| Time |
Nick |
Message |
| 06:32 |
|
calcul0n joined #minetest-dev |
| 07:14 |
|
tyler-2 left #minetest-dev |
| 08:00 |
|
ShadowNinja joined #minetest-dev |
| 08:09 |
|
pyrollo joined #minetest-dev |
| 09:01 |
|
olliy joined #minetest-dev |
| 09:22 |
|
proller joined #minetest-dev |
| 09:29 |
|
Wuzzy joined #minetest-dev |
| 09:35 |
|
YuGiOhJCJ joined #minetest-dev |
| 10:45 |
|
Fixer joined #minetest-dev |
| 11:32 |
|
calcul0n_ joined #minetest-dev |
| 14:08 |
|
tyler-2 joined #minetest-dev |
| 15:09 |
|
tyler-2 left #minetest-dev |
| 16:43 |
Sokomine |
minetest/src/nodedef.cpp:800: void ContentFeatures::updateTextures(ITextureSource*, IShaderSource*, irr::scene::IMeshManipulator*, Client*, const TextureSettings&): Assertion `liquid_type == LIQUID_SOURCE' failed. (when trying to connect to a particular server) |
| 16:55 |
rubenwardy |
they have an invalid liquid definition |
| 16:57 |
Sokomine |
guessed that. it's the zombietest server that will shut down soon (not sure if i've built anything there - don't think so but wanted to check) |
| 16:58 |
rubenwardy |
are you using a debug build? Assertions are only enabled for debug builds, so you shouldn't get an error in release |
| 16:59 |
rubenwardy |
it's possible that's not a C assertion, though |
| 16:59 |
Sokomine |
no, no debug build on my side this time - just latest git compiled with cmake . -DRUN_IN_PLACE=1 -DENABLE_GETTEXT=1 -DENABLE_FREETYPE=1 -DENABLE_LEVELDB=1 |
| 17:00 |
Sokomine |
the server is a bit old (and due to shutdown after all). just unsure if a crash is good or not |
| 17:27 |
|
tyler-2 joined #minetest-dev |
| 17:28 |
|
Zughy joined #minetest-dev |
| 19:21 |
|
tyler-2 left #minetest-dev |
| 19:26 |
|
v-rob joined #minetest-dev |
| 19:30 |
v-rob |
Anyone know why formspec element IDs are always offset by 258? Just look at any FieldSpec definition |
| 19:31 |
Krock |
those prior are for hardcoded elements |
| 19:31 |
Krock |
though not really used |
| 19:31 |
v-rob |
Are there any hardcoded elements? |
| 19:31 |
v-rob |
Besides GUIFormSpecMenu |
| 19:32 |
v-rob |
I can't think of any |
| 19:32 |
Krock |
in GUIFormSpecMenu there are AFAIK none, but in other dialogues there are (password change, key change, ...) |
| 19:33 |
v-rob |
That shouldn't affect GUIFormSpecMenu since they are mutually exclusive |
| 19:33 |
Krock |
*shrug* .. legacy code then |
| 19:38 |
rubenwardy |
I think that's because of Irrlicht |
| 19:39 |
v-rob |
Might as well keep it instead of removing it without knowing what we're getting ourselves into. |
| 19:39 |
v-rob |
It still leaves 2147483389 IDs open :) |
| 19:42 |
Krock |
enough to play Doom |
| 19:43 |
Krock |
at a >4k resolution |
| 19:43 |
v-rob |
Heh |
| 19:44 |
v-rob |
Anyone else had the unique experience of trying to put a std::string in a union? |
| 19:45 |
Krock |
how's that supposed to work? use pointers |
| 19:45 |
v-rob |
It has a non-trivial con/destructor, so you have to define your own constructor, destructor, copy assignment, use placement new, forceably call the string's destructor (with the weirdest syntax), etc. |
| 19:46 |
v-rob |
And I thought C++ constructors were supposed to make life easier... |
| 19:46 |
Krock |
when unions don't help, class inheritance is your friend |
| 19:47 |
v-rob |
I'm trying to make something akin to StyleSpec with a key-value storage, but without parsing a string every time an element is requested. |
| 19:47 |
Krock |
see also: struct ClientEvent (must be a struct) |
| 19:48 |
v-rob |
Parsing a string won't help if we get a JSON replacement |
| 19:50 |
v-rob |
ClientEvent does look like what I'm doing (struct with union and current type), but I don't use pointers to strings |
| 19:51 |
v-rob |
I probably should... |
| 19:51 |
Krock |
FWIW: my plans on redoing the HUD serialization. various types but same read/write function names: https://github.com/minetest/minetest/pull/10245/files |
| 19:53 |
|
mizux joined #minetest-dev |
| 20:00 |
v-rob |
I have this nasty habit of overcomplicating things when it comes to C++ |
| 20:00 |
v-rob |
I wish we could use C instead |
| 20:41 |
|
Taoki[laptop] joined #minetest-dev |
| 20:45 |
|
Taoki[laptop] joined #minetest-dev |
| 21:47 |
|
tyler-2 joined #minetest-dev |
| 22:28 |
|
v-rob joined #minetest-dev |
| 22:42 |
pgimeno |
Sokomine: it's possible that cmake remembers old configuration flags; you can check all settings with: cmake . -LA (and look for CMAKE_BUILD_TYPE). |
| 22:43 |
|
tyler-2 left #minetest-dev |
| 22:47 |
|
tyler-2 joined #minetest-dev |
| 23:13 |
Sokomine |
pgimeno: indeed! CMAKE_BUILD_TYPE:STRING=Debug that might also explain why i got higher cpu usage than i'm used to. how can i reset it? |
| 23:14 |
pgimeno |
just set it to Release |
| 23:14 |
pgimeno |
i.e. cmake . -DCMAKE_BUILD_TYPE=Release |
| 23:14 |
pgimeno |
if you want to reset everything and start anew, I believe it's done by removing CMakeCache.txt |
| 23:21 |
Sokomine |
thank you! that ought to help a lot and speed the game up again |