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IRC log for #minetest-dev, 2014-11-12

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Time Nick Message
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05:04 hmmmm jesus christ schematics are so fubar
05:04 hmmmm two memory leaks within 10 lines of eachother
05:04 hmmmm =[
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06:58 hmmmm I've changed my mind on adding update/delete operations for nodedef
07:49 Zeno` hmmmm, I've been profiling the client and I really think that the exceptions in getNode() need to go. They are being used in lieu of conditions for the majority of cases and the function spends >90% of its time handling exceptions
07:50 Zeno` I've reimplemented stuff so that they are not used and will profile again (each profile takes about an hour or so :/) to see if there really is a difference
07:50 hmmmm are you looking at calcLighting
07:51 Zeno` no collision handling really
07:51 hmmmm in any case there is getNodeNoEx
07:51 hmmmm you just need to use it
07:51 Zeno` that's mostly what I did
07:51 hmmmm celeron was exception-happy with the original code
07:51 hmmmm i agree, it wasn't the greatest of choices.
07:51 Zeno` Once I get the results of the new profile session I'll post the results somewhere
07:58 RealBadAngel https://github.com/RealBadAngel/minetest/com​mit/3ed109d307bdab1791c5e9bfabc1166ff2a73977
07:58 RealBadAngel fixes for wielded, WIP
07:59 RealBadAngel everything works ok for default textures, there are some glitches with high resolution ones and shaders enabled still
07:59 RealBadAngel but all of the drawtypes are working ok
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08:04 Zeno` I'll test in a few hours if you like RBA
08:04 Zeno` But... I didn't experience the first issue so I dunno how much testing I can actually do :)
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09:38 kilbith bug : https://cdn.mediacru.sh/zs_4Z2o03D5F.png
09:39 kilbith probably related with the latest commit 'Serverlist: announce mg_name'
09:40 kilbith ^ kahrl
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10:25 Zeno` I like that screenshot
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11:06 Zeno` are you a time traveller?
11:18 kilbith who ? me ?
11:19 kilbith eh no, john
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12:27 kahrl kilbith: can't reproduce that
12:29 Zeno` kahrl, refactor_main is "testing" again :p
12:32 celeron55 i actually had never used exceptions in C++ when i started minetest, so i chose to try them out in various extents... yes, not the best of ideas 8)
12:32 Zeno` =D
12:33 Zeno` anyway, profiling (again :/)
12:34 Zeno` celeron55, at least they're easy to get rid of in this circumstance
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12:45 Zeno` with exceptions removed I can almost play when running under callgrind
12:48 jin_xi Zeno`: are you just looking at map access in collision handling or all of collisionMoveSimple? i ask because it produces wrong collisions which you can see if you bump particles radius and expiration time enough
12:49 Zeno` looking at it all
12:49 jin_xi i have a shitfix for the issue in the irrlicht particles wip PR which might help figureing out whats wrong with it
12:50 Zeno` I'll clean up these changes and make a branch for testing
12:50 Zeno` But I'll show you some pictures if you want
12:50 jin_xi no need to do extra work for me ;)
12:52 Zeno` I will anyway
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12:53 kahrl Zeno`: I'm still trying to figure out what to do with current_playername and so on
12:53 kahrl it's really ugly to have these kinds of duplicate variables\
12:53 kahrl -\
12:53 Zeno` kahrl, do you see why I added a TODO comment? :D
12:54 Zeno` or maybe it was FIXME
12:54 kahrl yeah
12:54 kahrl btw you can remove the one above setup_log_params ;)
12:56 Zeno` oh, probably yeah
12:56 VanessaE kaeza: about kilbith's report, I wonder if it's related to this:  take a look at the server list (I mean the site at servers.minetest.net).. many of them don't show the mapgen at all (just "?"), even where they're clearly using mgv6, and those servers have no mod list popover. Any clue why?
12:56 VanessaE fuck.
12:56 VanessaE kahrl: ^^^^^
12:57 Zeno` with exceptions (1 image): http://i.imgur.com/1Ps1Rvt.jpg
12:58 Zeno` without exceptions (2 images): http://i.imgur.com/RnT1WJ3.jpg    and   http://i.imgur.com/SazNHG1.jpg
12:58 Zeno` it's "slightly" faster (I am understating slightly)
13:00 kahrl VanessaE, wtf
13:00 kahrl that doesn't make any sense at all
13:00 Zeno` those are for the client btw, not the server
13:01 VanessaE kahrl: should I hide? :P
13:01 kahrl VanessaE: some of them have be running longer than when I pushed the patch
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13:08 kahrl almost all of them have a high update time though
13:10 kahrl s/update time/uptime lol
13:10 kahrl so I don't think many of them are affected by my patch
13:10 VanessaE kahrl: well, not saying that anyone is being affected by your patch or not.  just pointing out that the list is not exactly consistent right now :)
13:11 VanessaE I know my servers have that patch.
13:11 VanessaE but as you can see in the list, they're not all reporting the same way
13:12 kahrl hrm
13:12 VanessaE compare digitalaudioconcepts.com:30005 with 30004
13:14 kahrl VanessaE: anything special about :30005 and :30002 compared to the others?
13:14 VanessaE nope.
13:14 VanessaE they're bog standard configs
13:15 kahrl very strange
13:15 kahrl I should stop pushing stuff, it just leads to bugs I can't explain :(
13:16 VanessaE naw
13:16 VanessaE maybe this is a problem on the master list, not the minetest server?
13:18 kahrl https://github.com/minetest/mast​er-server/blob/master/server.py <-- it has some special handling for "mapgen", "mods" etc. depending on if the server was already in the list
13:19 Zeno` for testing: https://github.com/Zeno-/minetes​t/compare/getnode_exception_free   (note/warning: I have only tested the changes with the client so far!)
13:19 kahrl but it shouldn't have an effect if server["action"] is "start"
13:20 VanessaE Zeno`: inb4 a certain troll gripes about spacing changes ;)
13:20 Zeno` I don't care about those
13:20 VanessaE oh btw, line 888
13:20 Zeno` where are the spacing errors?
13:20 VanessaE of game.cpp
13:20 VanessaE trailing spaces there
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13:21 Zeno` those were already there :p
13:21 Zeno` this is not a PR yet, but thanks... I'll check them all for sure
13:24 Zeno` I suppose I should set my editor to remove all trailing spaces and not just lines modified by me (it looks like it was modified by me but it wasn't... just changed position in the diff)
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14:00 Zeno` https://github.com/Zeno-/minetes​t/compare/getnode_exception_free
14:01 VanessaE ^^^ improves fps on my Survival server significantly
14:01 VanessaE (which is saying a lot)
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16:40 ShadowNinja kilbith: I've seen those error always, intermittently.  It seems like the request doesn't finish and you get partial data.  It's rare though.
16:42 ShadowNinja VanessaE: Old servers that don't support announcing mapgen/mods/clients will display like that.
16:42 VanessaE ShadowNinja: that doesn't explain git HEAD servers like mine displaying wrong.
16:43 proller but now it on python!
16:43 ShadowNinja Hmmm, odd.
16:44 ShadowNinja sfan5: *Please* quiet him.
16:44 proller how many months you cant ever repeat what works normally long time
16:44 sfan5 *sigh*
16:45 sfan5 umm
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16:45 sfan5 ShadowNinja: the quiet already expired
16:45 proller banning and changing spaces - goot problem solution
16:46 sfan5 ShadowNinja: and tell your bot that it's ##fix_your_connection with 2 ##
16:49 ShadowNinja sfan5: Not here.  And single-# is more network-independent.  On freenode it's just a forward to the ##.
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18:45 paramat hmmmm, please could you review, possibly merge? https://github.com/minetest/minetest/pull/1834
18:47 * Krock writes "Add a Lua option for non-eased 3D-noise" onto paramat's TODO list
18:48 Krock Also, how about using constants instead of 31000?
18:49 paramat the lua eased noise might be best left to the expert :)
18:50 paramat next i need to fix the biome discontinuity at y = 47
18:50 paramat in mgv5
18:50 Krock Add it to that pull and rename it to "mgv5" fixes? :3
18:52 paramat nah best a separate pull i think
18:53 paramat hmmmmm i did actually try accessing eased noise at point by creating single-node perlinmaps heh but somehow it didn't work
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18:58 Krock I actually wonder how I can check if a lua_state contains further data
18:59 Krock specially, to add optional arguments
19:03 celeron55 http://stackoverflow.com/questions/5448654/lua-​c-api-handling-and-storing-additional-arguments
19:03 celeron55 "The C function lua_gettop will return how many parameters were passed to your C function."
19:03 Krock oh nice. thanks
19:04 celeron55 i.e. the function parameters are the only things on the stack at positive indices
19:05 celeron55 also note that nil is counted as a parameter too even if it's the last one
19:06 celeron55 (that distinction is lost only when reading parameters in lua when doing it in the handy regular way)
19:06 paramat sfan5 please could you look at this? https://github.com/minetest/minetest_game/pull/339 this is a blocker for biomes in mgv5
19:06 Krock okay. thanks for this explanation
19:07 sfan5 paramat: looks good
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19:08 paramat aw thanks
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19:27 Krock added a noiseparam, 'eased'.. trying to compile now
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20:12 Krock #1835
20:12 ShadowBot https://github.com/minetest/minetest/issues/1835 -- Add option eased to NoiseParams by SmallJoker
20:15 Krock comments please
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20:16 paramat wow it worked?
20:17 paramat it was inevitable anyway, hmmmmm's just busy
20:17 paramat first screenshot is beautiful
20:19 stakewinner00 I have a "question" about the code style.
20:20 Krock paramat, yes.
20:21 stakewinner00 is better something like "if (rows == 0)  return 0; else  return formatted_count - rows;" or "if (rows != 0) return formatted_count - rows; return 0;" ?
20:22 Krock return formatted_count - rows;
20:22 Krock because division by zero is not a problem here
20:22 Krock and you can subtract 0, that's possible
20:22 Krock ^ stakewinner00
20:23 Krock paramat, caves in mgv6 use eased (or similar) noise already IIRC
20:23 paramat dont think so
20:24 paramat caves are random, not noise based
20:24 Krock oh!
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21:52 ShadowNinja hmmmm: I found the bottleneck in one of my VM mods -- update_map.  The function takes about 0.02s without it and about 0.5s with it.  The docs are very vague as to what it does and what makes it different from write_to_map, but not calling it leaves some phantom blocks on the client (non-updated blocks)
21:53 ShadowNinja Can it be optimized and what does it do?
21:53 ShadowNinja These figures are for a ~20x20x20 area BTW.
21:54 ShadowNinja It's important that this function complete in 0.1s or less.
21:59 ShadowNinja Just calling it the first time and not on later updates should help the speed without leaving the phantom blocks.
22:04 paramat i think update map recalcuates the lighting, and that is slow
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22:59 RealBadAngel ok, i got all the possible cases working correctly for wielded: http://i.imgur.com/TPuGWyJ.png
23:02 VanessaE nice
23:03 RealBadAngel shaders on items are cool :)
23:16 hmmmm agh paramat left
23:17 hmmmm ShadowNinja, yes, I use Map::updateLighting() for non-mapgen vmanip since the mapgen lighting algorithm relies on having the mapgen... this was just something I never got around to doing
23:18 hmmmm hrmm
23:18 RealBadAngel https://github.com/minetest/minetest/pull/1836
23:19 RealBadAngel pr is rdy
23:19 hmmmm this biome/ore/decoration/schematic reorganization is really large and messy.  i rely on covariant return types but i'm beginning to wonder if this was a mistake
23:19 hmmmm will you guys kill me if I use templates instead?
23:19 RealBadAngel idk what are you doing so im ok with it ;)
23:21 VanessaE hmmmm: so long as it doesn't break anything or result in a performance regression, why not?
23:21 hmmmm because we just don't use templates
23:21 hmmmm it's an implicit style rule
23:23 RealBadAngel kahrl, here?
23:24 y templates are good as long as you don't write code like http://stackoverflow.com/a/275295
23:24 VanessaE hmmmm: don't let style "rules" get in the way of making your code do its job.
23:25 VanessaE I don't know what templates are in the C++ sense of the word, but if using them is the right way, then do it and make a note in the style guide of when they could be considered allowable.
23:25 VanessaE (I have a definition of a template that likely differs from yours)
23:26 RealBadAngel VanessaE, can you check 1836?
23:26 VanessaE RealBadAngel: I just did.  I'm not sure you'll like the result.
23:27 RealBadAngel go on
23:27 VanessaE one moment.
23:27 VanessaE with aniso + mipmap + tri, shaders + bumpmap + auto normals + parallax all turned on:  http://digitalaudioconcepts.com/vanessa/h​obbies/minetest/screenshots/Screenshot%20​-%2011122014%20-%2006%3a28%3a02%20PM.png
23:28 RealBadAngel since when you turn on filters for 16px ?
23:28 RealBadAngel :P
23:28 VanessaE normally I don't, but you know me, I test everything
23:28 VanessaE turn of mip/aniso/tri and it looks correct, i.e. the same as your screenshot
23:28 RealBadAngel ofc
23:29 RealBadAngel filters are for high resolution tps
23:29 VanessaE yeah but we need a threshold function here.
23:29 VanessaE you and I both know high rez texture packs will never be able to support 100% of everything
23:29 RealBadAngel selecting the RIGHT option is enough
23:30 VanessaE so there needs to be a cutoff below which those filters will simply not be used.
23:30 RealBadAngel some folks like it blurry
23:30 VanessaE so make the cutoff configurable
23:30 RealBadAngel theres too much setting and 90% of them never used
23:30 RealBadAngel lol
23:30 VanessaE here's with aniso/mip/tri turned off, shaders/bump/auto-normals/parallax turned on:  http://digitalaudioconcepts.com/vanessa/h​obbies/minetest/screenshots/Screenshot%20​-%2011122014%20-%2006%3a31%3a07%20PM.png
23:31 VanessaE I'd say this looks fine
23:31 RealBadAngel check it out with hdx
23:31 * VanessaE checks
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23:33 VanessaE http://digitalaudioconcepts.com/vanessa/h​obbies/minetest/screenshots/Screenshot%20​-%2011122014%20-%2006%3a33%3a30%20PM.png
23:33 VanessaE that's with mip/aniso/tri, shaders/bump but without auto-normals ^^^
23:33 * VanessaE turns that on just for giggles.
23:34 RealBadAngel items can use only auto normals
23:34 RealBadAngel not like the nodes
23:35 kaeza so entities can now take advantage of shaders? cool
23:36 kaeza is there a way to add at least simple lighting to entities (like it was done for wielditems)?
23:36 VanessaE auto-gened normals look funky with HDX :P
23:36 kaeza I mean shading, rather
23:36 RealBadAngel ofc
23:36 kaeza or is that part of the patch?
23:36 VanessaE anyway I see no obvious problems aside from the need for thresholding.
23:37 RealBadAngel kaeza this covers only wielded and item entities
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23:37 RealBadAngel but i can do the same with all the entities, including players
23:38 VanessaE hm.  I can't seem to pick up those seeds.
23:38 VanessaE but I can pick up a dropped fence.  weird.
23:38 VanessaE oh, full inv.
23:38 RealBadAngel lol
23:38 VanessaE that would help :)
23:39 VanessaE ok, yeah I think it's all good here
23:44 RealBadAngel hmmmm, are you ok with 1836?
23:44 hmmmm #1836
23:44 ShadowBot https://github.com/minetest/minetest/issues/1836 -- Wielded fixes. Add shaders support. by RealBadAngel
23:45 hmmmm why did you need to include "main.h" to wieldmesh.c?
23:45 hmmmm just curious
23:45 RealBadAngel g_settings
23:46 hmmmm ahhh
23:46 hmmmm grr.
23:46 hmmmm I think it should be exposed through settings.h instead.
23:46 hmmmm sorta wonder how much compilation time that would save on
23:46 proller "already solved in.."
23:47 RealBadAngel ofc it should
23:47 hmmmm RealBadAngel:  just to make sure I'm not crazy, bilinear and trilinear texture filters are mutually exclusive, right?
23:47 hmmmm you can't have both applied with irrlicht, right?
23:48 RealBadAngel trilinear overrides bilinear
23:48 hmmmm wonder why irrlicht would have it as a set of flags then
23:48 RealBadAngel so if you have both set, trilinear is used
23:48 hmmmm i know why we have bilinear/trilinear as boolean options
23:49 hmmmm because there's no good "radio button" control for irrlicht so checkboxes had to be used instead
23:49 RealBadAngel should be toggleable: none/bi/tri
23:49 hmmmm of course
23:49 VanessaE hmmmm: because I didn't think to make them mutually exclusive.
23:49 VanessaE no other reason :)
23:49 hmmmm VanessaE, I remmeber when this was implemented
23:49 hmmmm it's because there was no good control to represent a tri-state variable
23:50 hmmmm RealBadAngel, just a nit:  https://github.com/RealBadAngel/minetest/com​mit/9f08f9e21d72cd6f7ed391044472986d6f6582f0​#diff-60aa608aac2fefb1a86d4c2861a08eb7R321
23:50 hmmmm you always do stuff like this
23:50 hmmmm how hard is it to make sure your code is properly formatted??
23:50 RealBadAngel oh shit
23:50 hmmmm perhaps you code too fast and you should take your time and pay more attention to what you're actually typing
23:50 VanessaE hmmmm: at the time, I'd have just used a radio button had I known better....but then again, did we even have those?
23:50 RealBadAngel because i was changing that code hunders of times last few days
23:50 hmmmm VanessaE, no, that's the point
23:51 hmmmm we'd have to make them..
23:51 VanessaE that explains it
23:51 hmmmm just like everything else with the completely deficient irrlicht UI toolkit
23:51 RealBadAngel you wouldnt belive what gimmicks i have to make to get all the cases working
23:51 VanessaE well nothing says you can't just auto-uncheck one if the other gets checked.
23:51 VanessaE it's hacky and stupid, but it would work
23:52 hmmmm looks good
23:52 VanessaE (then you have users asking "why didn't you just use a radio button there, you twit?")
23:52 VanessaE :
23:52 VanessaE :)
23:52 kaeza don't we already have dropdown lists?
23:52 VanessaE kaeza: yeah
23:52 VanessaE but a dropdown is ugly for that idea
23:52 VanessaE a spinbox is best
23:52 hmmmm I guess you couuuuld use a dropdown for that
23:52 kaeza (those are kinda radiobuttons, and are used for e.g. mapgens)
23:53 kaeza +like
23:53 hmmmm i always thought a radio option set is ideal for things that only have a few options that are mutually exclusive and are always static
23:53 hmmmm this would be the perfect example
23:53 hmmmm the perfect use i mean
23:53 RealBadAngel hmmmm, added that space
23:53 hmmmm cool
23:54 hmmmm LGTM
23:55 RealBadAngel ok, so lets get this merged, those fixes have to be widely tested (previous kahrl's code was irrlicht version sensitive)

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