Time Nick Message 01:16 Exio https://github.com/minetest/minetest/pull/754 01:16 Exio "added" utf-8 support to the console 01:17 Exio it is working for me, can anyone try it? 01:47 kaeza Exio, so you can type unicode chars with that? 01:47 Exio you can already type unicode chars in the "chat window" (T or /) 01:48 Exio with freetype enabled; with that change you can type unicode chars in the console with and without freetype enabled 01:48 kaeza ah 01:48 Exio (for what i've checked locally, but i need testers) 01:48 * Exio stares at kaeza 02:10 VanessaE_ Is there any (easy) way to iterate through a map and delete certain items from all chests, inventories, etc. found therein? 02:23 Exio is it "losses" or "loses"? 02:23 Exio "Close console when it <> focus but is still on screen" 02:24 VanessaE loses. 02:24 VanessaE losses = a count of things you have lost. 02:24 VanessaE loses = to misplace something 02:24 VanessaE looses = to make something not tight 02:50 ShadowNinja loosens? 02:56 VanessaE er, yeah 02:56 VanessaE don't mind me, I'm tired :) 02:57 Anchakor VanessaE: your client eats ~5.5GB? 02:57 VanessaE yep, due to my using HDX 512px. 02:57 Anchakor even considering that, it's crazy :) 02:57 VanessaE my server has close to 4000 defined nodes and the texture pack has well over 4000 images. Do the math :) 02:58 Anchakor and the textures are stored in memory as uncompressed bitmaps? :) 02:58 VanessaE I assume so actually. 02:58 VanessaE (they are mostly JPG, with PNG used where alpha is needed) 02:58 ShadowNinja 6 sides times 4000 times size... 02:59 Anchakor wrong math ShadowNinja 02:59 Anchakor rendering 6 sides != stored 6x in memory 03:00 Exio some nodes have more than 2 textures per "node" 03:00 ShadowNinja Anchakor: Each side having a different texture. 03:01 Anchakor ok 03:01 ShadowNinja Although the actual count would be much lower. 03:04 VanessaE I assume a large part of the memory used is for the extruded meshes (for wield) 03:10 VanessaE (insert random whine-piss-moan routine about that particular chunk of code ;) ) 03:11 Anchakor I would prefer a simple sprite instead of extruded sword etc. 03:11 VanessaE as would I 03:12 VanessaE at least, if the image is bigger than some reasonable size (maybe 64px), it should be drawn flat 03:12 ShadowNinja VanessaE: Or just fix the code... 03:15 VanessaE `that would help, but I have to wonder how much of it can be "fixed" 03:15 VanessaE I do know of one huge bottleneck, but no idea how to fix it 03:17 kahrl I tried the sprite before I wrote the extruder, it looked really crappy 03:18 VanessaE the closer an image is to having half of its pixels transparent and half opaque, the slower the extrude routine is. 03:18 VanessaE ah, so you're the one to blame ;) 03:19 VanessaE maybe try my suggestion of only extruding if the texture size is less than 64px or so 03:19 VanessaE (that way default users see no change) 03:19 kahrl git already blames me for that particular code 03:19 VanessaE then one can simply perform their own extrude-and-render on their images and actually store them that way 03:20 VanessaE it's fake, but it can be made to look good with some effort, I'm sure 03:20 VanessaE or better yet, 03:20 VanessaE cache the extruded models 03:20 VanessaE instead of just the images used to generate them 03:21 kahrl so you mean checking for .x and loading that as the wieldmesh? 03:21 kahrl or how 03:22 VanessaE mmm, well yeah something like that 03:22 VanessaE surely it's faster to just reload a cached mesh than it is to extrude every time it's needed. 03:22 Anchakor nothing like running a profiler 03:23 kahrl could be a waste of hardware space in the default case 03:23 VanessaE meh, storage is cheap 03:23 VanessaE what's the worst case, 10 GB of disk for a really detailed setup with meshes from several servers? 03:24 kahrl 10 GB just for a cache is too much for sure 03:24 VanessaE pehaps 03:24 VanessaE perhaps 03:25 VanessaE but fast startup is worth spending a few gigs of disk space. 03:25 Anchakor if it takes more then 100MB it is too much 03:25 VanessaE especially if it allows one to eliminate that damn render-on-demand feature entirely. 03:27 VanessaE ultimately, let the user decide if they want to cache the models 03:29 kahrl or just optimize the routine to make it as fast as loading a model from disk 03:29 VanessaE perhaps 03:29 VanessaE but the question then is, *can* it be optimized? 03:29 kaeza well, I could see an use for non-extruded sprites 03:29 kahrl I'm sure it can be optimized 03:29 kaeza better quality wielditems 03:29 kahrl I spent literally zero time on that when I wrote it 03:30 VanessaE lemme rephrase that - can it be optimized to be as fast as you predict? 03:30 kahrl I don't know 03:30 VanessaE (my system, fwiw, can load data at 220 MB/sec, and that's slow as SSD's go) 03:30 Anchakor what about custom wieldmeshes? 03:30 kaeza you just pre-render some 3d model, and you have a better looking wielditem than an extruded thing 03:30 kaeza Anchakor, +1 03:30 Anchakor like a real proper sword mesh 03:31 VanessaE Anchakor: you mean a completely custom model? 03:31 VanessaE hrm 03:31 Anchakor yep 03:35 ShadowNinja That makes making a nice looking weildable item a lot harder. 03:36 VanessaE well it could surely be optinal 03:36 VanessaE optional* 03:36 NakedFury a sword model that looks like an extruded texture if you want to stay classical 03:37 ShadowNinja ...And takes up more space. 03:37 VanessaE again, let the user decide, via checkboxes or config file options, whether to have those things at all 03:38 NakedFury yes 03:38 VanessaE (texture pack support aside) 03:39 VanessaE kaeza: done yet? ;) 03:39 VanessaE kahrl: ^^ 03:40 VanessaE stupid tab complete - do what I am thinking, damn it :) 03:41 kahrl this would also solve the problem of how to make the wieldmesh of a craftitem or tool something other than an extruded sprite 03:42 VanessaE well that's easily done by setting the wield_scale Z coord to 1 (or 0, whichever it was) 03:42 VanessaE doesn't keep the code from running though 03:43 VanessaE wscale = {x=1,y=1,z=1} 03:43 VanessaE makes it look like a flat sprite 03:43 VanessaE er, make that wscale = {x=1,y=1,z=0.01} 03:44 Anchakor yeah, have option for extruded meshes: { disabled, enabled, override } (override using extruded even when custom one exists) 03:44 Anchakor VanessaE: that doesn't optimize anything though :) 03:44 VanessaE I know 03:46 kahrl I would say no config option, just look for wield_.x or whatever 03:46 kahrl and tell mod authors to not provide custom models by default unless absolutely necessary 03:46 VanessaE so the user would need to delete whatever .x files they don't want to use then 03:46 kahrl texture packs can provide them if the user wants 03:47 VanessaE HDX will continue to be just (a shitload of) images, since I'm too lazy to learn blender :) 03:47 Anchakor kaeza: the options is needed at least to disable extrusion on old system and to just use the flat sprite 03:47 Anchakor kahrl: ^ 03:47 diemartin :) 03:47 VanessaE lol 03:47 kahrl hmm 03:47 Anchakor sorry diemartin :) 03:48 kahrl old systems use 16x16 textures, is extrusion really a problem in that case? 03:48 Anchakor well it is a matter of taste if the extrusion is nice and it takes system resources... 03:48 VanessaE kahrl: not *too* much of a problem, but with lots and lots of textures, the extrude time does still add up 03:48 Anchakor a simple disable option shouldn't be a problem to have 03:49 VanessaE so optimize first, and provide a disable option at the same time. 03:49 VanessaE c55's idea originally was to render wield items as flat sprites, and cubes/models as full models 03:49 kahrl the problem with giving the option is that every time you make a small adjustment to the camera code, you need to check it without extrusion to see if it still looks good 03:49 VanessaE yeah, but is that really so hard? 03:50 kahrl there are already too many combinations of options to test 03:50 VanessaE true 03:50 Anchakor if it looks bad people would complain 03:50 VanessaE at that point you have to rely on users to report bugs (HAH!) 03:50 Anchakor test the intended default 03:52 kahrl perhaps just make it skip the extrusion code if wield_scale.z = 0 03:52 VanessaE naw 03:52 VanessaE that would require too much cooperation from all the mod authors 03:52 kahrl that way it makes it clear that this configuration is not really supported 03:52 kahrl and you could change the defaults, can't you? 03:53 VanessaE wscale is set on a per-node basis 03:53 VanessaE (per item, etc) 03:53 Anchakor wait, this option to disable the extrusion should be for user, not the mod maker 03:53 VanessaE so yeah, the user should be the one to decide, not just the mod author 03:54 VanessaE now, if the mod author sets wscale.z=0 then sure, skip the extrusion code anyway 03:54 VanessaE but if the user says "I don't want extruded textures regardless", then wscale.z should be ignored. 03:54 kahrl set it in minetest.{node,tool,craftitem}def_default 03:55 Anchakor VanessaE: exactly 03:56 VanessaE (or rather, forced to 0 no matter what the mod says) 03:56 VanessaE now, how do we allow for a texture pack author to tell the engine "don't ever extrude these foo, bar, baz, ... textures" ? 03:57 VanessaE (e.g. if the textures are pre-rendered images rather than models) 03:57 kahrl this is all getting too complicated for my tastes :P 03:57 VanessaE heh 03:58 VanessaE ok, then let's just make it simple: a checkbox that enables texture extrusion (enabled by default) 03:58 VanessaE if unchecked, never run the extrude code 03:59 kahrl I wouldn't expose it in the GUI 03:59 kahrl as it makes the HUD look really crappy in many people's eyes 03:59 VanessaE well maybe so 03:59 Anchakor make an "advanced" config window 03:59 VanessaE ok, so a config option at any rate. 04:00 Anchakor I know more people who favour many many config options then those who don't :) 04:00 kahrl as long as these people don't complain when their particular combination doesn't work ;) 04:00 VanessaE heh 04:00 VanessaE fine by me :) 04:01 VanessaE put a disclaimer somewhere, "Weird, stupid combinations are not supported, and you're an idiot for even trying." 04:01 VanessaE :D 04:07 * diemartin runs with non-smooth lights, opaque water, flat clouds, and non-fancy leaves 04:07 VanessaE smooth lighting, there's another major issue 04:07 VanessaE if it ain't a cube, it ain't smoothly lit 04:07 diemartin exactly 04:07 diemartin that's why I don't like them 04:08 VanessaE which looks horrible across large swaths of slabs, flat sign/rail-like nodes, etc. 04:08 diemartin (and because it gives more the feel of a blocky world without them) 04:09 VanessaE https://github.com/minetest/minetest/issues/104 04:11 kahrl now that the engine supports shaders, maybe they can be used to emulate extruded meshes? 04:11 kahrl without actually requiring to generate the meshes on the CPU 04:12 VanessaE there, fixed thebroken screenshot in that report. 04:12 VanessaE is that possible? 04:13 kahrl it doesn't seem easy, maybe impossible, but I've seen people do funky stuff with shaders 04:13 Anchakor I don't think you can do that without geometry shaders 04:13 VanessaE hm 04:13 Anchakor which are very new thing 04:14 VanessaE probably better to not use shaders for that, at least not yet 04:14 Anchakor introduced in Direct3D 10 and OpenGL 3.2 04:14 kahrl and geometry shaders are "not designed for large-scale amplification of vertex data" 04:14 kahrl so tesselation shaders would be more appropriate I guess? 04:14 kahrl and irrlicht doesn't even support those 04:16 kahrl but maybe a fragment shader could somehow look for the appropriate pixel in the base texture 04:17 Anchakor and do what with it? 04:17 Anchakor if it would just blur it to the left-right that would look weird 04:17 VanessaE if we were to do this with shaders, we would *definitely* need options to disable/enable individual shader routines 04:17 Anchakor esp when swinging 04:18 kahrl Anchakor: make it look the same the current meshes. Not sure if that's possible, probably not 04:19 kahrl VanessaE: why? 04:19 VanessaE kahrl: so that you don't have to have, say, the bumpmap shader (RBA's fork) just to have the 3d extrude or the brighter-on-top shaders 04:20 kahrl of course, but that's for when the bumpmap shader is merged 04:20 VanessaE e.g. so the user can find a good balance between what they want to see and what their video card can actually do 04:20 VanessaE yes, of course 04:20 VanessaE just thinking ahead is all. 04:22 kahrl another option for high-resolution textures would be to use marching squares instead of looking at every pixel 04:23 diemartin weren't the ugly shadows-out-of-nowhere fixed already? 04:23 VanessaE *looks up marching squares* 04:35 VanessaE *whoosh* 04:39 ShadowNinja So it finds the outline? 04:40 VanessaE that's what I first thought, but I must be too tired to really understand it 04:43 Anchakor it's a way to remove jagged edges resulting from pixels being square :) 04:44 kahrl http://www.cs.uni-paderborn.de/fileadmin/Informatik/AG-Domik/medicine/Real-Time_Marching_Cubes_on_the_Vertex_Shader__EG_2005_.pdf 04:44 kahrl if they can do marching cubes then marching squares should be possible, no? 04:46 VanessaE possibly 04:55 diemartin ZOMG http://forum.minetest.net/viewtopic.php?pid=93383#p93383 04:55 diemartin wrong chan 04:55 diemartin sorry 04:55 VanessaE neat 06:29 VanessaE bbl 12:15 proller can someone please PLEASE fix the horrible CPU usage of the liquid flowing code? -- for finite or old code? 12:17 VanessaE fr the old code. 12:17 VanessaE for* 12:18 VanessaE I don't use finite liquids, not sure how those would have behaved in the same situation 12:19 celeron55 so what was the situation? 12:20 VanessaE celeron55: large (say 20x20 block) lava/water fountains lag the server to the point of requiring me to temporarily comment-out the node defs in default/nodes.lua just so that I could edit them out of the map 12:21 VanessaE (they got to that size because of that bug where flowing liquids spread out on the "surface" of not-yet-generated/loaded blocks) 12:21 VanessaE s/20x20 block/20x20 node/ 12:21 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2006042013%20-%2008:11:11%20PM.png 12:22 VanessaE this started out as one each of lava and water source nodes at the top of a tower 12:22 celeron55 lol, that's slightly larger than anyone could imagine a fountain to be 12:22 VanessaE I know, but because of the CPU usage of such a structure, it makes for an effective griefing vector :-/ 12:22 VanessaE (or I should say, a DoS attack basically) 12:22 celeron55 is the water actually moving or is it just staying still and jamming the server? 12:22 VanessaE it was moving. 12:22 VanessaE as was the lava 12:22 VanessaE for a while anyway 12:23 celeron55 how is memory consumption? 12:23 VanessaE then the server would lag out and eventually just crash (no error) 12:23 VanessaE couple hundred megs I think, nothing spectactular. 12:23 VanessaE spectacular( 12:23 celeron55 but does it eat up more and more? 12:23 VanessaE not that I noticed, but it didn't stay up long enough between tries for it to use up much if it could have 12:25 celeron55 you should run the server in gdb and break it once it lags because of that and get a backtrace (continue it a few times and repeat) 12:25 VanessaE I may try later 12:25 celeron55 a full backtrace so that it has a chance of containing loop variables and such 12:25 proller VanessaE, in finite - spreading fixed 12:25 VanessaE but that ^^^^ structure was enough to make the server simply use 100% CPU for as long as the structure existed. 12:26 proller lag because old code process 10k blocks per cycle 12:26 proller finite only 1k 12:27 VanessaE a cycle is...how long? 12:27 celeron55 a single update cycle; when i last checked it was 1s 12:27 VanessaE eek 12:27 celeron55 that's not really much but i guess the algorithm is quite heavy then 12:28 celeron55 inb4 hmmmm gets sidetracked to optimize it 12:28 VanessaE lol 12:28 VanessaE actually this is one I might expect kahrl to attack :) 12:29 proller i think finite + falling water will fix 90% of lag 12:30 VanessaE possibly, but the way my server is arranged and used, finite liquids would be problematic (nothing you guys need to worry about though) 12:32 VanessaE what might be a good idea is a limit to how far liquids can fall from a source node 12:33 VanessaE maybe 48 nodes/three mapblocks or something else 12:35 VanessaE well that wouldn't help actually, someone will just place more sources to get around that 12:35 PilzAdam does anyone else experience problems with buttons in formspecs? I currently have the problem that one button is not clickable in 800x600, but it works fine in 1920x1080 12:36 VanessaE PilzAdam: I had that same issue with Unified Inventory at one time 12:36 proller VanessaE, counting distance is expensive 12:36 VanessaE not sure if it still persists. 12:36 PilzAdam any proper way to fix it? 12:36 VanessaE proller: hence my abandoning that idea 12:37 kaeza PilzAdam, maybe related to chat blocking formspecs? 12:37 PilzAdam kaeza, nope 12:38 VanessaE proller: maybe a dynamic CPU limiter (vary the number of node updates per cycle based on overall server CPU load) 12:39 proller good idea, but based on idle between cycles 12:39 VanessaE hm, indeed the buttons issue still exists in Unified Inventory, just checked. 12:39 celeron55 but how does one limit it? 12:39 celeron55 it doesn't make sense to limit it to other than just under 100% 12:40 VanessaE PilzAdam, kaeza actually if there is chat text overlaying the formspec, even if the buttons you click aren't obscured, they still can't be clicked. 12:40 kaeza yep 12:40 VanessaE celeron55: the problem is that you don't want to allow for a high enough limit that the server spends all its time doing nothing else but the liquid flowing 12:41 celeron55 yes, so it should just be able to throttle it in order to fully continue doing more important stuff 12:41 VanessaE right 12:41 VanessaE that's what I'm suggesting 12:41 celeron55 a simple version of such is used for ABMs 12:41 VanessaE but with a hard limit (perhaps configurable) 12:49 VanessaE the problem of entities being duplicated needs fixed before 0.4.7 if at all possible 12:50 celeron55 it was attempted to be fixed, IIRC 12:50 celeron55 by sapier 12:51 VanessaE I guess the attempt wasn't entirely successful :) 13:41 PilzAdam celeron55, it was a possible side effect of sapier's patch to fix duplication 13:41 PilzAdam but it seems it doesnt fix it 18:58 kahrl hey everyone 18:58 PilzAdam hey 18:58 kahrl is there anything big left that needs to be done for 0.4.7? 19:00 kahrl (I'd have liked to fixed the mesh update thread bug but it doesn't seem like a way to reproduce it will be found in time) 19:01 Exio and my bugfix for the console? 19:01 Exio not big but :P 19:01 kahrl #756? 19:01 Exio yep 19:02 kahrl I will test it 19:02 Exio kk 19:02 kahrl one question that was going through my mind was whether it is a good idea to take the focus away from under the user 19:03 Exio "from under"? 19:03 kahrl like right now a mod can essentially prevent a user from using the console 19:03 kahrl but a mod can also prevent a user from moving around and stuff by showing formspec, so it's not really something unique 19:04 PilzAdam mods can annoy in many ways 19:04 PilzAdam its not really possible to turn that off 19:04 PilzAdam so just let users remove the mod if they are annoyed by its behaviour 19:05 kahrl does a formspec overtake the pause menu when shown? 19:05 kahrl of all the menus I'd say that one should not be overridable 19:05 Exio i don't know; but i guess it is possible 19:06 Exio like with the console 19:09 kahrl #756 seems to work fine 19:09 Exio PilzAdam: may you try it? :P 19:09 PilzAdam I trust you that it works ;-) 19:10 kahrl huh, weird thing when a formspec is shown above the pause menu, after you press esc to go back to the pause menu it won't take another esc (although clicking 'Continue' works) 19:13 kahrl I'll merge #756 then 19:17 kahrl what about #754? I can't test that one because I build without freetype 19:18 PilzAdam Ill test it 19:19 PilzAdam kahrl, you can test it with ä 19:20 PilzAdam yep, works with ö, ä and ü 19:20 PilzAdam should I merge it? 19:20 PilzAdam (these dont work without the patch) 19:21 Exio i need someone with irrlicht 1.7.x to try 19:22 kahrl also it seems like one of the things that must be tested on all platforms 19:22 * PilzAdam has Irrlicht 1.7.3 19:22 PilzAdam I can test a win build in wine 19:25 PilzAdam it doesnt work in wine 19:25 Exio what irrlicht version? 19:25 PilzAdam 1.7.2 19:25 PilzAdam "ä" is just "_" 19:26 Exio ok, so it doesn't seem to work with anything older than 1.8 19:26 PilzAdam 1.7.3 on Linux works 19:27 Exio hm k 19:27 Exio with 1.7.2 it didn't work (kaeza's ubuntu( 19:27 Exio ) * 19:31 kahrl I'm inclined to wait until after 0.4.7 for that one 19:32 kahrl huh, when did that break 19:32 kahrl I remember umlauts used to work for me 19:32 kahrl unless I'm misremembering 19:35 PilzAdam kahrl, they work in the normal chat dialog 19:35 kahrl I can confirm that the patch fixes ä, ö, ü (irrlicht 1.8) 19:35 kahrl PilzAdam: I thought they used to work in the console 19:37 sfan5 Well... Is "Add SHA1 interface to ScriptApi" #753 going to get merged? 19:37 sfan5 anyone disagree with it? 19:38 kahrl PilzAdam: is it broken without the patch with irrlicht 1.7.2? 19:38 kahrl sfan5: feature freeze disagrees with it 19:38 sfan5 :/ 19:39 sfan5 since when is the feature freeze going on? 19:39 PilzAdam kahrl, actually no 19:39 PilzAdam just tested my latest win build in wine 19:40 kahrl sfan5: a week or thereabouts 19:40 16WAAGGVQ so, it works on windows, no? 19:40 sfan5 i'm sure I discussed this more than a week ago with celeron.55 19:41 16WAAGGVQ god damnit when i got this nick 19:41 sfan5 Exio: netsplit 19:41 Exio yep, but i just reconnected 19:41 Exio and went away a bit :P 19:42 kahrl sfan5: a lot of old feature requests / pull requests are on hiatus right now 19:43 sfan5 kahrl: A SHA1 lua api is not able to break/hinder any things 19:43 Exio still, it is the "feature" freeze, that is why the "hud bug/feature" isn't added, either 19:44 celeron55 nobody fucks with feature freezes 19:45 Exio wat 19:45 celeron55 8) 19:45 Calinou mark shuttle worth approves 19:48 celeron55 sfan5: also, i didn't really agree with it; i was left with the impression that there is no good use for it 19:50 sfan5 anyway.. if you release a stable version and then many of the waiting pulls are merged, thats kind of pointless 19:51 celeron55 it is as far as pointless as it can get 19:51 PilzAdam you cant call the stable release "stable" if you throw in many things without testing 19:51 celeron55 what part of "stable" do you not understand? 19:52 sfan5 umm 19:52 sfan5 okay, that solution would probably leave bugs 19:53 sfan5 my point was making a release and then putting in new features that _could_(<- this means could, only could) have been in the release 19:53 celeron55 that means you're just aiming for the next release then 19:54 celeron55 and aiming for getting it out faster 19:54 Exio PilzAdam: does utf8 work on windows without "fixes"? 19:55 celeron55 sfan5: you need to think it from the perspective of a user who uses only stable versions 19:55 sfan5 celeron55: just a thought, i'm not requesting anyone to put in any feature now/before 0.4.7 19:55 PilzAdam Exio, yes, it works without your patch 19:55 celeron55 he doesn't care the tiniest bit whatever of current development is added to it; he cares that he gets the stuff that was added to the development version during the months after the previous stable 19:56 hmmmm june 5th now? 19:56 sfan5 but theres also the modders that would like to have things available in a stable version of minetest(I'm not taking the sha1 thing as an example) 19:56 hmmmm who keeps pushing this date back 19:57 kahrl hmmmm: it was pushed back once 19:57 hmmmm no feature adding, seriously 19:57 hmmmm the SHA1 thing is clearly a feature 19:57 PilzAdam sfan5, stability is the most important part of a stable release 19:57 hmmmm and it's not really necessary either 19:57 sfan5 PilzAdam: i know 19:58 PilzAdam modders already get many other stuff 19:58 celeron55 sfan5: having a delay in features between the development version and the stable version makes it possible to kill bugs very effectively; it would be a total waste to not use that opportunity as it makes so little loss from the user's perspective 19:58 sfan5 hmmmm: I didn't say that 19:58 Exio hmmmm: you are in some bsd, no? can you try if utf8 works for you in the console? 19:59 hmmmm not really, i'd need to have some sort of utf8 character to display on the console 19:59 Exio if it works, i'll make the "workaround" only work on linux 19:59 hmmmm last time i checked though everything worked perfectly fine 19:59 Exio setxkbmap es press ; setxkbmap us? 19:59 Exio kk 19:59 hmmmm testñ 19:59 hmmmm whoa 20:00 hmmmm ññññ 20:00 hmmmm i actually never did this before to be honest 20:00 celeron55 "whoa i'm so unicode" 20:00 hmmmm ñ isnt unicode though, itś high ascii 20:00 hmmmm test; 20:00 celeron55 there's no such thing as "high ascii" 20:00 hmmmm what's 128-255 then 20:01 celeron55 it depends on the encoding; ascii does not define them 20:01 hmmmm extended ascii 20:01 celeron55 it can be eg. latin1 20:01 celeron55 aka iso8859-1 20:01 celeron55 or microsoft's cp1252 or so 20:02 Anchakor sfan5: what is the sha1 thing for? 20:02 kahrl of course microsoft's version is slightly incompatible, as always 20:02 PilzAdam Anchakor, its compeltly useless :-p 20:02 celeron55 Anchakor: that's what everyone wants to know 8) 20:02 sfan5 Anchakor: I planned to write a mod that searches the mod folders for media files and puts them into the client/cache/ folder 20:03 sfan5 but it could also be used for other purposes 20:03 celeron55 that is something to write in C++, thus you need to provide an another purpose 20:03 celeron55 (this was said previously too) 20:03 hmmmm so when a modder wants to do something a mod isn't supposed to do, he wants the engine to support it so that he can do it 20:03 hmmmm great precedent :I 20:04 hmmmm (well it'd be a precedent if we allowed it) 20:05 hmmmm on an unrelated note, i kind of hope for the lua api to become stable around the time we hit 0.5.0 20:05 celeron55 it is stable in the sense that we maintain compatibility 20:06 celeron55 what do you mean? 20:06 hmmmm it's like every release there's 4000 more apis that people added because they thought it'd be cool if their specific mod can do something 20:06 hmmmm err nevermind that last part actually 20:07 celeron55 but being stable doesn't disallow adding things 20:07 hmmmm everybody seems to have a different idea of what stable means 20:07 hmmmm i guess, what i'm looking for more precisely, is for the lua api adding to slow down 20:08 Exio "workaround here" https://github.com/EXio4/minetest/commit/815f101748ad581be7756488eafbf478773e3182 20:09 PilzAdam Exio, is this really related to windows or is it just Irrlicht 1.7.2? 20:09 kahrl also what about bsd? 20:09 kahrl and other unices 20:09 hmmmm exio, now wait a minute, what did you want me to test? 20:10 hmmmm i just updated minetest 20:10 Exio hmmmm: if "utf8/unicode/whatever" works in the console 20:10 hmmmm as of the current upstream 20:10 hmmmm or your workaround 20:11 * hmmmm blinks 20:11 VanessaE good afternoon. 20:11 Exio PilzAdam: https://github.com/minetest/minetest/commit/b24b8de00b7ab5f81b0e0255509af3f10f6e2514#L16R9 20:11 Exio hmmmm: upstream 20:11 Exio hi VanessaE :P 20:12 hmmmm hmmm 20:12 kahrl also I don't think mbtowc is strictly correct 20:12 hmmmm who objects to adding -Wno-type-limits 20:12 kahrl CIrrDeviceLinux uses XLookupString which documented to return latin1 20:13 kahrl it would have to use something like XmbLookupString or Xutf8LookupString 20:13 kahrl which is documented* 20:14 Exio afaik "that" is how the actual chat works with freetype (the code i used is just "what got added") 20:17 hmmmm exio, seems iḿ able to type ñ perfectly fine in the F10 console 20:18 Exio without patches? 20:18 hmmmm without patches, yeah 20:18 Exio what irrlicht version? 20:18 hmmmm and this is 1.7.2 20:18 hmmmm 1.7.3 i meant 20:19 VanessaE does that with with X11 compose? 20:20 Exio if you can't already use it with the chat+freetype, it won't work with the 'fixed console' 20:20 kahrl Exio, I see the code in intlGUIEditBox now 20:20 hmmmm wow been a while since iǘe started up minetset 20:20 kahrl so in any case with the patch it will at least be consistent 20:20 hmmmm i've* 20:21 Exio hmmmm: setxkbmap us! :P 20:21 Exio kahrl: yep 20:21 VanessaE work with* 20:22 hmmmm i've been getting so distracted with complete nonsense, need to laser focus on what i'm currently working on 20:22 hmmmm it's already 4:20 and i honestly haven't done anything much productive today 20:22 VanessaE nothing wrong with being a little distracted or taking a break 20:23 kahrl 4:20? have some brownies :P 20:23 hmmmm it's a chronic problem though 20:23 hmmmm hah.... hah... i did not intend to make a pun there 20:24 VanessaE lol 20:24 VanessaE I'd say you just need to get your mind...out of the weeds? :) 20:25 hmmmm i'm probably the last person to ever do any sort of drugs 20:25 Exio my only drug is the coca cola next to the desktop 20:25 Exio :P 20:49 hmmmm freenode is acting pretty weird today 20:49 Exio it is getting DDoSed 20:49 VanessaE DDoS. 20:49 VanessaE again. 20:50 hmmmm don't really understand why somebody would ddos freenode 20:51 Exio "we are very cool, see, we are ddosing freenode hahahahahahahahahaa very funny haha" 20:51 Exio that is why ^ 20:51 VanessaE pft 21:02 VanessaE does anyone have a solution to this occasional lockup of the map loader? 21:03 Exio maploader = emergethread? 21:06 VanessaE not sure which part. clients stop receiving map data and the server stops executing commands, but packets are coming in slowly, people can move around, chat works. 21:07 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2006052013%20-%2005:07:10%20PM.png 21:08 VanessaE I'm standing at the edge of a loaded area, overlooking a long-since-generated-but-not-yet-loaded section of the map; note the packet flow at the bottom left. 21:09 VanessaE At this point, lua doesn't seem to be running (the gate in my hand can be placed but doesn't operate, for example) 21:09 VanessaE and the server did not respond when I ordered it to shut down. 21:10 PilzAdam I guess a "while true do end" in a mod 21:10 VanessaE I can sign out and back in perfectly fine, and when I come back, I'm not in the same place I was at when I signed out. 21:10 VanessaE and I see an "unknown" in the server's userlist. 21:10 VanessaE (/status) 21:11 VanessaE PilzAdam: when I sign back in, I'm able to run to and past the area that wouldn't load before, so its not Lua doing it. 21:13 VanessaE looking at the server's log, my two attempts at /shutdown were ignored completely (last restart was 20 mins ago for a different reason) 21:13 VanessaE so the client was not sending my commands,. 21:24 kahrl VanessaE: maybe the connection's queue of unacknowledged reliable packets was full 21:25 VanessaE I suppose anything is possible - note that everyone on the server was having trouble until each signed off/on 21:28 VanessaE finally had to kill the server - it stopped responding to connections 21:36 VanessaE G*D damn it 21:36 VanessaE now the client is crashing at startup 21:37 kahrl this doesn't sound like a stable release :D 21:37 VanessaE segmentation fault.. figures :-/ 21:38 * VanessaE makes a debug build... 21:43 Anchakor on april 1st make a 1.0.0 stable release containing a jpeg files of MLP ponies 21:43 VanessaE you're evil. :) 21:45 VanessaE all right, let's try this again...with gdb+debug build 21:45 VanessaE hah! GOTCHYA! 21:46 VanessaE http://pastebin.com/St7vNixA 21:47 VanessaE segfaults as soon as it shows the world (logging into my server as usual) 21:47 VanessaE most recent change that probably triggered it: I updated two textures in my HDX (thus, presumably, triggering some cache bgu) 21:47 VanessaE (bug*) 21:49 VanessaE (though, oddly, the engine was somewhere in the 'coloredwood' mod at the time of crash...) 21:49 VanessaE (which is not what I was working on) 21:50 VanessaE I still have the crashed client loaded in gdb, is anything else needed? 21:51 kahrl how does this even happen 21:51 VanessaE what do you mean? 21:51 kahrl the assertion means some thread unlocked a mutex that another thread locked 21:51 VanessaE oh 21:51 kahrl I think 21:51 kahrl but how does that happen with JMutexAutoLock 21:52 VanessaE (I try to read this stuff but the terminology/language in use mostly goes over my head) 21:55 VanessaE wait, wtf? why are coloredwood textures being passed through ^[transformR90 ? I didn't do that in my mod. 21:56 kahrl drawtype=fencelike does that 21:56 VanessaE ahhh 21:56 VanessaE indeed, coloredwood does have fences. 21:58 VanessaE btw, the client starts fine in singleplayer mode. 21:58 VanessaE (different map, of course) 22:00 VanessaE if you've got ~640 MB disk and 6GB of RAM to spare, use this texture pack for your local tests: https://github.com/VanessaE/hdx-512 22:02 kahrl is this reproducible? 22:03 VanessaE yep 22:03 VanessaE just tried again. four crashes in a row. 22:03 kahrl all maps or just a specific one? 22:03 kahrl worlds* 22:04 VanessaE for now, I'm just testing it on my server 22:04 VanessaE note that this last time, someone managed to say 'hi' before I crashed. 22:05 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2006052013%20-%2006:04:39%20PM.png 22:06 VanessaE (the terminal window is a ghost left over after briefly raising it and then lowering it again; it unintentionally hides the names of the two players currently on the server 22:06 VanessaE that is, the names that float above their player models) 22:07 kahrl why is the chat showing in the media download phase? 22:07 VanessaE that was the moment it crashes, the media download bar hadn't disappeared yet. 22:07 kahrl ah 22:07 VanessaE although I don't know the normal order of graphic operations that it goes through at that spot 22:07 VanessaE crashed* 22:08 kahrl well normally it should write to a background buffer and only switch to that buffer when it is fully rendered 22:08 VanessaE leave it to me to come up with the most obscure possible bugs :D 22:09 kahrl does using just the hdx texture pack trigger it? without extra mods? 22:09 kahrl brb 22:10 VanessaE it varies. 22:10 VanessaE sometimes it crashes, sometimes it doesn't. 22:10 VanessaE there will be periods of a few weeks to a couple of months where I just can't use it 22:11 VanessaE then something random in the engine changes just enough to let the 512px size work again 22:11 VanessaE (256px always works) 22:11 VanessaE (same number of textures, they're just smaller) 22:19 kahrl I hate to say it but I don't think I can fix this 22:20 VanessaE *sigh* 22:20 kahrl I don't even know where to start, as I said the assert shouldn't even happen 22:20 kahrl so far memory corruption is the only plausible explanation, and that's almost impossible to find 22:21 kahrl possibly not even in minetest code but irrlicht / graphics drivers / whatever 22:21 kahrl although it likely is caused by minetest code 22:21 VanessaE trying an experiment now 22:21 VanessaE preloading item visuals (usually I don't) 22:21 * Exio gets the glasses 22:22 Exio ;P 22:22 Exio for protection, in case everything explodes i won't lost my eyes :P 22:22 VanessaE and... 22:22 VanessaE that works! 22:22 VanessaE ok, that's somewhere for you to look maybe? 22:23 VanessaE and as an aside, the two textures I had just updated look better :P 22:24 kahrl I think preload item visuals just causes the timing of the texture request queue to be different 22:24 kahrl different enough to not trigger the bug 22:26 VanessaE hrm 22:29 VanessaE well at least this is a workaround for now 22:31 kahrl so, we have 90 minutes of feature freeze left 22:31 Exio kahrl: did anyone even try the utf8 thing? 22:31 kahrl what's the current plan? 22:31 VanessaE I suggest extending it. 22:32 kahrl Exio: I did and I thought some others too 22:32 Exio VanessaE: what irrlicht version do you have? 22:32 Exio i'd like someone with irrlicht 1.7.2 to try it 22:32 Exio (linux) 22:32 kahrl VanessaE: why extend it again? 22:32 VanessaE Exio: 1.7.3 22:33 VanessaE kahrl: well I guess if that crash isn't enough, then don't extend it 22:33 kahrl we could extend it by a week and probably wouldn't find a fix for the bug 22:34 kahrl and those who use hdx texture packs shouldn't be afraid to use git if a fix is ever found 22:35 VanessaE true, true 22:36 VanessaE wtf? 22:36 VanessaE I turned preload off, and it still works 22:37 kahrl VanessaE: some kind of race condition may be involved 22:37 Exio making it even harder to "fix" 22:45 kahrl core devs: do you think the release should be made now? 22:46 kahrl celeron55 darkrose hmmmm sfan5 thexyz 22:47 Exio lol 22:47 * VanessaE warms up her build script 22:47 kahrl bad timing that PilzAdam logged off just now :P 22:49 VanessaE well I'll put in my two cents anyway: release 0.4.7. 23:28 Exio kahrl: proller ! 23:28 Exio here :P 23:28 proller me 23:29 * Exio should switch to the nick "core-dev-bugger" 23:29 Exio [19:45:45] <+kahrl> core devs: do you think the release should be made now? 23:31 * proller make very small changes for this release 23:31 proller and i think if all tested - it can be released 23:54 Exio haha