| Time |
Nick |
Message |
| 00:10 |
|
STHGOM joined #minetest-dev |
| 00:15 |
ShadowNinja |
BTW, TestPcgRandomRange seems to be throwing a floating point exception for me. This is in a VM though. |
| 00:20 |
ShadowNinja |
sfan5: You around? I changed the thread sync PR a bit and found another issue that it solves if you'd like to look at it again. |
| 00:22 |
sofar |
ShadowNinja: there's an issue open for that |
| 00:22 |
sofar |
several people have that issue |
| 00:22 |
sofar |
inclding me on my work distro (clearlinux) |
| 00:23 |
sofar |
oh BTW |
| 00:23 |
sofar |
my work is now testing minetest every day several times in an automated test, lol |
| 00:23 |
sofar |
just because we ship it |
| 00:23 |
sofar |
it's not testing git, though |
| 00:27 |
|
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| 00:28 |
ShadowNinja |
sofar: Thanks. Do you mind saying what you're shipping Minetest in? |
| 00:28 |
sofar |
my work distro (clearlinux) |
| 00:28 |
sofar |
https://clearlinux.org/ |
| 00:29 |
ShadowNinja |
Oh, right, the Intel high-performance distro. |
| 00:29 |
sofar |
that's the one :) |
| 00:35 |
ShadowNinja |
Merging #5134 soonish unless there are objections... |
| 00:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/5134 -- Fix synchronization issue at thread start by ShadowNinja |
| 00:47 |
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| 01:34 |
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| 01:34 |
est31 |
hi there, just want to relay this job offer http://kidscode.com/recruitment |
| 01:34 |
est31 |
seems they also are searching for modders? |
| 01:35 |
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| 01:35 |
est31 |
dunno, don't speak french |
| 01:35 |
est31 |
good bye |
| 01:35 |
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| 01:36 |
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| 01:37 |
betterthanyou711 |
french? |
| 02:09 |
sofar |
betterthanyou711: it's a language spoken in France |
| 02:09 |
betterthanyou711 |
heh had no idea |
| 02:10 |
betterthanyou711 |
i meant where french was added into the conversation |
| 02:10 |
betterthanyou711 |
seemed without context |
| 02:10 |
sofar |
the link he posted is in french |
| 02:10 |
betterthanyou711 |
yeah i figured it out after a while |
| 02:11 |
|
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| 02:11 |
betterthanyou711 |
i have spoken french before |
| 02:17 |
|
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| 02:36 |
VanessaE |
I think I found a bug in either the engine or _game, not sure which... place a wallmounted node, with paramtype2 = "colorwallmounted", and it doesn't rotate to the correct orientation. |
| 02:36 |
VanessaE |
(particularly, with drawtype = "signlike") |
| 02:43 |
VanessaE |
this bit of code is sufficient to demonstrate it, http://pastebin.ubuntu.com/23884531/ |
| 02:55 |
VanessaE |
this bit of code serves ok as a workaround in my mod, http://pastebin.ubuntu.com/23884573/ |
| 02:57 |
|
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| 03:12 |
sofar |
placement code probably checks the paramtyp2 first |
| 03:13 |
sofar |
and doesn't know about it |
| 03:13 |
sofar |
so, mtg bug essentially |
| 03:21 |
Foz |
anyone care to look at https://github.com/minetest/minetest/issues/5135 |
| 03:22 |
Foz |
I think the error messages are missing the actual problem |
| 04:35 |
|
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| 04:38 |
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| 05:14 |
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| 05:30 |
Zeno` |
sfan5: you looked at Darklands right? I just logged on and it took 38 seconds to teleport me from 0,0,0 to my position |
| 06:20 |
Zeno` |
sofar, do you know much about these detached inventories? |
| 06:21 |
sofar |
nope |
| 06:26 |
Zeno` |
hmm. Thanks. I'll wait for sfan5 |
| 06:30 |
|
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| 06:31 |
Zeno` |
have a nice sleep octa? |
| 06:34 |
paramat |
my best guess at a fix #5138 |
| 06:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/5138 -- Visual scale: Send sqrt(visual_scale) to pre-30 clients by paramat |
| 06:35 |
sofar |
lol, hah, that would work |
| 06:36 |
paramat |
high chance i did something silly |
| 06:37 |
Zeno` |
you could use float sqrtf(float x); |
| 06:37 |
Zeno` |
do avoid implicit double casts |
| 06:38 |
Zeno` |
nvm |
| 06:38 |
Zeno` |
it doesn't really matter |
| 06:39 |
paramat |
ah sqrtf is better for floats? generally |
| 06:39 |
Zeno` |
generally yeah |
| 06:39 |
paramat |
thanks i didn't know |
| 06:43 |
|
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| 06:43 |
paramat |
although it seems we use C++98 and that can apparently use sqrt for floats |
| 06:55 |
Zeno` |
ok *shrug* |
| 06:56 |
Zeno` |
you can use sqrt for floats in C as well |
| 06:56 |
Zeno` |
it just implicitly casts to double |
| 06:56 |
Zeno` |
but *shrug* it doesn't really matter to me personally |
| 06:57 |
Zeno` |
\o/ #5136 |
| 06:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/5136 -- Add console height setting by Ezhh |
| 07:29 |
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| 07:37 |
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| 08:32 |
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| 08:34 |
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| 08:34 |
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| 08:35 |
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| 08:41 |
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| 08:56 |
Zeno` |
waiting for travis and then will merge #5139 |
| 08:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/5139 -- Rename height to scale for openConsole() by Zeno- |
| 08:57 |
nrzkt |
on gitlab there is a nice option: "merge when build succeed" i used it everytime :D |
| 08:59 |
Krock |
nrzkt, maybe not the best idea when doing compability stuff for compilers that aren't tested |
| 08:59 |
nrzkt |
you should know what you are doing :) |
| 08:59 |
Zeno` |
oh, that'd be handy to have yeah! |
| 08:59 |
Krock |
yeah |
| 09:00 |
Zeno` |
especially for stuff as trivial as this |
| 09:01 |
Krock |
Has anyone got time to review #4370 or at least give a feedback? |
| 09:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/4370 -- Builtin item: Tidy up the code by SmallJoker |
| 09:01 |
Krock |
that pull is not dead. it's just resting. |
| 09:02 |
Zeno` |
lol |
| 09:02 |
Zeno` |
stop thing in python all the time :P |
| 09:02 |
Krock |
:P |
| 09:23 |
|
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| 09:23 |
Zeno` |
Krock, seems fine to me |
| 09:25 |
Zeno` |
I'm not confident enough with Lua to :+1: though :`( |
| 09:26 |
Zeno` |
5139 merged |
| 09:43 |
|
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| 10:07 |
|
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| 10:36 |
juhdanad |
Why is the burning furnance not backface culled? |
| 10:38 |
|
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| 10:47 |
red-001 |
updated #5133 |
| 10:47 |
red-001 |
nrzkt, ShadowNinja ^ |
| 10:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/5133 -- [CSM] Block access to the `io` library by red-001 |
| 10:53 |
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| 10:57 |
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| 11:06 |
* red-001 |
is working on adding on_dignode |
| 11:11 |
|
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| 11:12 |
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| 11:38 |
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| 11:45 |
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| 11:59 |
red-001 |
could someone review #5113 ? |
| 11:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/5113 -- [CSM] Add function to get the name of the player and functions to colour chat. by red-001 |
| 12:15 |
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| 12:38 |
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| 12:55 |
red-001 |
#5140 |
| 12:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/5140 -- [CSM] Add `on_dignode` callback by red-001 |
| 13:24 |
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| 13:32 |
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| 13:42 |
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| 14:15 |
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| 14:31 |
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| 14:36 |
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| 14:44 |
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| 14:46 |
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| 14:47 |
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| 15:11 |
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| 15:33 |
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| 15:33 |
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| 15:43 |
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| 15:52 |
VanessaE |
juhdanad, nore: either of you awake? |
| 15:52 |
nore |
hm, I am |
| 15:52 |
nore |
why? |
| 15:52 |
VanessaE |
I have a feature request :) |
| 15:52 |
nore |
so what is it? :) |
| 15:53 |
VanessaE |
regarding hardware node coloring, could something be added to allow for a non-colorized overlay imageon top of the colored texture? |
| 15:53 |
VanessaE |
(I can fake it with a meshnode, but that's not ideal) |
| 15:54 |
Zeno` |
VanessaE, you want us to do complicated things? |
| 15:54 |
sapier |
:-) I wonder how many levels of colored and uncolored overlays might be usefull :-) |
| 15:54 |
VanessaE |
think colorized-via-param2 bricks, with always-grey mortar overlaid onto it |
| 15:54 |
VanessaE |
sapier: I'd be happy with just one (per tiles={} texture/material) |
| 15:54 |
Zeno` |
will merge #5136 shortly |
| 15:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/5136 -- Add console height setting by Ezhh |
| 15:55 |
sapier |
Yeah what I was trying to say was I believe this could be difficult to implement in a way which ain't a extremely special handling for your case |
| 15:55 |
nore |
VanessaE: I remember asking about it, and juhdanad said it wasn't easy |
| 15:55 |
VanessaE |
hm, ok |
| 15:56 |
sapier |
but |
| 15:56 |
VanessaE |
I use the meshnode hack in unifiedbricks and blox mods |
| 15:56 |
nore |
I had that in mind for the sides of the grass as well |
| 15:56 |
sapier |
are texture overlays affected of hardware coloring? |
| 15:56 |
VanessaE |
(over the past several days I've converted a bunch of mods to use param2) |
| 15:56 |
nore |
sapier: yes, it's the whole resulting texture that is coloured |
| 15:57 |
sapier |
hmm thinking about it a second time ... I believe yes as "hardware" most likely is done at last step |
| 15:57 |
nore |
exactly :) |
| 15:57 |
sapier |
so the only way making overlays not beeing affected would be subtracting the later applied hw overlay from them ... guess that'd result in exactly different speedup then wanted |
| 15:58 |
VanessaE |
why not a second material? |
| 15:58 |
VanessaE |
I mean, if I can do it with a meshnode, surely the engine could do it more efficiently. |
| 15:58 |
sapier |
do we support multiple materials per node by now? |
| 15:58 |
nore |
well, juhdanad said it would be possible with two polygons and GL_EQUAL thing |
| 15:58 |
VanessaE |
yes |
| 15:58 |
* nore |
looks for that comment |
| 15:59 |
VanessaE |
what I did was make a cube slightly smaller than 1m, and another exactly 1m, centered on the first. the larger one holds the overlay image, the smaller is the base texture |
| 15:59 |
sapier |
that's a workaround not two materials ;-) |
| 15:59 |
nore |
https://github.com/minetest/minetest/pull/4986#issuecomment-271855741 |
| 15:59 |
VanessaE |
it means more polys per node, and there is a z-fighting issue at large distances (depending on view angle), but that's irrlicht's fault |
| 15:59 |
VanessaE |
sapier: actually it's two materials. |
| 16:00 |
sapier |
no it's just two nodes with one material ;-) |
| 16:00 |
VanessaE |
not with a mesh node. each cube is textured by one of the two tiles={} entries I'm using - each tiles={} entry is a material when you're using meshes |
| 16:01 |
sapier |
yes but there's only one tiles entry per mesh so one material |
| 16:01 |
VanessaE |
no |
| 16:01 |
VanessaE |
each texture in tiles={} becomes a material in a mesh node. |
| 16:01 |
VanessaE |
so one node can have up to 6 materials entries that way |
| 16:01 |
VanessaE |
it's a handy feature RBA came up with |
| 16:01 |
sapier |
ok true but still only one applied per polygon |
| 16:01 |
VanessaE |
yes |
| 16:02 |
VanessaE |
that's why I bury one poly slightly behind the other :) |
| 16:02 |
nore |
VanessaE: but you get z-fighting at larger distances, no? |
| 16:03 |
VanessaE |
yes, like if I'm say 50-60 nodes away, but by that time, the textures start to get noisy anyway, so it's not noticable. |
| 16:03 |
VanessaE |
sapier: I figured the engine could do the same thing, but without the actual offset (just hard-code the Z-order layering or however it works) |
| 16:03 |
sapier |
well larger distances cause numeric issues thus that's reasonable and "by design" |
| 16:03 |
nore |
well, see the comment I linked |
| 16:04 |
sapier |
yes but you'd have to specify the texture order for eache polygon (in corner case) |
| 16:04 |
nore |
it is exactly telling that it can be done, using two polys with same vertices and something about GL_LEQUAL in the depth buffer |
| 16:04 |
nore |
(I don't really know what this means however) |
| 16:05 |
sapier |
that's no wichcraft of course but it'd make texturing way more difficult |
| 16:05 |
sapier |
hmm I think it's spelled witch |
| 16:05 |
VanessaE |
nore: oh yes, the comment. that's what I was talking about |
| 16:07 |
Fixer |
there is also z-fighting in liquid situations |
| 16:07 |
VanessaE |
that's a different issue |
| 16:08 |
VanessaE |
btw, the z-fighting is just an accuracy issue. if I increase the distance between the two layers, it increases the distance from the node before I start to see z-fighting again (but it comes with a cost, visible gaps between the nodes, at close range.) |
| 16:09 |
sapier |
it's not an accuracy issue it's a numeric issue |
| 16:09 |
VanessaE |
oh. |
| 16:09 |
VanessaE |
well not a big deal, like I said the workaround works well enough :) |
| 16:10 |
sapier |
it's what beginners do wrong when using float values for calculations ;-) |
| 16:10 |
Zeno` |
merged |
| 16:14 |
juhdanad |
I am awake now! |
| 16:15 |
VanessaE |
you missed the whole conversation :) |
| 16:16 |
juhdanad |
Sorry, I was playing on your creative server... |
| 16:17 |
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| 16:17 |
VanessaE |
no worries :) |
| 16:19 |
Fixer |
here comes dat smooth lighting |
| 16:19 |
sapier |
hmmm is there any way to make grass grow below a fence? |
| 16:20 |
red-001 |
I though it does grow? |
| 16:20 |
Fixer |
i want to rise this again, I don't wanna see another minetest console window in Windows, it trashes my taskbar, i want it hidden by default (and enabled via options) |
| 16:20 |
red-001 |
well it's not possible to do that without major hacks |
| 16:20 |
sapier |
any windows developer here? |
| 16:20 |
juhdanad |
VanessaE: I was thinking about texture overlays. It is possible without z-fighting (provided that the vertices are the same). Just I have to code it. |
| 16:21 |
red-001 |
windows doesn't really allow it |
| 16:21 |
red-001 |
even msvc uses a hack for it |
| 16:21 |
VanessaE |
juhdanad: I look forward to it. :) I have two mods that use the above hack, and at least one more that would benefit from an overlay. |
| 16:22 |
juhdanad |
But there will be limitations: if you use a translucent overlay, the base image must be opaque to prevent translucency bugs. |
| 16:22 |
VanessaE |
that's reasonable |
| 16:22 |
Fixer |
i remember with 0.4.13 it was showing console window only ONCE, and next startups it was hidden somehow |
| 16:25 |
sapier |
talking about overlays :-) what about #5045? |
| 16:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/5045 -- Add "multiply" texture modifier which uses multiplication method for colorizing textures by sapier |
| 16:26 |
sapier |
I hate my green faced sheep when using the colorize modifier ;-) |
| 16:27 |
sapier |
and I don't really wanna add a texture per mob for each possible color |
| 16:28 |
sapier |
btw is anyone working at a more sophisticated collision handling? |
| 16:29 |
Fixer |
have not heared of this |
| 16:29 |
sapier |
sad |
| 16:29 |
Fixer |
i remember this https://github.com/minetest/minetest/pull/3810 if relevant |
| 16:31 |
sapier |
no I was more thinking about collision handling with rotating collision boxes right now if you have any asymetric mob it's quite silly |
| 16:35 |
VanessaE |
juhdanad: oh and by the way, the total idiocy of that guy on my server is just par for the course :-/ |
| 16:39 |
juhdanad |
VanessaE: how should overlays be implemented? An "overlay" drawtype? Or one more tile field to nodedef? |
| 16:42 |
red-001 |
what happened with #5005? |
| 16:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/5005 -- Recursive refining mapgen API prototype by MillersMan |
| 16:42 |
juhdanad |
I think it is pending. |
| 16:43 |
VanessaE |
juhdanad: tiles = { foo, bar, ..., { name = "baseimage.png", overlay = "overlay.png", color = 0xffffffff } } |
| 16:43 |
VanessaE |
or well, you get the idea. |
| 16:43 |
juhdanad |
But MillersMan seemed very enthusiastic. I'm sure he will upload a new commit sooner or later... |
| 16:43 |
sapier |
imho the grass growing is broken |
| 16:43 |
juhdanad |
VanessaE: And is color for the base image or for the overlay? |
| 16:44 |
juhdanad |
(because the streets mod could colorize the overlays, then) |
| 16:48 |
VanessaE |
it's for the overlay |
| 16:48 |
VanessaE |
(so I suppose the overlay and the color should be in a table too |
| 16:49 |
VanessaE |
tiles = { foo, bar, ..., { { name = "baseimage.png", overlay = { name = "overlay.png", color = 0xffffffff } } } or so |
| 16:51 |
juhdanad |
What about an array-like definition? tiles = { foo, bar, ..., {{ name = "baseimage.png" }, { name = "overlay.png", color = 0xffffffff } } } |
| 16:52 |
juhdanad |
(but only the first two elements are read) |
| 16:53 |
VanessaE |
well I'm okay with any way you'd do it, as long as it's painfully obvious in the code what element belongs to where :) |
| 16:53 |
VanessaE |
(I have trouble parsing a table when it's compacted into one line :-) ) |
| 16:55 |
juhdanad |
tiles={up=down=front={base={name="a.png", color="red"}, overlay={name="b.png", color="white}}, back=left=right="c.png"} |
| 16:56 |
VanessaE |
that seems good |
| 16:57 |
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| 17:02 |
VanessaE |
am I to assume you want to put the literal words up, down, etc in there? |
| 17:02 |
juhdanad |
Well, that would be good too, but out of scope... |
| 17:02 |
VanessaE |
oh ok |
| 17:03 |
VanessaE |
it's probably not needed since the texture order is hard-coded anyway |
| 17:03 |
VanessaE |
s/texture/tile/ |
| 17:04 |
juhdanad |
Well... I caused a compiler warning with my PR that fixed compiler warnings. I feel so ashamed... |
| 17:05 |
VanessaE |
heh |
| 17:05 |
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| 17:12 |
sapier |
:-) |
| 17:14 |
juhdanad |
VanessaE: if you dig a node with overlays, how should the node partivles look like? |
| 17:14 |
juhdanad |
*particles |
| 17:16 |
VanessaE |
oh, just whatever's easiest |
| 17:28 |
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| 17:50 |
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| 17:55 |
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| 17:56 |
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| 18:35 |
red-001 |
#5142 |
| 18:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/5142 -- [CSM] Add `on_punchnode` callback by red-001 |
| 18:47 |
nrzkt |
great job red-001 |
| 18:47 |
nrzkt |
just a code style fix to do |
| 18:47 |
nrzkt |
thanks for your involvement |
| 18:51 |
celeron55 |
wait what |
| 18:51 |
red-001 |
fixed |
| 18:51 |
celeron55 |
there's no player argument even while the callback is apparently solely triggered by player interaction |
| 18:52 |
celeron55 |
how can that make sense from a mod's standpoint |
| 18:52 |
red-001 |
it's client-sided and only runs if it's done by the local player |
| 18:52 |
celeron55 |
why does it say "a player" then |
| 18:53 |
celeron55 |
it should say "the local player" |
| 18:53 |
red-001 |
yeah sorry about that |
| 18:54 |
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| 18:56 |
red-001 |
fixed it |
| 19:05 |
celeron55 |
red-001: i meant doc/client_lua_api.txt |
| 19:07 |
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| 19:10 |
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| 19:11 |
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| 19:12 |
red-001 |
celeron55, fixed that, along with a few similar issues |
| 19:14 |
sofar |
red-001: can't client-side see all player node punches then? |
| 19:14 |
sofar |
at least the ones nearby |
| 19:15 |
red-001 |
I though the server just send an updated copy of the mapblock> |
| 19:15 |
red-001 |
? |
| 19:15 |
sfan5 |
sofar: nope |
| 19:16 |
sofar |
so we can't do e.g. digging particles for other players? |
| 19:16 |
sfan5 |
not currently |
| 19:16 |
sofar |
aw, damn, that sucks |
| 19:19 |
celeron55 |
can't a server-side mod just send that info? |
| 19:20 |
celeron55 |
we have modding on both sides; one could reasonably hope that's possible |
| 19:30 |
red-001 |
so is the next mt version going to be 0.4.16 or 5.0 or 0.5? |
| 19:30 |
sapier |
for the time being I'd expect 0.4.16 |
| 19:31 |
red-001 |
I remember a few days ago there as talk of 5.0 |
| 19:32 |
red-001 |
was* |
| 19:32 |
sapier |
for what reason? what happened to 1.0 2.0 3.0 4.0? |
| 19:33 |
red-001 |
not sure... |
| 19:33 |
red-001 |
think it's because of the 0.5 hype |
| 19:33 |
sapier |
we're building csm right now imho we're far from releasing anything that could be called "stable" ;-) |
| 19:46 |
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| 19:51 |
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| 19:52 |
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| 19:53 |
silwol |
I just got the hint that I should tell in this room what I just said in #minetest: |
| 19:54 |
silwol |
I want to shout out a big thank you to all the devs of the engine, game and the mods. |
| 19:54 |
silwol |
Having quite a lot of fun with my 5- and 8-year old sons on weekends playing minetest. |
| 19:54 |
silwol |
I tried one of the first minetest versions several years ago, and it couldn't run longer than a minute before it crashed back then. It is really amazing how the game evolved in the meantime. |
| 19:54 |
sfan5 |
it's mostly thanks to all the contributors |
| 19:56 |
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| 20:53 |
Fixer |
remember that low fps in technic areas? Please adopt! https://github.com/minetest/minetest/pull/3848 (Send only changed node metadata to clients instead of whole mapblock) |
| 21:12 |
Fixer |
https://github.com/minetest/minetest/issues/4923 interesting |
| 21:24 |
nrzkt |
sapier, the fact was CSM is a very good feature for a major bump, in minetest 0.4 -> 0.5, but 0 is really useless, and may be removed at a moment, but i vote at least for 0.5 and why note remove the 0 |
| 21:34 |
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| 21:52 |
rubenwardy |
nrzkt: I peronally like the idea of going full 1984, and pretending the 0. never existed in the first place - ie: 4.15 not 0.4.15. Makes it semvar, basically |
| 21:52 |
rubenwardy |
almost |
| 21:54 |
red-001 |
thats an interesting idea |
| 21:55 |
nrzkt |
full 1984 ? except george orwell i don't understand what are you talking about :) |
| 21:55 |
Fixer |
rename minetest? |
| 21:55 |
Fixer |
this is as ridiculous name as qtpfsgui |
| 21:57 |
red-001 |
nrzkt, I think a major plot point in 1984 was changing history |
| 21:58 |
red-001 |
so remove the 0. from the version and pretend it was never there |
| 21:59 |
red-001 |
so 0.4.10 will be known as 4.10 from that point onwards |
| 21:59 |
Fixer |
nah |
| 22:00 |
Fixer |
i still think ver 1.0 should be more or less complete game |
| 22:06 |
sapier |
I'm not a friend of alternative facts |
| 22:06 |
sapier |
and I don't see any reason in changing versioning style just to be "modern" ... quite stupid for a game in pixel retro style ;-) |
| 22:09 |
Calinou |
retro pixel style doesn't mean it should be unfriendly |
| 22:09 |
Calinou |
it's not like you need to install DOSBox to run Minetest already :) |
| 22:10 |
sapier |
good point we need a dos port |
| 22:10 |
sapier |
way more important then versioning ;-) |
| 22:11 |
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| 22:12 |
kaeza |
well, there's MesaGL for DOS... |
| 22:13 |
sapier |
irrlicht contains software rendering so we wouldn't even need mesa |
| 22:13 |
nrzkt |
i hope at a moment this year or next year we will switch to CPP11 or CPP14 as debian 7 will be deprecated and vista is not supported anymore |
| 22:13 |
sapier |
sadly there doesn't seem to be a dos port of irrlicht |
| 22:16 |
Calinou |
nrzkt: Minetest still supports Windows XP... |
| 22:16 |
Calinou |
and no plans to drop it |
| 22:16 |
nrzkt |
micrsoft drop it, firefox drop it, no need to support it anymore |
| 22:16 |
red-001 |
^ |
| 22:16 |
sapier |
imho we should switch to reactOS |
| 22:16 |
nrzkt |
google drop it, java drop it, there is nothing more on it |
| 22:17 |
red-001 |
I'm not sure if mt would run in reactos |
| 22:17 |
red-001 |
graphics drives |
| 22:17 |
sapier |
I'm still running winME ;-) |
| 22:17 |
sapier |
ok ok in a rarely used virtual machine for running a freelancer dedicated server ... which I do about 1 a decade |
| 22:17 |
red-001 |
and software rendering is completely broken and should be removed imo |
| 22:18 |
sapier |
is it? |
| 22:18 |
red-001 |
try it last time I did everything was red |
| 22:18 |
red-001 |
and plants where broken |
| 22:18 |
sapier |
of course same happens if you enable shaders |
| 22:18 |
sapier |
on any platform which doesn't support them |
| 22:20 |
kaeza |
software rendering may be useful in some cases. I get better performance with burningsvideo than with opengl inside a VM :P |
| 22:20 |
sapier |
it's for sure not as good as d3d or opengl but "completely broken" is wrong for sure |
| 22:20 |
red-001 |
well it should auto disable shaders |
| 22:21 |
sapier |
kaeza: last time I tried my win7 vm it did run direct3d in native speed ;-P |
| 22:21 |
Calinou |
VirtualBox 3D isn't very good, both in standards compliance and performance |
| 22:21 |
sapier |
well reason was most likely I did pass a graphics card directly to the vm so it was native speed ;-) |
| 22:21 |
Calinou |
if you use vmWare it's a whole different story |
| 22:21 |
red-001 |
well if mt works in reactos someone should add it to their software store |
| 22:22 |
sapier |
kvm pcie passthrough ...everything else is just fooling around ;-) |
| 22:22 |
VanessaE |
any chance we can get another release soon? |
| 22:22 |
VanessaE |
(just to make some of my users happy :P ) |
| 22:23 |
sapier |
last time I didn't manage to start reactos within a kvm virtual machine |
| 22:23 |
sapier |
well without csm maybe vanessae |
| 22:23 |
nrzkt |
VanessaE, absolutely not |
| 22:23 |
VanessaE |
sapier: I was thinking some kind of interim release, might be logically equivalent to 0.4.15.1 or so :) |
| 22:23 |
VanessaE |
nrzkt: :( |
| 22:24 |
nrzkt |
except if we want to do a maintenance release before CSM merge |
| 22:24 |
red-001 |
sapier, it works in virtualbox |
| 22:24 |
sapier |
nrzkt: I'd suggest that way |
| 22:24 |
nrzkt |
but i hope CSM will trigger the 0.5 |
| 22:24 |
sapier |
red-001: I didn't try for I while |
| 22:24 |
nrzkt |
because it's really a new huge part of mt |
| 22:24 |
red-001 |
nrzkt, whats stoping the colour in chat stuff from being merged to csm? |
| 22:24 |
nrzkt |
second approval i think red-001 ? |
| 22:24 |
VanessaE |
nrzkt: that's what I'm asking for - a maintenance release or so |
| 22:25 |
red-001 |
It's working correctly |
| 22:25 |
red-001 |
at least the features it add are |
| 22:25 |
nrzkt |
i don't know if the current master could be a maintenance release, there are maintenance but also new features :) |
| 22:25 |
nrzkt |
red-001, can you provide me the PR another time ? |
| 22:25 |
red-001 |
the link to it? |
| 22:25 |
sapier |
I'd consider current master to be a regular release |
| 22:25 |
nrzkt |
yes |
| 22:26 |
nrzkt |
i think CSM will be ready for merge into master in ~1 month |
| 22:26 |
red-001 |
#5113 |
| 22:26 |
nrzkt |
then we should do the maintenance release in 1 month i think, last of 0.4.X series |
| 22:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/5113 -- [CSM] Add function to get the name of the player and functions to colour chat. by red-001 |
| 22:26 |
nrzkt |
ty |
| 22:26 |
rubenwardy |
you could always do a release before CSM is merged, then use the next dev to develop CSM nicely |
| 22:26 |
VanessaE |
nrzkt: do one now |
| 22:27 |
rubenwardy |
overwise it would be month until the next one |
| 22:27 |
VanessaE |
then do another just before CSM goes in |
| 22:27 |
nrzkt |
VanessaE, absolutely not, we have feature freeze workflow, announce etc |
| 22:27 |
red-001 |
so a new release after just 3/2 months? |
| 22:27 |
VanessaE |
:( |
| 22:27 |
sapier |
nrzkt: do you have any additional change requests for #5045? |
| 22:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/5045 -- Add "multiply" texture modifier which uses multiplication method for colorizing textures by sapier |
| 22:27 |
sapier |
same question to sfan5 ;-) |
| 22:27 |
nrzkt |
rubenwardy, the problem is not working on CSM in a separate branch, but some features are needed server side too, like the storage API |
| 22:27 |
red-001 |
Question can servers check the protocol version of a client from lua? |
| 22:28 |
VanessaE |
nrzkt: I'm saying short-circuit the normal freeze, just like some folks do who release their own dev builds |
| 22:28 |
nrzkt |
yes |
| 22:28 |
nrzkt |
red-001, ^ |
| 22:28 |
red-001 |
huh what's the function called then? |
| 22:28 |
red-001 |
I could never find it |
| 22:28 |
sapier |
nrzkt: why not merge the base stuff to master instead of keeping it on csm only? |
| 22:29 |
nrzkt |
VanessaE, it's not possible, this cycle release include new features, we should keep the regular workflow and MT doesnh't have many hands to keep a patchfix branch outside of master |
| 22:29 |
sapier |
"base stuff" meaning the common parts not beeing csm specific |
| 22:29 |
VanessaE |
:-/ |
| 22:29 |
red-001 |
VanessaE, why not ask your users to use daily builds> |
| 22:29 |
nrzkt |
sapier, personnaly i'm experimenting it client side only, but it's just my own tests |
| 22:29 |
red-001 |
*? |
| 22:29 |
sapier |
I see |
| 22:29 |
VanessaE |
red-001: because some of them think dev builds are dangerous or just stubborn |
| 22:30 |
rubenwardy |
the whole point of releases is that they're stable |
| 22:30 |
red-001 |
I'm not sure if thats a good reason to rush a new release |
| 22:30 |
VanessaE |
no one said to rush :P |
| 22:31 |
nrzkt |
yes, no need to rush, we have a protocol bump in master, too |
| 22:31 |
sapier |
I'm quite sure it's never a good idea to rush a release ;-) |
| 22:31 |
nrzkt |
it's another reason to keep the feature freeze as an RC |
| 22:31 |
red-001 |
There are moderators on servers right now that can't get access to even 0.4.15 |
| 22:32 |
nrzkt |
sapier, except a little code style issue it's good to me |
| 22:33 |
sapier |
additional issues? I thought I fixed them :-) |
| 22:33 |
nrzkt |
but VanessaE i agree we should have shorter releases cycles, 7 months is too big, 3 months is better |
| 22:33 |
nrzkt |
a release on middle march is a good option |
| 22:33 |
nrzkt |
last was 22/12 |
| 22:33 |
red-001 |
nrzkt, for #5133 I'm not sure if it should be the job of a fairly small PR to improve the code style of a fairly large file |
| 22:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/5133 -- [CSM] Block access to the `io` library by red-001 |
| 22:34 |
nrzkt |
red-001, you talk about shadowninja's request to factorize initialize functions ? |
| 22:35 |
red-001 |
No I mean your request to split misc_helpers |
| 22:35 |
nrzkt |
sapier, can you review #5113 please ? |
| 22:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/5113 -- [CSM] Add function to get the name of the player and functions to colour chat. by red-001 |
| 22:35 |
red-001 |
checking INIT is done all over that file |
| 22:35 |
nrzkt |
oh it's a current issue ? then let it, no problem, i didn't saw that |
| 22:35 |
nrzkt |
it's very ugly :( |
| 22:36 |
red-001 |
I would agree |
| 22:36 |
red-001 |
I think another pr should be do to fix that |
| 22:36 |
red-001 |
done* |
| 22:37 |
nrzkt |
yeah, but it's not important in CSM |
| 22:37 |
nrzkt |
great jobs on dig callbacks etc |
| 22:39 |
red-001 |
I think we server <-> client communication and server being able to send mods to the client,we might be able to cut down on people gliching through protected nodes |
| 22:39 |
red-001 |
I still need to add on_placenode |
| 22:40 |
sapier |
nrzkt: done, imho only a small paranoia check is missing |
| 22:40 |
rubenwardy |
going through protected nodes should really be solved server side |
| 22:40 |
rubenwardy |
as hacked/cheaty clients could remove the mods/checks client side |
| 22:40 |
red-001 |
I did say cut down |
| 22:40 |
red-001 |
not remove |
| 22:41 |
red-001 |
but at that point it's just noclip |
| 22:43 |
nrzkt |
rubenwardy, area protection are fully serverside, i don't understand which issue you refer |
| 22:43 |
nrzkt |
no_clip ? |
| 22:44 |
red-001 |
nrzkt, you can gliche through protected areas by digging down and exploiting the lag |
| 22:44 |
rubenwardy |
nrzkt, I'm talking about anti-noclip and was referring to <red-001> ... people gliching through protected nodes |
| 22:45 |
rubenwardy |
*was |
| 22:45 |
nrzkt |
i don't understand how this can be possible as protection is server side, only no-clip check is not server side |
| 22:45 |
nrzkt |
but with suffocation mod you can block no clip |
| 22:46 |
rubenwardy |
with high latency, you can dig a block and walk through it before it comes back |
| 22:46 |
rubenwardy |
also, relevant PR #3894 |
| 22:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/3894 -- Add serverside noclip enforcement by est31 |
| 22:47 |
nrzkt |
rubenwardy, oh you mean the client side node dig prediction then |
| 22:47 |
nrzkt |
just remove it from client and that goes away, it's not needed |
| 22:49 |
sapier |
well it's two sides of same medal if you remove it user experience in high latency scenarios will be wors then today (whenever no protection is relevant) |
| 22:50 |
rubenwardy |
it is needed for UX |
| 22:50 |
sapier |
the only real solution would be add it to core |
| 22:51 |
sapier |
protection would have to be a part of node properties |
| 22:51 |
sapier |
but that wouldn't solve the issue |
| 22:51 |
sapier |
user could still use a modified client |
| 23:03 |
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| 23:03 |
Fixer |
rubenwardy: +1 |
| 23:04 |
sapier1 |
comments about #5073? I know there's not a lot of ppl using that stuff but that guy did really good work |
| 23:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5073 -- Rebased Pull request #3620 by sapier |
| 23:04 |
red-001 |
fixxed issues with #5113 |
| 23:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5113 -- [CSM] Add function to get the name of the player and functions to colour chat. by red-001 |
| 23:05 |
Fixer |
sapier1: that naming sucks :( |
| 23:05 |
sapier1 |
:-) well blame german telecom but I guess I could reconnect in between |
| 23:06 |
Fixer |
sapier1: please name 5073 in some meaningful way |
| 23:06 |
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| 23:06 |
sapier |
ok should be back now |
| 23:06 |
sapier |
I can't review 5073 myself as I did rebase it ... silly github :-) |
| 23:08 |
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| 23:09 |
red-001 |
lol |
| 23:16 |
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