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IRC log for #minetest-dev, 2013-06-04

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Time Nick Message
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05:07 kahrl I have a patch to reduce the number of needed textures by a ton if the atlas is not used: https://gist.github.com/kahrl/5703714
05:12 VanessaE oh please do!
05:13 VanessaE in fact, I thought the idea was to ditch the atlas entirely?
05:18 kahrl I'm planning to but not now
05:20 VanessaE right
05:20 VanessaE now's not the right time for that.
05:20 VanessaE just trying to save you a little work.
05:23 kahrl when I remove the atlas I hope to also remove those "Could not open file of texture" errors in ~TextureSource
05:39 celeron55 ummm
05:39 celeron55 what does that patch do
05:39 celeron55 ah
05:39 celeron55 yes, that'll help
05:40 celeron55 i didn't even realize that could be done and wasn't already done
05:58 ShadowNinja I don't understand how that would make any difference.
05:59 ShadowNinja Hmmm, only applied to the atlas?
06:01 kahrl ShadowNinja: most textures used to be added twice (once without and once with ^[forcesingle)
06:01 kahrl therefore consuming twice the video memory
06:02 kahrl but if the atlas is disabled, the two textures are identical so this isn't needed
06:02 ShadowNinja Neccessary with the atlas, not without it?
06:02 ShadowNinja Too late.
06:03 VanessaE indeed, that patch cut my memory usage with HDX 512 down to ~5.5GB.
06:03 ShadowNinja What does ^[forcesingle do?
06:04 kahrl ShadowNinja: make a copy of the texture that is not part of any atlas
06:40 NakedFury was that an error or mistake when the game was being coded?
06:40 NakedFury oversight?
07:10 VanessaE bbl
07:12 Anchakor VanessaE: your client eats ~5.5GB?!
07:32 celeron55 NakedFury: it's something that was designed for low-resolution textures
07:33 celeron55 high-resolution ones need different kind of handling
07:33 celeron55 how we're practically dropping all low-resolution specific handling and hoping it doesn't degrade performance on low-end machines using low-resolution textures
07:33 celeron55 now*
07:33 celeron55 (not related to that commit, but rather an overall thing)
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12:03 rubenwardy Does minetest use UDP?
12:12 celeron55 yes
12:15 rubenwardy just UDP, or TCP as well?
12:37 celeron55 TCP is used only for fetching stuff over HTTP when a server has set up such
12:39 proller alreasdy used ?
13:06 proller hmmmm,  #0  0x00000000004990d1 in CaveV6::makeCave (this=0x7fffff7fb8c0, nmin=Variable "nmin" is not available.
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13:36 PilzAdam I noticed something with the chat console: when a chat command opens a formspec the formspec gets the focus, but the chat console is still drawn above it, so everything is messed up
13:36 PilzAdam this needs to be fixed for Exio's pull request I think
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16:22 VanessaE 12:21:06: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: /usr/share/minetest/builtin/item.lua:339: attempt to call field 'handle_node_drops' (a nil value)
16:22 VanessaE (git fetched just earlier today)
16:24 PilzAdam maybe a mod made it nil
16:24 VanessaE possible.
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16:45 NakedFury will hmmm be done with his world gen by 0.4.8 or .7 upcoming version?
16:46 celeron55 nobody knows; i guess it will take more time than that
16:47 celeron55 umm... except that it is definitely known that no further features go into .7
16:49 NakedFury so its 0.4.8 the upcoming one?
16:49 NakedFury .7 I mean
16:49 NakedFury why am I thinking of 0.4.8
16:49 NakedFury dammit
16:49 celeron55 yes; it will be released once it is deemed non-buggy
16:49 celeron55 and fixes have been going in all the time now
16:49 Exio PilzAdam: any "example" mod for that?
16:50 PilzAdam hm?
16:51 Exio any mod what opens a formspec with a command? :P
16:51 Exio i don't know how to write a "testmod" for that
16:51 PilzAdam rubenwardy's capture the flag game
16:51 PilzAdam dunno if its uploaded anywhere, tested it on his server
16:52 PilzAdam just register a chat message and use minetest.show_formspec() in there
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17:02 sweetbomber hmmmm: almost done implementing the fast algorithm for biome distance calculation
17:03 sweetbomber just two details: - is it bad if the height is a float?   - is it bad if height is defined not by min/max but by height_point as well?
17:04 sweetbomber for this last one, the height could be given a higher weight, which would have +- the same effect
17:04 sweetbomber nevertheless, i think it would put the code more clean this way
17:05 hmmmm i guess it could be, but i think i had a specific reason for doing that
17:05 hmmmm if there was a height_point instead, doing an O(1) lookup would be absolutely trivial
17:06 sweetbomber how? with your current algorithm it would take the same time...
17:06 hmmmm because it'd be a lookup
17:07 * hmmmm rolls eyes
17:07 sweetbomber how would you sort 3d points in a lookup table?
17:08 sweetbomber in a 3d lookup table? that would wast loads of mem, no?
17:08 hmmmm i figured it would at first, but it wouldn't be that bad
17:09 sweetbomber even with infinite height?
17:10 hmmmm the height ranges could be based off a tree structure
17:10 hmmmm or something
17:11 hmmmm er, but if it were just a regular lookup table, i guess you could still do a lookup with height; out of 65536 possible values, only a small portion will be really used, so they can be weighted like you said
17:11 sweetbomber hmm...65536*100^2?
17:12 sweetbomber anyway, cant you remember the reason for height min/max?
17:13 hmmmm say, 64 divisions... 65536/64 = 1024, so without weights, each discrete segment would represent increments of 1024; with weights you can increase the granularity of a certain range (and necessarily decrease the granularity of some other range, like those higher up and much less significant)
17:15 hmmmm i believe i wanted features such as beaches to start occuring at specific heights, otherwise it would look too ugly
17:15 celeron55 that sounds like something that can't be known without trying
17:16 sweetbomber ill try giving more weight to height and see what happens
17:16 hmmmm good idea
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17:17 sweetbomber imagine, if weight was infinite, it would mean a mandatory height.
17:17 sweetbomber something between infinite and 1 would give the desired result
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17:17 hmmmm i wanted to add in weights but i never got around to it
17:17 sweetbomber ill think if it is possible to give different weights to different biomes
17:18 hmmmm different biomes?  of course it is
17:18 hmmmm er, oh, you mean with your algorithm
17:19 hmmmm with mine it'd be as simple as multiply the distance by a number
17:19 hmmmm multiplying*
17:19 sweetbomber meanwhile ill commit the code, if you can say if my coding is within minetest's standards
17:19 sweetbomber i would appreciate
17:24 sweetbomber https://github.com/sweetbomber/minetest/commits/fastCalcBiome
17:25 sweetbomber for now just ignore error handling and printf's
17:27 sweetbomber dunno if you have a big biome lua script, here is one randomly generated: http://pastebin.com/uGqM5P0g
17:27 sweetbomber generates 300 biomes
17:27 Exio PilzAdam: https://github.com/EXio4/minetest/commit/b18e5e4939a3865251d8089ff65ccbc82d0084a7
17:30 PilzAdam Exio, seems good
17:31 hmmmm 300 biomes
17:31 hmmmm yikes
17:31 sweetbomber lol
17:31 hmmmm erm
17:31 hmmmm big problem
17:31 hmmmm we don't accept spaces as indentation at all
17:32 sweetbomber oh, no prob me neither
17:32 sweetbomber that was just tweaking on gedit
17:32 sweetbomber usualy i use vim with noexpandtab
17:32 hmmmm from what it seems it's okay
17:32 hmmmm couple stylistic things though
17:32 sweetbomber thats what i wanna hear
17:32 sweetbomber shoot
17:32 hmmmm for variable names we don't use camelCase, camelCase is for method names
17:33 sweetbomber ok
17:33 hmmmm pointers ought to be type *foo;
17:33 hmmmm not type* foo; or type * foo or any other variant
17:33 hmmmm or at the very very least, keep it consistent throughout the source file
17:33 sweetbomber ill use the one you pointed
17:34 hmmmm we don't like lines above 80, and 90 chars is the hard limit
17:34 hmmmm for macros just break them off onto a new line
17:34 hmmmm see noise.h for examples
17:34 sweetbomber sorry, didnt noticed that. i usually use wrap
17:34 sweetbomber *will fix
17:35 sweetbomber anyway, this code was just to get me warm
17:35 hmmmm lol +  // Are there any clusters?
17:35 hmmmm kind of obvious from the code
17:35 sweetbomber i like to comment code with a bit of salt :p
17:36 hmmmm also, not having whitespace between control keywords and the conditions is a celeron thing
17:36 sweetbomber (no bad language! relax :)
17:36 hmmmm most of us discourage that however
17:36 sweetbomber that was a typo, i guess... troughtout the rest of the code i think i kept that convention
17:37 hmmmm coding style is basically Linux kernel style
17:37 hmmmm oh, you haven't seen this have you
17:37 sweetbomber where is that?
17:37 hmmmm http://dev.minetest.net/Code_style_guidelines
17:37 Exio linux kernel style? camel case? tabs? wat ;P
17:38 hmmmm modified a bit
17:38 hmmmm linux kernel style is for C, so it can't be exactly the same
17:39 hmmmm i wrote "something that resembles the Linux Kernel code style"
17:39 sweetbomber no, "not having a whitespace between control keywords"
17:39 sweetbomber :)
17:39 hmmmm oh, er, that specific rule,  i don't think i have it written down
17:40 sweetbomber ill read the style guide. did missed it
17:40 sweetbomber just tried to reverse-engineer other code
17:41 hmmmm ah
17:41 hmmmm https://www.kernel.org/doc/Documentation/CodingStyle  section 3.1 Spaces
17:43 hmmmm the code itself is very good though
17:48 sweetbomber the kernel tips are nice
17:48 sweetbomber ty
17:48 sweetbomber im a bit rusty on code...dont program anything serious for a long time
17:49 sweetbomber despite the fact that i like to code in my spare time....but thats another reason why i want to contribute to this project
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17:54 hmmmm are you an applied math guy?
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17:57 sweetbomber lol, nope :p
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17:57 sweetbomber electronics *.*'
17:58 hmmmm ah, found it kind of interesting that you know so much about statistical/stochiastic stuff and used matlab for things
17:58 hmmmm celeron55 does electronics
17:58 sweetbomber heard about ml-class standford e-learning?
17:58 sweetbomber quite interesting course
17:58 sweetbomber did it last year
17:58 hmmmm ah machine learning
17:58 hmmmm i've read a little on the topic but i'm no expert
18:00 Exio just bugging around, would anyone check https://github.com/EXio4/minetest/commit/b18e5e4939a3865251d8089ff65ccbc82d0084a7 ?
18:01 Calinou just bugging around, would anyone check https://github.com/minetest/minetest/pull/409 ?
18:01 Calinou :-)
18:02 VanessaE Calinou: fuck no!
18:02 Calinou well, make "climbable" accept a speed value
18:02 Calinou create a node named default:glitch_ladder
18:02 Calinou set climbable to 20 blocks/second :P
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18:07 Jordach Calinou, these are shift ladders right
18:07 Jordach people still use them
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18:08 * PilzAdam votes for fixing the shift ladders
18:08 Jordach many public minetest builds use them
18:08 Jordach and its been here longer than you have PilzAdam
18:08 sweetbomber hmmmm: sorry, lost internets
18:09 sweetbomber my forever-alone log:
18:09 sweetbomber "me neither, but it helped a lot to know what exists and where it is used"
18:09 sweetbomber i recommend it
18:09 sweetbomber there are a lot of problems that can be solved effortlessly with ml
18:09 PilzAdam Jordach, following this, we will never have hardware lighting, since people use the current lighting and its longer here than I am
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18:09 Jordach PilzAdam, the people want hardware accelerated stuff, not gameplay elements
18:10 Jordach or you wonder why Call of Duty sells with each release
18:10 Jordach theyre drooling at the poly count
18:11 * sweetbomber imagines a game where poly count was the only metric used :D
18:11 Jordach sweetbomber, thats how most modern games are unfortunately
18:12 sweetbomber i was just taking it to the absurd...imagine no gameplay at all...just a load of random polygons :)
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18:12 Zeg9 Dont fix shift ladders until someone makes a lift mod at least
18:13 PilzAdam Zeg9, a mod like this is already done
18:13 VanessaE don't fix sneak elevators at all.
18:13 PilzAdam as laser or something like this
18:13 VanessaE they're too entrenched.
18:13 NakedFury fix them
18:13 NakedFury they are a glitch or bug
18:14 Zeg9 PilzAdam: this is just a modified water iirc
18:15 Jordach PilzAdam, if your term of bug is "Minetest" stop fixing what people use
18:15 Exio https://xkcd.com/1172/
18:16 sfan5 since when does xkcd use https?
18:16 NakedFury we really need to stop god damn glitches as gameplay or features. stop depending on them
18:16 PilzAdam ^
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18:18 sweetbomber i'm ghosting myself more than usual...guess i'll have to fill a complaint to my fon neighbour
18:19 VanessaE bbl
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19:25 sweetbomber hmmmm: in calcBiomes is the height right?
19:26 sweetbomber i tp'd myself to 0 1000 0 and the height prints it still give around -10~10
19:26 sweetbomber just to get it straight: isn't the height supposed to be the height of the block being generated?
19:27 sweetbomber or is it directly from the height map?
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19:27 sweetbomber otherwise, how could sky-high biomes be generated?
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20:22 sweetbomber hmmm: got some profiling -> http://pastebin.com/uU553ec0
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20:52 hmmmm the height in there is the elevation of the land
20:52 hmmmm hmm... so in general it's a 2-3x improvement.... i was expecting much more
20:53 hmmmm and this is @ 300 biomes, right?
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21:55 sweetbomber yup, that is @ 255 biomes, but time is not O(n) now
21:55 sweetbomber ill try with less
21:59 sweetbomber i was expecting more too.
21:59 sweetbomber do you think its worth finishing it?
22:09 sweetbomber hmmmm:  50 biomes: http://pastebin.com/jub9Q9UA
22:11 hmmmm eek :/
22:11 hmmmm maybe not
22:11 sweetbomber on the other hand it is much more scalable
22:11 hmmmm with even less biomes i'm assuming the situation is somewhat worse
22:11 hmmmm the original would come out ahead with the normal amount
22:12 sweetbomber with 5 biomes its about the same
22:12 hmmmm i don't intend to have more than 20 biomes in practice
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22:13 hmmmm (of course, you can imagine that modders would go overboard with biomes like they do all things)
22:14 hmmmm the 255 biome limit is there basically so that biome maps don't need to be more than 8 bits, and to encourage people to not go insane with it
22:14 hmmmm i feel a lot of modders don't really put any imagination into what they make and end up adding content rather than something well thought out and fun
22:16 hmmmm I know how minecraft deals with this problem... they simply don't take elevation into account for biomes
22:18 kaeza but then again, MC's worlds are not very high
22:28 sweetbomber (sry, phone)
22:29 sweetbomber there was one thing that i did not understand about biomes
22:29 sweetbomber i tought that the mechanism to create e.g. aether was with biomes
22:30 sweetbomber so that there were biomes with height of 500 ~ 4000
22:30 sweetbomber specifically to generate land in the skies
22:30 sweetbomber but now it seems like it isnt the case
22:32 sweetbomber in that case, biomes generated in aether would have as "seed" the temperature, heat and height of the ground-zero world, right?
22:38 hmmmm see, i considered this, and it would be covered by the "biome type" case
22:38 hmmmm you remember that createBiome factory function?
22:38 sweetbomber yup
22:39 hmmmm well those were for biomes with fundamentally different terrain generation methods
22:39 hmmmm while that specific way of doing things turned out to not work well, i can still use the same type of idea for aether/nether
22:40 hmmmm i can have a height range where a new set of biomes occur, and this 'realm' i guess you can call it has its own generateTerrain()
22:40 hmmmm need to work out the details, but fundamentally, that's how it *must* be accomplished
22:41 hmmmm right, so really i guess we can say that a realm occurs in a certain range of height and has a set of possible biomes
22:41 hmmmm each realm has its own generateTerrain method
22:41 hmmmm and right now, the only supported realm is the "normal" realm
22:43 sweetbomber hmm
22:43 hmmmm i can do layers of crust this way too, come to think of it
22:45 hmmmm so i guess, in between the normal realm and the nether realm, there can be the "mantle" realm, which has a generateTerrain() that simply sets the block to whatever the filler node of the biome is
22:45 hmmmm which can be all sorts of things like iron blocks and whatever, and then lava, something really interesting
22:45 hmmmm and perhaps there are no caves, smaller caves, or at least less caves in this "realm" too
22:46 sweetbomber one thing, is your perlin noise really 3d? dont get me wrong, my only question is if it returns a point in (x, y,z)?
22:46 hmmmm errm, we use both 2d and 3d
22:46 sweetbomber yes, but particularly speaking of 3d
22:46 hmmmm well *i* use 3d for mapgen v7
22:47 hmmmm and of course, 3d perlin noise by definition is w = f(x, y, z)
22:47 sweetbomber can you give me an idea of how much time does it take to generate a block?
22:48 sweetbomber (generate a block of 3d perlin noise)
22:48 sweetbomber (no rendering)
22:48 hmmmm well
22:48 sweetbomber rought estimate, oc
22:48 hmmmm i have a xeon e3-1230v2, and at -O1 with gcc 4.2.2, it can generate an 80x80x80 buffer of 3d noise with 4 octaves in 22ms
22:49 hmmmm so, 22ms / 25 = your answer
22:49 hmmmm all types of perlin noise are insanely fast after i optimized it
22:50 hmmmm for almost all purposes, you can consider it "free"
22:50 VanessaE_ s/25/125/
22:50 hmmmm erm, i mean 25
22:50 hmmmm oh
22:50 hmmmm i mean 125
22:50 VanessaE_ math FAIL ;)
22:51 hmmmm that's a lot more blocks than i thought
22:51 hmmmm holy crap i've been making that mistake for a long time
22:51 VanessaE_ "He is intelligent, but uneducated.  His pattern suggests two-dimensional thinking."
22:51 VanessaE_ (jk)
22:52 hmmmm my estimate on generating blocks vs reading from disk was off too
22:52 hmmmm no more than 100ms for *125* blocks, vs. 30ms for *1* block
22:53 hmmmm we need leveldb FAST
22:53 hmmmm we also need to optimize mesh making somehow
22:53 VanessaE_ G*d yes.
22:53 VanessaE_ or wait, ignore that.
22:53 hmmmm i haven't payed much attention to mesh making because it wasn't my area
22:53 VanessaE_ (I'm thinking of something else)
22:54 hmmmm on singleplayer it's the single biggest bottleneck, don't forget
22:54 hmmmm i am also looking forward to kahrl's IP stack bypass for singleplayer
22:55 VanessaE_ one thing I've noticed, and I don't know if this is the mesh builder or the extrude routine, is running around on my server and having my client stall from time to time in very short bursts (say 1/2 second).
22:55 hmmmm vanessae, what do you think about the realm idea?
22:56 VanessaE_ lemme re-read
22:56 hmmmm would you go for that?  an area of map above the nether that's made up completely of lava, and above that is solid iron blocks, and so on
22:56 sweetbomber the idea is nice
22:56 hmmmm this is more of a gameplay idea, but the realm concept would be motivated by this
22:57 VanessaE_ hmmmm: yeah, I think I could get used to that, provided the default realms are sufficiently separated in height (none of this -5000 crap for nether, for example - it belongs at -30000 or lower)
22:57 Anchakor so if you build a big tower you hit the bottom of nether? :P
22:57 VanessaE_ let's really USE that 62K height range
22:57 hmmmm there's never going to be any Y-axis wraparound, no idea who came up with that
22:58 hmmmm vanessae, i agree too, i think the nether should be a lot lower than it is
22:58 VanessaE_ Y-wraparound is dumb, but X/Z wraparound would be smart
22:58 VanessaE_ (if it's doable)
22:58 hmmmm many think that you ought to be able to dig to it
22:58 Anchakor could you do flying islands biome with that?
22:58 sweetbomber Y-wraparound would allow one fall forever :D lol
22:58 VanessaE_ dig to the nether?  um.
22:58 sweetbomber *to fall
22:58 hmmmm vanessae, celeron said -800
22:58 hmmmm ;/
22:58 VanessaE_ it's supposed to be another realm, so for all practical purposes it should be impossible to dig to it at all.
22:59 VanessaE_ -800?  for nether?
22:59 hmmmm yep..
22:59 hmmmm crazy huh?
22:59 hmmmm no way am i doing that
22:59 VanessaE_ ehm, wut?
22:59 VanessaE_ (to coin a phrase)
22:59 Anchakor different realms should really be different maps
22:59 VanessaE_ we have a 62 km high map, let's fricken USE that height.  Look at what paramat is doing, for example
22:59 hmmmm i agree with -30000, i'm also going to have to work on making the map generation cutoff more predictable though
22:59 VanessaE_ Mt. Meru or whatever it is, is 1km high
23:00 hmmmm i saw that and it's awesome
23:00 hmmmm no idea why paramat doesn't contribute to the indev mapgen
23:00 hmmmm he has the skills
23:02 VanessaE_ good question
23:02 VanessaE_ I can only guess it's the same issue prestidigitator ran into maybe
23:02 VanessaE_ (which on the surface may not make sense but I think you get what I mean)
23:02 hmmmm prestidigitator wanted to make huge, sweeping changes with almost no benefit though
23:02 VanessaE_ true
23:05 VanessaE_ now, about the mesh building code
23:05 VanessaE_ where would I see the effect of slow-building, in practice?
23:05 VanessaE_ just general map loading, or those hiccups I mentioned? or somewhere else
23:25 PilzAdam https://github.com/PilzAdam/economy/commit/6bd53c97564906c61e750416f09f7c03d62061e8
23:26 PilzAdam ooops
23:26 PilzAdam wrong channel
23:26 * VanessaE_ pokes hmmmm
23:32 proller VanessaE_, look at "sky" server with spawn on ~1km mountain
23:59 VanessaE_ can someone please PLEASE fix the horrible CPU usage of the liquid flowing code?

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