that probably has info about posting issues
13:40 est31         wth
13:40 est31         c++ doesnt specify in which order to evaluate multiple params in a list of params passed to a function?
13:40 est31         thats bad
14:01 Fixer         heh funny
14:02 Fixer         if i light something small on fire i can hear that slight fire sound 1000 nodes away
15:01 ShadowNinja   The compression API should be changed from a ostream-based method.  It causes inefficient code like this: http://sprunge.us/fgUP
15:02 ShadowNinja   This is how I did it: https://github.com/ShadowNinja/NBT-CPP/blob/master/src/compression.cpp
16:31 Krock         Is it going to be released today?
16:31 est31         ~topic
16:31 ShadowBot     est31: Minetest core development and maintenance. Feature freeze since 2016-05-01, release on 11th. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/
16:31 hmmmm         :)
16:49 Krock         \o/
16:56 Krock         Wasn't sure if it's really the definitive date
16:57 est31         lets see what paramat will do
16:58 Zeno`         august 20?!
16:58 Zeno`         lol nvm
17:00 Zeno`         I think paramat may be on vacation
17:00 est31         one release per year lol
17:00 Zeno`         haven't seen him today
17:00 Zeno`         maybe he's due back Aug 20
17:00 Calinou       est31: still more active than Sauerbraten
17:00 Calinou       its latst release was in 2013-01
17:00 Calinou       and the last release before that was in 2010-07
17:01 Calinou       you have no idea how inactive most open source games are :(
17:01 Zeno`         also more frequent than A Song of Ice and Fire books
17:04 Krock         Calinou, how inactive are they?
17:05 Calinou       very?
17:05 Calinou       https://sourceforge.net/p/sauerbraten/code/5309/log/?path=
17:07 Zeno`         sourceforge? :-o
17:07 Krock         Calinou, I see. It's good to have this active commiunty here :)
17:07 Calinou       Zeno`: yep
17:07 Calinou       eihrul doesn't like Git
17:07 Calinou       only enet uses GitHub, the rest use SVN
17:07 Calinou       (Tesseract/Sauerbraten)
17:07 Zeno`         oh, yuck :(
17:11 Fixer         sourceforge gui makes me :S :S :S
17:11 est31         yeah
17:11 est31         github really meant progress
17:11 Calinou       $ourc€Forg€
17:16 Fixer         maybe this release cycle is not cool for you?
17:16 Fixer         once a year
17:23 Calinou       nah, regular releases are important for an active community
17:24 Calinou       ideally we'd make 4 releases a year
17:25 est31         but each release requires feature freeze
17:25 est31         and feature freeze means less fun
17:25 est31         (for the devs)
17:25 sofar         well today is release day, right?
17:26 est31         sofar, thats what i've heard too
17:26 Calinou       est31: feature freeze doesn't need to be very long
17:26 est31         be patient, the guy doing the release will show up
17:26 Calinou       something went wrong? release a patch
17:26 Calinou       this is why we should increment minor version rather than patch versions on the releases we're doing right now
17:27 sofar         I'm all for setting a new release date soon
17:27 Calinou       to not end up like Kernel Adiutor
17:27 est31         that would require us to leave the 0.4.13 like versioning scheme
17:27 est31         we cant have 0.4.13.1
17:27 est31         thats ugly
17:27 Calinou       https://f-droid.org/repository/browse/?fdfilter=adiutor&fdid=com.grarak.kerneladiutor
17:27 Calinou       0.9.9.2.3
17:28 est31         you dont have to look far from minetest: https://f-droid.org/repository/browse/?fdid=org.freeminer.freeminer
17:28 est31         0.4.13.7.90
17:29 nore          0.rewrite.major.minor.patch?
17:29 nore          (and mt is 0.rewrite.major :D)
17:29 est31         something like that yeah
17:29 est31         we should get rid of the leading 0
17:30 est31         I think I became a proponent of the 4.13 crew
17:30 nore          I suggest adding a patch/minor number at the end then
17:30 nore          4.13 is fine with me, as is 0.4.13
17:30 Calinou       why can't we have 0.5 already
17:30 Calinou       I don't think Minetest is 1.0-ready, but still
17:30 Calinou       (it's not far, it just needs some optimization)
17:30 est31         Calinou, because 0.5 means "we break network compat"
17:30 est31         and every compat
17:31 Calinou       we'd break it on 0.6 instead
17:31 Calinou       what's wrong with that?
17:31 Calinou       we can go over 0.9 just fine, version numbers are not decimals
17:31 est31         I dont have anything against 0.5 its fine with me, as long as its only just a name
17:31 est31         and doesnt mean "we break compat"
17:32 nore          same with me
17:33 est31         going now
17:34 Krock         semver rules must not be followed
17:38 Zeno`         maybe we *should* break compatibility
17:38 Zeno`         it will be necessary at some point so why not next release?
17:38 Zeno`         Forever putting it off makes no sense
17:39 Calinou       good things break compatibility often.
17:39 Calinou       it's how innovation is possible
17:39 Calinou       it's a damn game, by the way.
17:39 nore          Zeno`: I'd break at least network compatibility, and add a way to load old mapss
17:39 nore          s/ss/s/
17:39 Calinou       Sauerbraten breaks compat at every release, so does Red Eclipse
17:39 Calinou       Xonotic chooses not to, it's how they stay with their shit engine taking all of the CPU :D
17:39 Calinou       (but eventually they will switch engine)
17:39 Zeno`         yeah, adding a way to load old maps would have to be done
17:39 Zeno`         or at least convert old maps
17:40 nore          yes, that's important
17:40 Calinou       old map support is important, network compatibility is not
17:40 nore          but two-way network compatibility should be dropped
17:41 Calinou       network protocol seriously needs fixes IMO
17:41 Calinou       it should be possible to host 50 players on my VPS without any lag
17:41 Calinou       remember, we have only 10 ticks per second instead of 20 by default…
17:41 nore          Calinou: network protocol needs fixes, map protocol needs too (I'd modify light to start with)
17:46 Zeno`         Look at the mess Microsoft ended up in by trying to maintain compatibility with old DOS apps
17:46 Zeno`         plus as Calinou said, this is a game
17:46 Zeno`         not a mission critical life saving application
17:47 Zeno`         There have been so many PRs and bug fixes that have been ignored because they break compatibility I've lost count
17:47 Zeno`         It will have to happen one day if things are going to progress...
17:48 Zeno`         The biggest risk is, really, that we break unofficial forks
17:49 Zeno`         Every server operator that I know of, and every mod writer keeps up with HEAD anyway
17:49 nore          Zeno`: we've already broken a lot
17:49 Zeno`         nore, so let's smash it properly :)
17:50 Zeno`         if there is a year between releases it doesn't matter so much anyway heheh
17:50 nore          easy: strict_protocol_checking=true :p
17:51 Calinou       if we could, we'd be rolling release \o/
17:51 Calinou       too bad some people just hate that versioning scheme
17:51 Calinou       it makes sense for games
17:54 Krock         Real Life 1.0.0-beta
18:01 Fixer         i like system when there is 4 releases a year with merges that don't break stuff and separate brunch for all new compatibility breaking features that will be in a new major version (maybe this is too complex)
18:06 Zeno`         That didn't work very well last time we tried
18:11 Zeno`         better would be having the separate branch being the one that doesn't break and master doing the breaking
18:11 Zeno`         but even then you'd need a person fulltime working on the non-breaking branch
18:11 Zeno`         and... why?
18:12 Fixer         nevermind
18:12 Zeno`         nah, it's worth voicing if you have an idea
18:15 Fixer         Zeno`, yes, that what i was thinking main branch for breaking, and separate one without breakers for point releases
18:15 Fixer         i guess it is too complex
18:17 Zeno`         maybe
18:17 * nore        wonders if paramat is around
18:17 Zeno`         it seemed to be last time it was attempted anyway (although it was the other way around with master keeping compatibility)
18:18 nore          he is supposed to release :)
18:18 nore          Zeno`: the dev-0.5 branch was dropped
18:18 nore          Too difficult to maintain
18:18 Zeno`         nore, that's what I'm saying
18:18 Fixer         postpone release for few days and let tidyman install newest git on Xanadu
18:19 Fixer         and test it with lots of players :p
18:19 nore          Fixer: well, if there are any problems, we can do a patch release in a few days
18:20 Zeno`         we can't really test the client extensively without releasing anyway
18:40 paramat       hi, just woke up. was exhausted. sorry
18:41 paramat       let me look at github then i think we can release
18:41 nore          paramat: no problem :)
18:41 nore          yay, finally!
18:42 paramat       hmmmm, did you test mgv6 flags after last night's changes?
18:46 paramat       #4107 #4109 seem minor, not blockers
18:46 ShadowBot     https://github.com/minetest/minetest/issues/4107 -- Clicking shader checkbox makes sub-entries “jump around”
18:46 ShadowBot     https://github.com/minetest/minetest/issues/4109 -- Ubuntu devs should be installing git, not git-core
18:46 Zeno`         I can't reproduce 4107
18:47 Zeno`         even if I could it's not a blocker
18:47 paramat       there's this but others seem to be able to build the apk https://github.com/minetest/minetest/pull/4086#issuecomment-218513511
18:48 paramat       hang on, that may be with this patch applied
18:48 Zeno`         doesn't matter does it. For release only we have to be able to build it don't we?
18:50 paramat       pinged DonBatman to confirm details
18:51 paramat       i assume his problem is with this patch applied, so good that we didn't merge it
18:52 paramat       see project channel for discussion
18:53 paramat       Wayward_One, any problems building apk?
18:53 paramat       WO tested it recently so it should be ok
18:57 paramat       in game there's game#1087 but is possibly minor
18:57 ShadowBot     https://github.com/minetest/minetest_game/issues/1087 -- Page counter behaves weirdly after creative search
18:59 paramat       ok so the apk build thing seems not an issue
19:01 paramat       Wayward_One tested the apk 19hrs ago and it was ok
19:01 asl97         I can build it (after modifying the buildtools version), just some minor deprecated warning, i am using buildtools 23.0.2 though
19:02 paramat       now i'll quickly check mgv6 flags
19:08 paramat       the game issue is very minor and not a blocker (tested it)
19:10 paramat       mgv6 flags are fine
19:13 paramat       +1 for release then
19:20 paramat       i'm looking at the 'releasing minetest' page (and can't do most of this myself) so first, 'define a new version number' please can anyone do this?
19:25 celeron55     really the first thing before that would be to check that builds work on all major platforms
19:25 celeron55     i guess it's fine but it's literally the only thing that can go wrong
19:26 paramat       i've just built on linux and is fine
19:27 Calinou       we need an OS X tester btw
19:27 Calinou       I barely hear about Minetest on OS X…
19:29 nore          well, we've got travis checking that mt builds on OS X
19:29 nore          (and even failing thread unittests :/)
19:35 paramat       linux clean build is fine, just the usual warning 'iso c forbids conversion of object pointer to function pointer type [-Wpedantic]'
19:37 Calinou       have you tried with GCC 6?
19:37 * Calinou     can
19:37 Calinou       6.1 to be accurate
19:44 sofar         got some warnings
19:44 sofar         with gcc-6.1.0
19:46 sofar         compiles, though
19:47 sofar         runs fine, too
19:48 paramat       to be clear although i am 'release manager' all the technical steps of releasing are beyond me, sorry
19:48 sofar         src/rollback.cpp:41:31: warning: throw will always call terminate() [-Wterminate]
19:48 sofar         src/ltablib.c:137:3: warning: this 'if' clause does not guard... [-Wmisleading-indentation]
19:49 sofar         src/loadlib.c:76:21: warning: ISO C forbids conversion of object pointer to function pointer type [-Wpedantic]
19:50 paramat       the 3rd is a non-issue
19:51 paramat       #4096
19:51 ShadowBot     https://github.com/minetest/minetest/issues/4096 -- Compilation warnings in Lua
19:52 sofar         yeah, it's fine to build with warnings
19:56 sofar         the other two we can probably address soon anyway
19:58 * MillersMan  can't wait for release to be done so he can bother the devs with code style questions
19:59 Fixer         MillersMan, any progress on that liquids PRs? I did play with them and only minor issue is that liquid gup with rereflow on block load
19:59 Fixer         gap*
20:00 MillersMan    yes, I know the reason for the gaps and i think i can also improve the performance a little bit
20:00 MillersMan    just a little short on time at the moment
20:30 sofar         paramat: at least you can tag 0.4.14 in git ;)
20:34 Wayward_One   paramat: testing now
20:34 paramat       maybe, but perhaps best to wait until builds on all platforms are tested
20:34 paramat       ok
20:36 Wayward_One   paramat: the build was successful
20:36 paramat       thanks
20:37 Wayward_One   Np
20:37 paramat       can anyone build on windows?
20:43 Fixer         paramat, for testing?
20:43 paramat       just to check it builds ok
20:56 hmmmm         paramat:  there were no other commits after mine.  what do you mean?
20:59 paramat       just to be careful i thought mgv6 flags should be tested, i did and they're fine
20:59 hmmmm         ?? it was tested when i fixed it
20:59 hmmmm         thing doesn't work
20:59 hmmmm         i make change
20:59 hmmmm         try it
20:59 hmmmm         thing works
20:59 hmmmm         is this not what everybody does?
21:00 paramat       ok thought you had, just checking to be extra careful
21:00 hmmmm         paramat, this is more relevant to you than others:  https://github.com/kwolekr/minetest/commit/937ac688f659f6a414b3d002427613f7fce8902b
21:01 hmmmm         if you ever find yourself creating a random vector, be aware of evaluation ordering problems
21:02 paramat       i see, this could make pseudorandom non-repeatable
21:02 paramat       deterministic
21:03 paramat       ok will keep in mind
22:24 est31         hrmm I have a patch to speed up the android build
22:24 est31         idk whether it should go into 0.4.14
22:25 paramat       not sure either
22:25 est31         lets add it later
22:25 est31         paramat, I want to test whether the f-droid build will work okay?
22:26 est31         before you do the release
22:28 paramat       no problem go ahead
22:30 paramat       i won't be organising the release myself, i'm completely unqualified, it's now up to others with the experience and knowledge
22:31 paramat       but of course i can help out with simple stuff
22:31 est31         you can do the util/bump_version.sh
22:31 est31         and tag mtgame
22:33 est31         (dont do util/bump_version.sh until you really are sure thats the git commit you want to have for the release)
22:33 est31         same for tagging mtgame
22:35 celeron55     it's a bit of an annoying part really
22:37 celeron55     i see that we still don't have validation on whether the windows build works
22:39 celeron55     travis confirms 32-bit and 64-bit mingw though, maybe it's enough
22:40 Fixer         cross-compiled on debian with mingw64 for windows also works for me
22:41 paramat       best i don't attempt util/bump_version myself, no idea what i would be doing. tagging is probably the only thing i am capable of. sorry, i have very little ability outside mapgen
22:43 est31         no problem
22:43 sofar         eh, just look at previous release commits and repeat?
22:44 est31         thats what util/bump_version.sh is about
22:44 est31         sofar, you can try running it locally
22:44 est31         the only side effects it has is your local git repo
22:44 sofar         New version: 0.4.14
22:44 sofar         New android version code: 14
22:45 sofar         wow that's too easy
22:45 sofar         paramat: run it, hit enter 4x, push it
22:47 sofar         paramat: at least try it in a separate clone or something :)
22:49 est31         oh oh
22:49 est31         we need to update openssl
22:49 est31         1.0.2h is out
22:49 sofar         on the server?
22:50 est31         openssl for android
22:50 est31         single liner
22:50 sofar         quick PR?
22:51 sofar         minetest_game also needs tagging, I assume
22:52 paramat       well i can attempt that
22:52 sofar         ah I see, build/android/Makefile, I assume
22:56 est31         https://github.com/est31/minetest/commit/a9b5c2662fca2e38ccafe2bd8be675ef0a98ffdc
22:56 est31         PTAL
22:56 sofar         +1, trivial, merge ;)
22:57 Fixer         https://github.com/minetest/minetest_game/issues/1087
22:58 est31         sofar, I have to check first whether it builds
22:59 est31         I wont test it before pushing to master, as its very unlikely for stuff to fail
22:59 est31         and i will test later anyway
22:59 est31         with the f-droid build
22:59 sofar         doesn't the integration test that part?
22:59 est31         ?
23:00 sofar         doesn't travis build it with the new openssl version?
23:01 est31         ah
23:01 est31         yeah i could make a pr to test it
23:01 est31         but I test it locally already
23:13 est31         okay pushing it, 10 minutes after I proposed it
23:14 est31         > 10 mins
23:14 Fixer         to f-droid?
23:14 est31         no to master
23:21 est31         okay the next f-droid build is now running
23:21 est31         the first failed and i dont really want to find out why
23:21 est31         if there is one build that produces a working apk i am happy
23:24 est31         still building
23:40 est31         aha
23:40 est31         seems its some server being slow
23:42 est31         hrmm its curl
23:55 est31         its hopefully not what i think it is
23:56 est31         if you download curl sources using wget, they have metered it?