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IRC log for #minetest-dev, 2017-07-29

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All times shown according to UTC.

Time Nick Message
00:27 rubenwardy Hi! Does any one here have admin to the Minetest project on Weblate?
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01:07 rubenwardy I'd be very grateful to be given admin access to Minetest on weblate (or just my project if possible), so that I can update my app's translations
01:26 rubenwardy just realised weblate uses a git repo, so I can just pull them in
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15:57 Krock merging game#1854 game#1857 and game#1858  in ~10 minutes
15:57 ShadowBot https://github.com/minetest​/minetest_game/issues/1854 -- Increase the maximum level of the diamond axe to 3 by elinor-s
15:57 ShadowBot https://github.com/minetest​/minetest_game/issues/1857 -- TNT: Only burn visually connected powder by SmallJoker
15:57 ShadowBot https://github.com/minetest​/minetest_game/issues/1858 -- default_clay_brick.png resize by TumeniNodes
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16:46 sfan5 Krock: mind merging this trivial fix? https://github.com/minetest/minetest​/issues/4810#issuecomment-304474260
16:47 Krock sure. writing the commit right now to push
16:48 Krock cleaning workspace before :3
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16:51 sfan5 thanks
16:56 Krock however, I wonder if it actually fixes the issue, as it's stored in a u32 variable again
16:57 sfan5 the problem is that max and min are s32
16:57 sfan5 u32 wouldn't be a problem
16:58 Krock 0x7fffffff - (-0x7fffffff - 1)
16:59 Krock ah I see. the latter is the problem. Seems fine
17:04 Krock oh. I forgot to set the author.. whatever, the source of this patch is known
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17:09 Krock Do we have a way to check whether the player position offset has been "corrected" or not?
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17:12 Krock merging #6179 in ~10 minutes
17:12 ShadowBot https://github.com/minetest/minetest/issues/6179 -- Move the nametag back to the top of the player by TeTpaAka
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18:00 ShadowNinja Thereis a meeting scheduled now.  Is there anything in particular that any devs would like to bring up for discussion?
18:01 sfan5 are we changing the versioning system for next release?
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18:03 ShadowNinja I'm OK with that.  Would the -dev postfix also change in meaning from "development after this version" to "development towards this version" as specified by semver?
18:04 bigfoot547 That'd be nice
18:07 sfan5 well first the question is whether we are switching to semver or something custom?
18:07 sfan5 s/\?$//
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18:46 Krock we could continue our custom one, but trying to reach semver somewhen
18:46 Krock starting with the -dev change
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19:25 Wuzzy I'm still confused about this “rebase needed” thing
19:25 Krock git fetch upstream
19:25 Krock git rebase
19:25 Wuzzy why is it required so often
19:25 Krock either you didn't rebase it correctly or the engine changes often in that region
19:25 Wuzzy and why dont just the maintainers / "mergerers" do it?
19:26 Krock especially lua_api.txt is changed often
19:26 Krock because there will be conflicts to solve
19:26 Wuzzy … and? those are impossible to solve by the maintainers?
19:27 Wuzzy just curious. no shame
19:27 Wuzzy i really havent gotten my head around all the development practises in MT, thats why
19:27 Krock maintainers? I thought that would be the PR writers. The dev team tests and reviews PRs. If it's mergeable, it'll be added to the engine. Thing is, that most PRs aren't tested and can't be tested easily if a rebase is needed
19:29 Wuzzy i mean the maintainers of MT of course. aka "core devs"
19:29 Wuzzy by the way is this PR good now or did I just fail because I'm stupid?: https://github.com/minetest/minetest/pull/5795
19:29 Krock (force) pushing to a PR branch is possible but looking at the amount of PRs it might not be worth rebasing a PR that never will be merged
19:30 Krock hmm.. let's see
19:32 Wuzzy what happens if I develop a non-trivial feature on a new branch branched from a freshly updated repo. development takes about 1-2 days, then I open PR. PR gets no or little attention for >30 days, then it gets 2 approvals. would it be likely that a rebase is needed at this point? and would the situation be different if the same PR  would have gotten the approvals instantly instead?
19:32 Krock okay, one conflict in game.cpp
19:33 Krock some PRs keep being mergeable for months, some don't. depending on the changed files and activity
19:34 Wuzzy so the "rabase needed" is really beyond my control then
19:34 Krock either it's controversial, nobody has an opinion on it or it's just forgotten
19:34 Wuzzy so "rebase needed" actually just means "go resolve your own conflicts. shoo!"? xD
19:34 KaadmY Wuzzy: rebase is only required if any changes in the PR's branch conflict with the upstream branch
19:34 Wuzzy upstream branch?
19:34 Krock rather "go resolve your conflicts caused by other people because nobody else is going to resolve them maybe"
19:34 Krock but you got it
19:35 KaadmY Yeah, in this case minetest/minetest/master and wuzzy2/minetest/testbranch or something
19:35 Wuzzy Minetest has an uptream branch? since hen?
19:35 Wuzzy when*
19:35 KaadmY Well it's technically master
19:35 KaadmY But I've heard the master repo+branch called upstream
19:35 Wuzzy then why did you say upstream? :-(
19:35 Wuzzy ok you mean master
19:36 KaadmY Technically upstream fits better, but okay https://stackoverflow.com/questions/27393​76/definition-of-downstream-and-upstream
19:36 KaadmY Since master slightly implies it's not the main repo
19:36 Wuzzy uhhh what?!
19:36 Wuzzy master is just the name of a branch
19:37 Wuzzy since when does "master" imply its not the main repo? O_O
19:37 Wuzzy even slightly so
19:37 KaadmY In the context of a forked software project, the 'upstream' is the source from which a particular project was forked. This might not be the absolute origin.
19:37 Krock turns out only a variable name changed
19:37 Wuzzy i was only talking about the brach, which is master
19:38 Krock pushing the rebased branch now
19:38 Wuzzy wait, are YOU going to resolve the conflict for me? thanks
19:39 Krock you basically begged for it
19:39 Wuzzy :D
19:40 Wuzzy lol
19:40 Wuzzy what the hell does the "Adoption needed" label mean?
19:40 Krock the author left and the PR needs a takeover
19:41 Krock means, the PR has potential
19:41 Wuzzy thats funny
19:41 Wuzzy I am still here
19:41 Wuzzy yet this happened:
19:41 Wuzzy https://github.com/minetest/minetest/pull/4703
19:42 * Krock looks at paramat
19:42 Wuzzy do you agree on the key name “Special”?
19:42 Wuzzy aka "Use" (the E key)
19:42 * Krock tries to guess what he meant by adding that label
19:42 Wuzzy I always thought the name “Use” is very vERY misleading
19:42 Wuzzy from the end of discussion it seems Special is the kay to go, but I just ask again jsut to be sure
19:43 Krock special is no better than use IMO
19:43 Wuzzy i disagree
19:43 Wuzzy “Use” is misleading because it rarely has something to do with use
19:43 Krock yes sure you do. but you asked for my opinion :P
19:43 Wuzzy I think the rightclick is the REAL “use” key
19:44 Wuzzy because you do almost everything with it: USE chests, USE doors, USE item frames, etc.
19:44 Wuzzy I agree, the name “Special” is kinda meh but at least not _wrong_
19:45 Krock Changing the name is fine for me. But the players must know what's best
19:45 Wuzzy and definitely better than “Aux1” (What the actual fuck? Who makes this stuff up?)
19:49 Wuzzy Can some1 plz look at this one?: https://github.com/minetest/minetest/pull/6170
19:55 Krock !tell nerzhul PR 6170: wgettext can't be moved. The strings to translate are fetched with a script, searching for wgettext("[A-z]+")  (or similar)
19:55 ShadowBot Krock: O.K.
19:55 Wuzzy Krock: I think nerzhul knows that already ;)
19:56 Wuzzy "valid anoying point :("
19:56 Krock oh right. I just seen the comments below
19:58 Wuzzy I just saw this in dev.minetest.net: “To prevent problems with the development like before Minetest Game is maintained by only six people (sfan5, nore, ShadowNinja, paramat, sofar, rubenwardy).”
19:59 Wuzzy what were the problems with Minetest Game “before”?
19:59 Wuzzy i can only recall that Minetest NeXt got merged and the developer team was thinned out but I don't really know the rationale
20:01 sfan5 it's probably supposed to prevent mtg not moving at all
20:01 sfan5 aka "too many cooks ruin the soup"
20:04 Krock No background information from my side. I wasn't active in this channel back to that time
20:05 Wuzzy funny. paramat often complains you "lack dev time"
20:08 sfan5 i think it's more about constant disagreements and the resulting "we can't ever add/change stuff"
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20:17 Wuzzy like we have now? ;-)
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20:28 KaadmY Could we have an item callback for a globalstep on specific inventory items?
20:29 KaadmY Ie. on_held_timer = function(player, slot_number)
20:29 KaadmY That updates every second for the itemstack that's current held on a player
20:29 kaeza isn't get_wielded_item() enough for that?
20:29 KaadmY kaeza: that still requires a globalstep that iterates players
20:30 kaeza and?
20:30 KaadmY Having a native or builtin method would be a lot easier
20:35 Krock that's way too specific. you basically want player timers instead of node timers
20:35 KaadmY Good point
20:36 KaadmY Is there currently a better way of having a per-second update function for all connected players?
20:36 KaadmY Instead of a globalstep
20:36 kaeza no
20:36 Krock minetest.after is no answer there, as it bases on globalstep as well. So: no.
20:36 KaadmY Yeah
20:37 kaeza KaadmY, iterating every player does not take much time anyway
20:37 KaadmY Yeah
20:38 kaeza worst case would be 100 players
20:38 KaadmY It's more of a cleanliness thing than a performance thing
20:38 Krock or 999 players if you use it on freeminer ;)
20:38 KaadmY Eh 32 players is plenty 98% of the time
20:39 kaeza realistically, I don't think any server had more than 40 players
20:39 kaeza :P
20:39 KaadmY I think I've seen 40-50, not more than 50 though
20:39 KaadmY Are there logs of the maximum amount of players online?
20:39 Krock realistically, I don't think a modded FM server could handle 999 players at all
20:39 KaadmY Just a 999 loop in Lua is like 0.05 seconds :D
20:40 Krock 0.05 seconds times the functions you want to execute plus all block updates due placement/node removal
20:40 KaadmY Yeah
20:41 KaadmY Actually having a low max player count might emphasize less popular servers
20:41 KaadmY Wonder how well that will work
20:45 kaeza are ItemStacks passed by reference or copied in inv:get_stack(), etc?
20:47 Krock hmm.. those passed by iterators for pairs(inv:get_list("main")) are copies
20:47 Krock so I suppose these in get_stack are copies too
20:48 Krock yes, the C++ code also does a few copies
20:51 kaeza indeed they are :/
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20:53 rubenwardy kaeza, ItemStacks are a C++ object which hold a copy of a C++ ItemStack
20:53 rubenwardy so yes, copy :P
20:53 rubenwardy as compared to players, which hold a points to a player
20:54 kaeza I'm also wondering why nobody thought of implementing __eq for them :P
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