| Time |
Nick |
Message |
| 00:04 |
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| 00:51 |
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ANAND joined #minetest-dev |
| 00:59 |
ANAND |
Oooh, 5.0.1 is out already. Is it too late to backport #8433 once it's merged? |
| 00:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/8433 -- Fix/Add inventory_overlay for nodes without inventory_image by DS-Minetest |
| 01:05 |
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| 01:45 |
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| 02:24 |
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| 04:32 |
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| 04:50 |
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| 06:23 |
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| 07:31 |
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| 09:00 |
sfan5 |
ANAND: yes, it's too late for that |
| 09:08 |
ANAND |
Thanks for clarifying. Would there be a 5.0.2? |
| 09:08 |
ANAND |
Because I doubt 5.1.0 will be coming anytime soon, with so many big-shot PRs in the milestone like SSCSM. |
| 09:25 |
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| 09:29 |
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| 09:32 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Minetest 5.0.1 released! Chit-chat goes to #minetest. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
| 09:33 |
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| 09:35 |
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est joined #minetest-dev |
| 09:35 |
est |
hello |
| 09:35 |
est |
I've heard a new release happened? |
| 09:35 |
Krock |
yes, 5.0.1 yesterday |
| 09:35 |
est |
ok |
| 09:36 |
Krock |
a few bugfixes on top of 5.0.0 |
| 09:37 |
est |
ok |
| 09:37 |
est |
requests sent https://code.launchpad.net/~minetestdevs/+recipe/minetest-stable |
| 09:38 |
Krock |
nice, thank you |
| 09:39 |
est |
gotta go now, if there is any issue you know how to contact me |
| 09:39 |
est |
bye! |
| 09:54 |
ANAND |
#8438 |
| 09:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/8438 -- Fix incorrect sign of pitch angle in debug menu by ClobberXD |
| 09:57 |
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| 10:00 |
p_gimeno |
does debug menu mean debug info? |
| 10:00 |
ANAND |
Yes |
| 10:01 |
ANAND |
Dunno why menu is used for that :) |
| 10:07 |
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| 10:15 |
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| 10:16 |
rubenwardy |
ANAND: 5.0.2 will probably happen in a few weeks |
| 10:16 |
rubenwardy |
well, maybe closer to 6 |
| 10:17 |
rubenwardy |
it makes sense. Release feature versions slightly less than 2 times a year, bug fixes every month if needed |
| 10:24 |
ANAND |
Cool, thanks |
| 10:28 |
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| 10:49 |
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| 11:01 |
ANAND |
Hm, any idea where the code that renders the minimap after checking if it's enabled, is located? |
| 11:03 |
ANAND |
Let me rephrase that: Setting minimap mode to MINIMAP_MODE_OFF disables the minimap. But where's the code that checks whether minimap mode == MINIMAP_MODE_OFF? |
| 11:15 |
ANAND |
My suspicion is that something else is toggled when mode is set to MINIMAP_MODE_OFF |
| 11:16 |
ANAND |
Checkout out the GameUI::flags as it contained a boolean flag `show_minimap`, but doesn't look like it does much to me. |
| 11:16 |
ANAND |
Checked out* ;) |
| 11:16 |
ANAND |
Too much git for me lately :) |
| 11:18 |
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| 11:37 |
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| 11:52 |
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| 11:57 |
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| 13:38 |
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| 14:30 |
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| 14:47 |
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| 15:20 |
nerzhul |
bugfixes every month sounds reasonable |
| 15:21 |
nerzhul |
feature release 2 or 3 times a year yes :p |
| 15:22 |
sfan5 |
why do we suddenly want to do bugfixes releases? this wasn't done before |
| 15:22 |
sfan5 |
before, when there was a bug in 0.4.3, you'd wait and upgrade to 0.4.4 when it was release |
| 15:22 |
sfan5 |
no 0.4.3.1 or anything similar |
| 15:23 |
nerzhul |
because we can ? :) |
| 15:23 |
nerzhul |
it's anoying for users to wait 6 months for a bug to be fixed |
| 15:23 |
sfan5 |
nobody said releases have to be at most every 6 months |
| 15:24 |
nerzhul |
it's just a consensus. What is the problem with bugfixes releases sfan5 ? |
| 15:26 |
sfan5 |
additional work of backporting commits, mostly |
| 15:27 |
nerzhul |
oh yeah but it's not difficult they are produced already :) |
| 15:27 |
nerzhul |
it's just a cherry pick, 5 mins :p |
| 15:27 |
nerzhul |
i don't said it's easy in 3 months if we do some refactor on code |
| 15:33 |
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| 15:34 |
rubenwardy |
When master and stable diverge, it becomes painful to make sure that the cherry picking doesn't introduce more bugs |
| 15:34 |
rubenwardy |
See 0.4.16 |
| 15:34 |
rubenwardy |
*17 |
| 15:36 |
nerzhul |
it's when the branch is not well tested :( |
| 15:36 |
nerzhul |
we should never just cherry pick |
| 17:15 |
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| 17:38 |
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| 17:42 |
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| 18:09 |
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| 18:42 |
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| 18:53 |
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| 18:56 |
paramat |
i disagree with regular bugfix releases, only when they're needed to fix critical bugs soon after a release, as we're doing now with 5.0.1 and 5.0.2. maintaining bugfix branches is complex and a lot of work. unnecessary work is what we really don't need |
| 18:59 |
paramat |
5.0.1 has been a headache, i can't face this being how it is all the time |
| 19:00 |
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| 19:00 |
paramat |
i think we may need a 5.0.2, but quite soon and no more after that |
| 19:06 |
paramat |
effort is better spent releasing stable versions a little more often |
| 19:09 |
nerzhul |
it has been a headacke not due to the pr content, just becaue community complains :) |
| 19:12 |
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| 19:45 |
sfan5 |
paramat: which bugs do you envision to be fixed for a 5.0.2? |
| 19:54 |
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| 19:55 |
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| 20:24 |
paramat |
hm not too sure, need to recheck if there are any critical bugs left. maybe we won't need 5.0.2 |
| 20:25 |
paramat |
i think some bugs i suggested fixing in 5.0.2 ended up being fixed in 5.0.1 |
| 20:26 |
p_gimeno |
is the particle position regression for 5.0.2 or 5.1.0? |
| 20:27 |
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| 20:27 |
paramat |
maybe #8424 |
| 20:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/8424 -- Minetest 5.0.0 TouchscreenGUI crash on destruction |
| 20:29 |
paramat |
nerzhul do you know if #8424 is occuring for many players or just a few? |
| 20:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/8424 -- Minetest 5.0.0 TouchscreenGUI crash on destruction |
| 20:41 |
paramat |
i'm unsure #8363 is critical either, so currently i'm unconvinced we'll need 5.0.2. i'd prefer to get 5.1.0 out in 4 months or so |
| 20:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/8363 -- Attached particle spawners no longer rotate with object |
| 20:41 |
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| 21:07 |
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| 21:15 |
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| 21:43 |
nerzhul |
paramat we have some reports on the play store, but it's not everytime |
| 21:44 |
nerzhul |
when i looked at the issue there was ~15 reports |
| 21:44 |
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| 21:44 |
paramat |
ok |
| 22:17 |
VanessaE |
some folks on my server, running 5.0.1 release, are reporting that the "radar" mode of the minimap is no longer working for them |
| 22:20 |
p_gimeno |
in creative? |
| 22:20 |
VanessaE |
survial |
| 22:20 |
VanessaE |
survival* |
| 22:21 |
p_gimeno |
then that's expected |
| 22:21 |
VanessaE |
oh? |
| 22:22 |
p_gimeno |
MTG disabled the radar unless you're in creative mode |
| 22:23 |
VanessaE |
how can I re-enable it for my users? |
| 22:23 |
p_gimeno |
I guess you could override this function: https://github.com/minetest/minetest_game/blob/master/mods/map/init.lua#L14 |
| 23:00 |
VanessaE |
hm |
| 23:02 |
VanessaE |
seems to me the correct action would be to add a radar item to complement map:mapping_kit, and require it to be on-hand in the same manner. |
| 23:02 |
VanessaE |
i.e. local radar_enabled = creative_enabled or player:get_inventory():contains_item("main", "map:radar_kit") |
| 23:02 |
VanessaE |
or so |
| 23:05 |
VanessaE |
(well, cache player:get_inventory() first. |
| 23:05 |
VanessaE |
) |
| 23:29 |
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| 23:30 |
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| 23:33 |
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