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IRC log for #minetest-dev, 2015-01-05

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Time Nick Message
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00:15 paramat hmmmmm, i can confirm those lighting bugs appear when LVM is used in mgv6
00:28 paramat hmmmm v5 now segfaults on startup, stu on forum did a backtrace https://gist.github.com/stuj​ones11/cf40d476c04659b884d5 my guess is v5 overgeneration is breaking spreadlight
00:36 paramat I'll try to fix
00:38 paramat i'll try calcLighting(node_min, node_max); for v5 as in v6/7
00:39 hmmmm aghh
00:39 hmmmm sorry paramat
00:40 hmmmm too many things to test
00:40 hmmmm having a widely used development branch is both a blessing and a curse
00:51 paramat no problem, leave the v5 segfault to me, however i have no idea on the first problem
00:52 hmmmm oh noes
00:52 hmmmm what the heck is this horizontal line of darkness
00:53 hmmmm you have a very.... erm... zigzaggy piece of terrain there
00:53 hmmmm is that intentional?
01:00 paramat no, that's the first bug
01:00 hmmmm aahh
01:01 paramat see the issue
01:01 hmmmm i only changed lighting
01:01 hmmmm nothing else.. how is that possible
01:01 paramat second bug is v5 segfaulting, possibly due to my overgeneration
01:01 hmmmm oh
01:01 hmmmm I thought you meant the first bug was the zigzaggy terrain in your screenshots
01:02 paramat yes first bug is the zigzag
01:02 hmmmm and the horizontal line of darkness
01:02 hmmmm so there's three bugs here
01:02 hmmmm in any case, i literally did not modify anything
01:02 hmmmm could you do a bisect on that one to find the bad commit
01:03 paramat here's the post about the 2nd bug https://forum.minetest.net/v​iewtopic.php?f=6&t=10908
01:04 paramat see https://github.com/minetest/minetes​t/issues/1727#issuecomment-68627007 for first bug
01:04 hmmmm yup i am looking at that
01:04 hmmmm that's 3 bugs, not 2
01:05 paramat yeah i guess
01:06 paramat basically since your 'fix almost all light issues', any use of LVM with 'vm:set_lighting({day=0, night=0})' produces those dark lines
01:06 paramat .. in singlenode or mgv6
01:06 hmmmm i don't see why that would happen..
01:07 hmmmm there's too much testing required
01:07 hmmmm any single lighting change requires testing now 8 variants of the same thing
01:08 hmmmm i'll take a look at it but i have other things going
01:09 paramat as for v5 segfaulting, i suspect it needs 'calcLighting(node_min, node_max);' instead of 'calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0));'. i suspect my overgeneration is causing the segfault since v7 doesn't have overgenration (yet)
01:09 hmmmm yeah, it is
01:09 hmmmm i thought i had gotten it right.. nope
01:09 paramat i can test the fix for v5 segfault
01:10 hmmmm gonna need to either change the calcLighting interface or call them separately as a custom sort of thing
01:11 paramat still, thanks for the awesome work last night ..
01:11 hmmmm it's all incremental
01:12 hmmmm fix one thing, break another
01:12 hmmmm but you learn something from it
01:13 paramat yep. i can confirm water and cave lighting at y = 47 is fixed
01:14 hmmmm so i think after we get things into a happy state we should think of low-maintenance strategies to automatically test things like lighting and whatever
01:16 paramat actually, those dark lines are both with mods of mine that use overgeneration (riverdev in singlenode mapgen, fracture in v5/6/7 mapgen)
01:17 paramat guess i'll test using a no-overgen mod
01:17 hmmmm if you don't do anything odd it works perfectly fine
01:17 hmmmm it works perfect as i tested it to work perfectly
01:18 hmmmm it's just your overgen things with problems
01:18 hmmmm in particular it's the fact that calcLighting assumes the border depth is 16 on all sides
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01:20 paramat tested, dark lines with a no overgen LVM mod in mgv6
01:21 hmmmm with set lighting or nolight
01:21 hmmmm ?
01:21 paramat with vm:set_lighting({day=0, night=0})
01:21 hmmmm if you try it with nolight and remove set_lighting it'd work fine
01:21 hmmmm i'll have to see what's up with set_lighting though
01:21 paramat any mod that adds content to mgv5/6/7 can't use "nolight"
01:22 hmmmm why not?
01:22 hmmmm if you use nolight, add content, then calc_lighting you're essentially delaying the lighting calculations after you make your additions
01:22 paramat ah okay
01:23 paramat how about mods which don't run their mapgen in certain mapchunks of mgv5/6/7?
01:23 paramat .. fro speed optimisation
01:23 paramat *for
01:23 hmmmm there's no speed optimization in skipping processing certain chunks
01:24 hmmmm you're just delaying the same amount of work from after makeChunk runs to when the mod calls calc_lighting
01:24 hmmmm it's literally the same thing being executed
01:24 paramat sorry i mean..
01:24 hmmmm (albeit it runs while envlocked if called from the mod)
01:25 paramat mods that don't run their LVM mapgen loop in certain chunks to leave core terrain unchanged, that is obviously a speed optimisation
01:26 hmmmm not running the loop is fine
01:26 hmmmm so you local vm = get_mapgen_object("voxelmanip"); vm:calc_lighting(); vm:write_to_map();
01:27 paramat oh ... they should skip mapgen loop but still do calc_lighting
01:27 paramat okay good we have a owrkaround
01:27 paramat heh
01:32 paramat i'll work on a fix for the v5 segfault thing so don't bother with that for now
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02:38 ShadowNinja Got back and finished registered_ores/registered_decorations, will push soon: http://sprunge.us/CKjB?diff
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03:40 hmmmm paramat, https://github.com/minetest/minetest/commi​t/bdcf03ae36553f4c7ba48d18ef8d67f05590dd60
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04:21 Wuzzy kaeza: #2047 is okay with me. I have tested it.
04:21 ShadowBot https://github.com/minetest/minetest/issues/2047 -- Fix off-by-one error in `string:split` implementation. by kaeza
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04:43 Brains Anybody know what is up with #2017?
04:43 ShadowBot https://github.com/minetest/minetest/issues/2017 -- facedir > 23 causes segfault in client
04:43 hmmmm i think we were waiting for RealBadAngel tocomment
04:45 * Brains does wish he had checked github earlier today though...  He finally got around to looking at his problem and turns out the cavalry was already on the way.  "It still looks funny to check for out of bounds data and just reset it to something sane..."
04:59 paramat i've noticed that when entering a world, the progress bar is very slow at 'item textures...' even with texture-light mods
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05:46 hmmmm erm
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05:46 hmmmm anyway paramat, if you're still having issues with watershed, it's being caused by your overgeneration and the only way to fix this is to override calc_lighting
06:19 hmmmm paramat:  https://github.com/minetest/minetest/commi​t/aa883409210d2a4a346c552d7cfe5d523f37071f
06:19 hmmmm I fixed v5
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07:04 paramat thanks
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07:05 paramat looks like this might be able to cope with various amounts of overgeneration
07:08 hmmmm yup
07:08 paramat great
07:08 hmmmm i'm going to rename ManualMapVoxelManipulator to MMVoxelManip, any objections?
07:09 paramat not from me
07:09 paramat i abbreviate like crazy in my mods
07:09 hmmmm yup, i tried to add a typedef before but C++ won't let me do that to classes
07:13 paramat i have a branch where i'm attempting 1 up/1 down overgen for mgv7, if i can get it to work can i add that to mgv7?
07:13 kahrl the typedef should work
07:13 kahrl I see no reason for it not to
07:14 hmmmm i don't have any of the error messages saved, but basically it accused me of changing it to a struct in forward declarations
07:14 hmmmm typedef ManualMapVoxelManipulator MMVM;    and then in a different source file, class MMVM;
07:14 kahrl MSVC?
07:14 hmmmm nope
07:14 hmmmm gcc
07:14 kahrl weird
07:15 hmmmm and now my ide froze
07:15 kahrl what if you do struct MMVM;
07:15 hmmmm meh
07:17 kahrl oh or actually, try before the typedef: class ManualMapVoxelManipulator;
07:17 hmmmm I do the typedef in the same file as the declaration
07:17 hmmmm map.h
07:17 kahrl seriously, why are all compilers so broken and distinguish struct and class
07:17 hmmmm i do this directly after the class definition
07:18 hmmmm now, how do class typedef work with ctor invocations
07:19 paramat so finally i have closed issue 1727
07:19 kahrl hmmmm: just fine. Though, considering how I just said how broken compilers are...
07:20 hmmmm alright I replaced them back again
07:20 hmmmm let's see the errors...
07:21 hmmmm error AT the location of the typedef:    error: conflicting declaration 'typedef class ManualMapVoxelManipulator MMVM'|
07:21 hmmmm error: 'struct MMVM' has a previous declaration as 'struct MMVM'
07:21 hmmmm this points at one of the forward declarations "class MMVM"
07:22 kahrl oh... that's something different
07:23 kahrl you can forward declare a struct or class but you can't forward declare a typedef
07:23 hmmmm hah...
07:23 hmmmm so
07:23 hmmmm I have to either include the header with the typedef, defeating the purpose of forward declaring, or repeat my typedef in every place i forward declare
07:24 kahrl yeah, sounds bad
07:24 hmmmm see..
07:24 hmmmm i think i'm going to put this one on hold
07:25 hmmmm it would increase programming enjoyment a lot if i did
07:25 hmmmm but i don't want to shorten a huge data structure used everywhere in the codebase
07:25 hmmmm change the name of *
07:26 kahrl are there any other useful subclasses of VoxelManipulator than ManualMapVoxelManipulator?
07:26 hmmmm there used to be the MapVoxelManipulator
07:26 kahrl if not, you could consider merging them into just VoxelManipulator
07:26 hmmmm but that one was completely useless
07:26 kahrl or VoxelManip if you prefer
07:26 hmmmm VoxelManip sounds dumb
07:26 hmmmm "voxel mah nips" as one modder put it
07:27 kahrl it sounds hot :P
07:27 kahrl but there's the LuaVoxelManip already
07:27 hmmmm that ruined the abbreviation for me
07:27 hmmmm MMVoxelManip
07:27 hmmmm MMVManip
07:27 hmmmm which one do you guys like the best
07:28 paramat the shorter one of course
07:34 kahrl well I don't really care, I'm not the one who has to use it every day :P
07:34 kahrl you could call it M
07:34 hmmmm haha
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11:41 Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
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12:45 Zeno` For obvious reasons I'd like to merge #2049 ASAP
12:45 ShadowBot https://github.com/minetest/minetest/issues/2049 -- Prevent client crashing if an NDT_AIRLIKE node is dropped by Zeno-
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12:53 kahrl Zeno`: lgtm
12:54 Zeno` Ok, merging now
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13:09 kahrl it's bad that any stable version client can still be crashed this way
13:10 kahrl just a null pointer access, so no real security implications, but still bad
13:10 kahrl but our development process doesn't really allow us to make a quick bugfix release
13:14 Zeno` Yeah :/
13:15 Zeno` It's probably rare (i.e. to those with, for example, maptools and associated privs) but I'm not sure. Even that is bad enough though
13:16 Zeno` I suppose some server moderators/admins give air as a joke to players as well
13:18 kahrl well at least it doesn't happen with air
13:18 kahrl since air has an inventory_image and a wield_image
13:18 kahrl but some mods define other airlike nodes
13:18 Zeno` Oh yeah
13:19 Zeno` well I was testing with maptools:light_bulb, but there are other maptools nodes that have the same issue (obviously)
13:21 Zeno` I didn't discover the issue though (CWz and deezl did on my server and deezl's)
13:22 Zeno` It's not "normal" but I appreciated them reporting it in a less public manner
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13:29 kahrl I guess we could make a branch starting at 0.4.11 and backport all the simple bugfixes to it, then release that as 0.4.12
13:29 kahrl Zeno`: do you see reason enough to do that?
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13:34 deezl good morning
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13:35 Zeno` kahrl, I do in *general*, not just because of this single bug. The version numbering is a PITA though
13:35 deezl a curiosity....is there any sort of donation system for helping with MT development? for things such as getting an official tablet client out to the play store?
13:36 deezl so people can find it, and not keep playing the buildcrap versions?
13:36 kahrl deezl: well there's http://minetest.net/donate
13:36 deezl oh cool
13:36 deezl does it get used much? (guessing not)
13:36 kahrl the money generally goes towards running the servers, but I suppose you can ping c55 if you want to donate for something else
13:37 Zeno` I guess the issue, then, is making sure the donation goes towards making Android builds for the play store
13:37 deezl I will try to ear-mark some funds this payday to donate to the cause then
13:37 Zeno` If that's what you specifically want to donate for (it's kind of like a bounty)
13:38 Zeno` What's the cost (apart from time)?
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13:39 deezl maintaining servers (such as minetest.net perhaps?) as kahrl said?
13:39 deezl or inchra.net?
13:39 Wayward_One Zeno`, $25 USD
13:39 Zeno` Oh, yeah I figured that much. I meant what's the cost for getting an app onto the playstore
13:39 deezl oh
13:39 deezl ^^
13:39 Zeno` $25USD per application?
13:39 Zeno` I mean $25 for each release?
13:40 Wayward_One no, one time registration fee
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13:40 Zeno` I think someone should ask celeron55 and sapier. Seems like a good idea to me
13:41 deezl plus, seems some of those *other* tablet clients seem to lag servers a bit
13:41 deezl it would be better for all of us
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13:44 deezl lol, sapier, I granted you interact on BigPappa's Carbone, so you can at least escape the spawn building when you go there to test. :D
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13:53 celeron55 oh
13:53 celeron55 i already have a google play developer account
13:53 celeron55 i can put it there if you want
13:53 celeron55 (i didn't even remember minetest exists when i made it some weeks ago for another thing)
13:54 celeron55 we need to figure out the signing of the apk before i'll put it there though
13:55 celeron55 i don't exactly feel like building it myself
13:57 celeron55 does there exist any kind of guide on how to even attempt that?
13:57 deezl not sure at all
13:57 deezl not a coder myself, I just run a couple servers, and enjoy the game :D
13:58 kahrl celeron55: doc/README.android
14:02 celeron55 i guess i'll attempt it then
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14:51 celeron55 what the hell, why is this android build automatically copying all games to the asset path
14:52 celeron55 i have like million games and some of them don't even work:
14:52 celeron55 [aapt] /home/celeron55/softat/minetest/build/android/​assets/Minetest/games/dreambuilder_game/mods/p​layer_textures/textures/player_HeroBrine.png: error: File is case-insensitive equivalent to: /home/celeron55/softat/minetest/build/android/​assets/Minetest/games/dreambuilder_game/mods/p​layer_textures/textures/player_Herobrine.png
14:52 celeron55 do i have to have a clone of the minetest repository in order to not cause this or is this configurable somehow
15:02 celeron55 (looks like the makefile is quite easily modifiable)
15:06 celeron55 lol, 370MB debug package
15:06 sfan5 probably because of the irrlicht debug info
15:09 celeron55 i bet nobody has ever tried to install a package of this size on a Jolla
15:10 celeron55 i'm not very hopeful of this working because lately none of the builds have been working on this device
15:11 celeron55 only some earlier ones worked
15:16 celeron55 the first boot-up is taking literally forever
15:16 celeron55 it says it's scanning something and the progress bar never rises from 0, and it's taking 100% CPU
15:17 celeron55 why is it "scanning" anything in the first place, shouldn't it just copy the stuff?
15:19 celeron55 it's been going on for like 8 minutes by now
15:19 sfan5 because it needs to check whether you already got a previous version of the minetest files installed
15:19 sfan5 i think it would be better to have the static assets in a zip file or something
15:20 sfan5 that would require rewrites in some places tho
15:20 celeron55 this is nonsense, checking a hundred files shouldn't be this slow
15:20 sfan5 irrlicht can handle zips as filesystem
15:21 celeron55 is there any way i can speed this up?
15:21 sfan5 i don't know of any
15:21 celeron55 there's no explanation whatsoever for why it would take this long in the first place
15:22 sfan5 if you delete /sdcard/Minetest/ it should ideally only do single stat()
15:22 sfan5 and then extract all stuff
15:22 sfan5 but I'm not sure how sapier implemented this
15:22 celeron55 i'm going to slap him in the face; this cannot be sane in any way whatsoever
15:25 sfan5 celeron55: you could try adding this https://github.com/minetest/minetest/commi​t/35149a10e3b26425e358cb6f4ae0449a052d30a7 (in case you're compiling from the 0.4.11 tag)
15:27 celeron55 sounds like a pretty good idea (of course i am compiling 0.4.11)
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15:36 celeron55 okay, that was way faster
15:36 celeron55 more like 100x
15:38 celeron55 now, if it just would work, it might be good, but it's telling me to look at my debug.txt 8|
15:39 celeron55 wtf, i guess i'll have to delete the files and try again
15:40 celeron55 aand now it won't even attempt to start up
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15:41 celeron55 i think it stitll thinks the files should be in place while they aren't
15:41 celeron55 still*
15:42 celeron55 i wonder how does it determine that
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15:51 celeron55 yeah this is just fucked up now
15:51 celeron55 i reinstalled it and removed the Minetest folder
15:51 celeron55 and it doesn't even attempt to copy any files now
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15:51 celeron55 black screen comes and the program quits
15:54 celeron55 debug.txt appears, and in it it doesn't say anything about copying files; just says "lol none of these files exist" and quits without saying it wants to quit
15:54 celeron55 oh well, i quess this means it wants to quit: "ERROR[main]: No future without mainmenu"
15:55 celeron55 before that, "ERROR[main]: cannot open /home/nemo/android_storage/​Minetest/builtin/init.lua: No such file or directory"
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16:41 CraigyDavi Is the last login command supposed to show something like this? 2015-01-04T17:10:27Z
16:41 CraigyDavi Surely the T and the Z shouldn't be there?
16:42 Calinou standard timestamp, CraigyDavi
16:42 Calinou not sure about the Z though
16:43 CraigyDavi Ok
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16:46 PilzAdam Calinou, Z means UTC+0 AFAIK
16:47 PilzAdam CraigyDavi, read ISO 8601
16:47 Krock ShadowNinja, https://github.com/ShadowNinja/minetest/commit/7​2395fc#diff-e2b656616d911eb8d3605c2ef99f50bbR429 how about "f32 fov_degrees = (player->getPlayerControl().zoom)? m_cache_zoom_fov : m_cache_fov;" ?
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17:37 sapier https://github.com/minetest/minetest/pull/2051 can someone plz review and test this? for me it fixes all those particle memory leaks but I don't know how to test it
17:41 VanessaE sapier: what about jin_xi's/ShadowNinja's irrlicht particles work?  shouldn't that be dealt with first?
17:42 sapier celeron55 are you there?
17:42 sapier well vanessaE if you insist on loosing tons of memory each second while they figure out how to do something else?
17:43 VanessaE well I don't exactly insist on that :-) but I'm just saying given how close they were to getting those particles working, I'd hate to send all their work into the scrapheap.
17:44 sapier doesn't look like he's here well I don't know which apk he tried to install but the last official one had major startup issues on android 4+
17:44 VanessaE now as for testing it...  I think Homedecor modpack's "fake fire" mod uses particle spawners for the smoke
17:44 sapier might explain why it took literally forever
17:44 VanessaE so if you set a shitton of those (punch the fire to turn the smoke on/off), you might get the test you want.
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17:45 celeron55 sapier: i am here; please tell me how to get the android version working
17:45 celeron55 it's installed, but won't start, and won't even attempt to copy the files
17:45 celeron55 and writes a debug.txt complaining files don't exist
17:45 sapier ok first which version did you instlall?
17:46 celeron55 0.4.11 with the copy speed patch
17:46 celeron55 without the patch it copied files, but it was so slow i stopped it and removed files and applied the patch
17:46 sapier did you build yourself?
17:46 celeron55 yes
17:46 jin_xi i'm all for sapiers particle changes, esp if they fix current memory issues.
17:46 sapier if you did this yesterday you most likely cloned the broken version
17:47 celeron55 i stopped it after it was copying for 15 minutes
17:47 celeron55 then the menu worked but game didn't have all files
17:47 celeron55 today
17:47 sapier oh ok so it's correct version
17:47 celeron55 0.4.11 + 35149a10e3b26425e358cb6f4ae0449a052d30a7
17:48 sapier I never saw not all files beeing there as required files are checked on startup, can you send me your apk?
17:48 celeron55 ?
17:48 celeron55 how does it check the files
17:49 celeron55 i can't run this in a debugger because i only have this Jolla, not a real android device
17:49 sapier on startup minetest checks each single file on sdcard to be at least same size the one we have in our apk
17:49 sapier if this ain't true we copy it again
17:49 celeron55 but the files don't exist at all, why doesn't it copy them
17:50 celeron55 how can that even possibly fail
17:50 celeron55 it seems completely impossible
17:50 celeron55 also it seems that 35149a10e3b26425e358cb6f4ae0449a052d30a7 broke it
17:50 sapier maybe because yolla does use different external storage paths we never had this way?
17:50 sapier jolla
17:51 celeron55 it supports various android storage paths and by symlinking them to its canonical android storage path
17:51 celeron55 -and
17:51 sapier well maybe something changed in 35... doesn't work with symlinks (just guessing)
17:51 celeron55 what path does minetest use?
17:52 sapier android external storage path + "Minetest"
17:52 sapier first one changes between different Android versions
17:52 celeron55 i'm going to give this one go after rebooting the whole thing
17:53 celeron55 altough, it probably doesn't make much difference to rebooting the android virtual machine which i have done many times
17:53 sapier android is a pain in the as way to many versions out there behaving different.
17:53 sapier does jolla provide logcat output?
17:54 celeron55 yes
17:54 sapier asset copy should write anything that might fail there
17:55 sapier MinetestAssetCopy is the activity name used for the copying code
17:58 sapier Environment.getExternalStorage​Directory().getAbsolutePath() + "/" + "Minetest" is used as storage directory
17:59 sapier according to the logs "/home/nemo/android_storage/" should be what Environment.getExternalStorage​Directory().getAbsolutePath() returns for you
18:00 celeron55 it's totally able to write the debug.txt there
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18:00 sapier do you see anything about MinetestAssetCopy in logcat?
18:00 celeron55 for the record, here's one line from debug.txt: 19:59:53: ERROR[main]: FontEngine: failed to load freetype font: /home/nemo/android_storage/Min​etest/fonts/liberationsans.ttf
18:01 celeron55 so, minetest's C++ part sees the directory as that
18:01 sapier so there's most likely something within the java part running before
18:04 celeron55 http://fpaste.org/165897/20481000/
18:04 celeron55 what is filelist.txt
18:04 sapier prior speedup patch files within apk have been checked by android asset browsing functions
18:05 sapier those functions are horribly slow and have been cause for initial scan beeing that slow
18:05 sapier I added a filelist generated on build to workaround that android issue
18:05 sapier without this filelist nothing is gonna be copied
18:06 celeron55 obviously it's missing for whatever reason (probably has to do with me having to delete all the random broken games it tried to include)
18:06 celeron55 how do i regenerate it
18:06 sapier make clean_assets
18:08 sapier but that's gonna cause ALL the games beeing copied again
18:08 celeron55 jni/../jni/src/android_version.h:7:47: error: 'STR' was not declared in this scope #define CMAKE_VERSION_STRING STR(VERSION_MAJOR)"."STR(VERSI​ON_MINOR)"."STR(VERSION_PATCH)
18:08 celeron55 uhm
18:08 celeron55 well this is new, why did this happen now
18:08 sapier I don't know
18:09 sapier in worst case do a clean_all
18:09 celeron55 what even is STR, who is supposed to provide it
18:10 sapier android_version.h should provide it
18:10 exio4 converting to string something, probably \o/
18:10 sapier it's supposed to be the second line in that file
18:11 sapier android_version.h is generated by android makefile in Line 699++
18:12 sapier exio is right STR converts a number define to a string define ... crazy stuff but it's required in order to get c/c++ preprocessor to do this
18:12 celeron55 nah, i already modified the makefile locally to not include other games than the one i want (minetest_game)
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18:13 celeron55 (to your previous concern)
18:13 sapier I guess I should provide a positive list to only include selected games and not all games beeing there
18:13 celeron55 now goes make clean_all
18:13 celeron55 let's hope this fixes the mess
18:14 sapier well at least you have a monster of a machine to compile ;-)
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18:16 celeron55 this build process could use more concurrency
18:16 celeron55 it's wasting time copying files while the CPU does nothing
18:16 celeron55 when building irrlicht and stuff one after another
18:17 celeron55 (one thread using 100% CPU equals doing practically nothing, too :P)
18:17 sapier I tried to do as much as possible in parallel but it's quite hard to pass the parallelizm flags through various make systems
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18:18 celeron55 anyway, copying this resulting madness on my phone now
18:18 celeron55 takes a while over wifi
18:18 sapier at least the libs and irrlicht should be built with as many jobs as you've got cores
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18:19 sapier but I may have missed somthing of course so if you se some error where flags get lost tell me or just fix it ;-)
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18:19 celeron55 yes they are
18:20 sapier makefile does autodetect number of cores maybe there's a bug
18:21 celeron55 is there any benefit in using the debug apk over the release one
18:21 celeron55 because it's huge
18:22 sapier only if you can debug on device
18:22 celeron55 it's now copying files
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18:22 celeron55 it looks very funny because the layout breaks with long paths
18:22 celeron55 the progress bar is bouncing around like crazy
18:22 sapier yeah that's an open issue
18:23 sapier maybe I'm gonna add some "path shortening" feature
18:23 celeron55 wait what
18:23 celeron55 this is copying the whole generated doxygen documentation
18:23 celeron55 holy shit
18:23 sapier lol
18:23 sapier you may have missed something to exclude
18:24 celeron55 maybe you aren't supposed to copy the whole doc directory as-is
18:24 sapier well doc folder is part of assets if your doxygen docu is stored there
18:24 celeron55 well that's where "make doc" puts them
18:25 celeron55 so the android build should support them being there
18:25 sapier of course we can do finetuning what to include, i never had a doxygen doc there so I didn't realize that issue by now
18:25 kaeza sapier, does your patch fix that horrible performance degradation when using PSs? (e.g. try the weather mod by Jeija)
18:26 sapier kaeza I didn't even know about that issue, so if it helps it's gonna help only accidentally
18:26 kaeza i.e. as a side effect of the mem leaks
18:26 sapier sorry if you wanna know you're gonna have to try
18:27 sapier celeron parallelism works for me (mostly) about 70% of total compile time all my cores are at 100% ... but I've got only 4 of them
18:27 celeron55 there are about twenty thousand doxygen files and two thousand git object files (of minetest_game) in filelist.txt
18:28 sapier git object files?
18:28 sapier grrr thought those have not been there
18:28 celeron55 games/minetest_game/.git
18:28 sapier ok ok i see there's still some work left
18:28 celeron55 copying these on the device is about 25% done so far
18:29 celeron55 so... 15 minutes to go
18:29 celeron55 well, this is stupid, i'll stop it
18:29 sapier are those git object files really in your apk?
18:29 celeron55 i'm not sure
18:29 sfan5 sapier: do you expect /bin/cp to ignore .git files?
18:30 celeron55 stopped it now, i'll make it not copy the doxygen generated documentation
18:30 sapier I'll fix the find command generating filellist.txt
18:30 sapier no but apk build ignores .* files
18:30 sapier so most likely they're in filelist.txt only ... well I'll fix it
18:31 celeron55 itt seems to be saying it's ignoring .gitignore files, but it never says it ignores any .git directories
18:32 sapier give me a few minutes it shouldn't be a big deal to fix this
18:32 sfan5 sapier: what do you think about making minetest read the static files directly from the apk (or a dir. where android extracts assets)?
18:32 sfan5 that would completly eliminate the need of copying anything
18:33 sapier if you have any idea how to do this do it but I'd guess it's even more slow
18:33 sapier you'd have to patch irrlicht in order to get this done
18:33 celeron55 i don't think that's needed for now; we don't want parallel systems to maintain
18:33 sfan5 in case android extracts assets somewhere it will be 0% slower
18:33 celeron55 too much work for little benefit
18:33 sapier it doesn't
18:34 sapier actually android never extracts them they're compressed and on each access extracted temporary only
18:34 celeron55 sfan5: it's a server-side thing in minetest in any case; irrlicht can't be used there
18:35 celeron55 the server could of course access the android assets directly
18:35 sfan5 this would require wrapping all C and C++ methods of accessing files
18:35 celeron55 they're just file handles with some weird behavior (like being able to read after the end into the next asset if you don't keep track of the length)
18:35 sfan5 which is ... a bit much work
18:38 celeron55 anyway, like i said, not worth the effort for now
18:38 sfan5 correct
18:39 celeron55 (wrapping file access functions is not hard though; you can override them at the linker level)
18:39 celeron55 (if that's even needed; android might open them by just giving it the right path)
18:39 sfan5 and who'll fix that if it breaks on android <version> for some reason?
18:41 sapier find . -type d -path "*.git" -exec rm -rf {} \; ;                          \
18:41 sapier add this line at about 643 where the other exec rm -rf lines are
18:41 sapier should remove .git folders from apk completely
18:42 celeron55 i removed doc from assets and am now testing with that
18:42 sapier well upper line is a fix for .git folders not for doc
18:43 celeron55 lol i get a null pointer exception when trying to install the release-unsigned version
18:43 celeron55 i guess the installer can't cope with no key
18:43 sapier well release unsigned tztz
18:44 sapier still 0-pointer on this case is stupid they should handle security relevant issues better then that
18:46 sapier celeron why don't you sign it with your developer key you'd have to do that anyway to get it to play store?
18:46 celeron55 i'm lazy
18:46 celeron55 anyway, the debug build isn't fuckhuge anymore as i removed the doxygen crap from it
18:47 sapier ok
18:47 sfan5 doxygen docs are 350MB?
18:47 celeron55 ...what, why is the main menu scaling completely different now
18:47 sapier define "different"?
18:47 celeron55 previously it filled the screen better
18:47 celeron55 now it's tiny
18:48 sapier it uses your device dpi setting you can change the gui scaling factor in settings
18:48 sapier I'm working on the font size issue
18:48 sapier that's not been adapted since the font scaling fixes
18:48 celeron55 lol i accidentally scaled it so big that i can't scale it back
18:49 sapier lol
18:49 celeron55 time for text editing
18:49 celeron55 god damnit this is awful
18:49 sfan5 sounds user-friendly
18:49 sapier well I'm working on it ;-)
18:49 sapier right now with little help
18:49 celeron55 oh, it fails to save the configuration
18:50 sapier anyone willing to join my efforts?
18:50 celeron55 well, i guess this is a feature
18:50 sapier not really but in your special case it's a feature
18:52 celeron55 the turn sensitivity is way too high and the view distance is too high and the jump button is unresponsive
18:52 celeron55 such a joyful play experience
18:52 Calinou mouse sensitivity should be in GUI
18:52 celeron55 the only reason why i'm not dying in 2-deep water is that i managed to turn off damage before starting...
18:52 Calinou view distance should have a lower maximum value, like 150
18:53 twoelk try picking up small items like apples on a small screen
18:53 sapier well that's what parameters are for. I haven't found a valid setting matching even my 3 devices
18:53 celeron55 it's 20
18:53 celeron55 and that results in 11 fps
18:53 Calinou view distances above 150 aren't really reasonable on most hardware
18:53 Calinou item size was increased thanks to me :P
18:53 sapier good thing calinou
18:54 Calinou larger stacks of items (as well as tools) show up larger
18:54 sapier ok we should collect all those issues and handle them one by one
18:55 Calinou so, as a recap…
18:55 celeron55 the view distance is the lowest playable one and this thing gets 11fps at BEST
18:55 celeron55 i guess this device simply doesn't have enough power 8)
18:55 Calinou view distance currently is 35-240, I suggest 40-160 (I personally don't see the point of playing with a view range below 40)
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18:56 Mihaly ahhh! Hello all, and thank you for your great game!
18:56 sapier well 11fps aren't worst for android devices ;-)
18:57 twoelk my old-crap-pc often doesn't have more
18:57 sapier celeron what device do you have?
18:57 celeron55 building is actually relatively possible once you get the player to a suitable place
18:57 Mihaly just curious about an error msg I get saying it can't (re) write the conf file, it's mobf that gives the server the error mesg. any help? ideas, things I am doing wrong? tried setting r/w perms on the file
18:58 celeron55 http://www.gsmarena.com/jolla_jolla-5457.php
18:58 Mihaly but no joy
18:58 sapier Mihaly: what error message exactly?
18:59 Mihaly Says it cannot write the conf file. hang on, I'll check the error log file, be patient with me.
18:59 sapier no problem
18:59 Calinou Mihaly is on Windows 8 by the way.
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18:59 sapier uh ... never tried there but I'd not guess to be that different on filehandling
19:00 PilzAdam Mihaly, mod problems should be discussed in #minetest
19:00 Mihaly well, as I mentioned before it did not  help. ------ no, they told me to try /here/
19:01 PilzAdam Calinou, why limit the max view range? if its unreasonable for some hardware then it gets automatically limited anyway
19:01 Calinou PilzAdam, server sends to an extent
19:01 Calinou the autotuner may set it very high, which is never a good thing
19:01 PilzAdam the sending of blocks is handled server side
19:01 Calinou should not go above a certain value so that the view range makes sense
19:01 sapier then we should fix the autotuner ;-)
19:01 Calinou imagine you have a very good PC
19:01 PilzAdam it's not affected by the clientt's view range
19:02 Calinou view range may be set to 400-500
19:02 Calinou then when you turn around… very low framerate
19:02 sfan5 sapier: minetest is actually very playable on my tablet
19:02 sapier on mine too
19:02 sapier you need about 10 fps to be able to play ... not very smooth but you can
19:02 Calinou my PC has a GTX 570, if I want to keep a good framerate everywhere, the biggest view range I can use is about 160
19:03 Calinou (good = 50-60 FPS)
19:03 celeron55 once i set the gui scale to something where i actually can hit buttons, this gets a lot more bearable
19:03 Calinou playable would be 30 FPS, which is the wanted_fps value
19:03 PilzAdam Calinou, if your framerate goes below wanted_fps then the autotuner is rather quick at adjusting the view range
19:03 PilzAdam doesn't even take a second in most cases
19:03 Calinou my framerate almost never goes below wanted_fps
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19:03 Calinou the autotuner works OK
19:04 Calinou but it will work worse if the selected min/max are poor
19:04 Calinou so optimize these values!
19:04 PilzAdam whats your problem then?
19:04 Calinou I suggested changing the min/max from 35-240 to 40-160
19:04 Calinou that's all
19:04 twoelk minetest was playable, on the last tablet I tried, only the rails extending into the air were irritating and fighting needed lots of training
19:04 PilzAdam how does lowering the max affect the autotuner?
19:04 celeron55 why
19:05 Calinou I have to go now, bye
19:05 celeron55 if you want higher fps, you can set a higher wanted_fps
19:05 celeron55 it can't be 60 because some systems can't really keep up at 60 no matter how low the view range is
19:05 celeron55 by default
19:06 celeron55 so they'd see nowhere for no benefit
19:07 sapier twoelk can you tell me what device you used? I heared about that issue every now and then but never found some common property causing it
19:08 twoelk it was a cheap tablet of a friend I coaxed into trying mt, sorry I cant remember the make, was some noname
19:09 celeron55 okay but anyway, i can now build working copies of android minetest
19:09 celeron55 so i'll probably put one up on the play store soon
19:10 sfan5 are the horrible description in the mainmenu fixes?
19:10 celeron55 now that i do have a developer account
19:10 sfan5 does it still say "Config MODs"
19:10 sfan5 ?
19:11 celeron55 it says "Config mods" and i can see half of the C and 10% of the s because of font and gui scaling 8)
19:14 sapier hmm let me fix the font size prior you do upload first version ;-)
19:15 celeron55 fix the button size instead
19:15 celeron55 the UI is fucking horrible anyway, a font doesn't matter when it's this bad to use
19:15 twoelk https://cdn.mediacru.sh/e3933ac1d16b <- two fotos I was able to take of skyrails on an android tablet
19:16 sfan5 skyrails were already fixed, weren't they?
19:16 sapier twoelk can you give me your tablet specifications?
19:16 Wayward_One speaking of android builds, anyone seen this one? https://forum.minetest.net/viewtopi​c.php?f=42&amp;t=9389&amp;start=125 I tried it and it works amazingly well, not sure if it'll help any though
19:17 twoelk not my tablet as stated befor, It is now 300 km away :(
19:18 twoelk fotos were taken december 13, so if there was a fix after that it might not be relevant anymore
19:21 Krock there was a fix for it. problem solved
19:22 twoelk nice
19:23 sapier krock what's been the issue?
19:23 twoelk will advise mc-hardcore friend to update his Minetest
19:24 Krock sapier, I don't remember exactly. the one end of the texture of this drawtype just went up in the sky
19:25 Krock LemonLake opened an issue for it AFAIk
19:25 sapier oh so a texture issue .. ok :)
19:29 celeron55 a vertex coordinate issue, to be exact
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20:02 celeron55 i wonder if it's acceptable to have the same android version code for different platform-specific patch builds
20:03 celeron55 or if i should rename the whole thing for my releases to be under net.minetest (the domain that i own) and use my own version codes for it
20:03 celeron55 if it's org.minetest, then it can't really have random fixes as new version codes because those aren't always such that they can be accepted upstream right away
20:04 sapier rename?
20:04 celeron55 i'm going to take the lazy approach and hope that nothing breaks if i release incremental builds with the same version code
20:04 sapier uargh
20:05 sapier last time I did this it took half a day to fix every single occurance ;-)
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20:06 celeron55 yeah i've done it for a smaller program, it's messy
20:06 Player_2 joined #minetest-dev
20:06 celeron55 you have the name written as text, as partial java module paths, as directories, and as partial directories 8)
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20:10 celeron55 sapier: have you thought that the android makefile is a bit hazardous
20:11 celeron55 sapier: for example, it doesn't check whether it could cd to ${ROOT}/assets and then removes files in the current directory
20:11 celeron55 it probably should have "&&" after "cd ${ROOT}/assets" instead of ";", for example
20:11 sapier hmm no didn't see that issue but you're right about it of course
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20:12 celeron55 or | exit 1
20:12 celeron55 or some kind of error handling that can't mess up important files
20:12 celeron55 umm... i mean, "|| exit 1" or how does that even work
20:13 sfan5 the makefile should just execute a shell script
20:13 celeron55 well it does; the scripts are inlined in the makefile 8)
20:13 sfan5 :D
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20:13 sapier I didn't want to write 20 small scripts ;-)
20:14 sapier benefit and curse of gnumake same time
20:17 sapier ok added safety check to asset copy ... I'm gonna merge all the fixes at once later
20:19 VanessaE celeron55: how will you deal with the clones that are already on the play store?
20:20 sfan5 VanessaE: ignore the, because they comply with gpl.
20:20 sfan5 s/gpl/lgpl/
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20:20 VanessaE sfan5: I mean in terms of gravitating users towards the REAL minetest
20:20 VanessaE especially since there's already one package on the Apple store that calls itself so.
20:20 celeron55 well, i'm going to write that it is the official version
20:20 sfan5 ^
20:21 VanessaE that's a start, but do you really think that people will take notice of that?
20:21 celeron55 the only problem is that our official version can be worse in some aspects than the clones
20:21 sfan5 this minetest version is actually full-features
20:21 sfan5 full-featured*
20:22 sfan5 i think people notice that
20:24 sapier well celeron55 I hope to get those issues fixed step by step
20:44 celeron55 i went to the sauna and realized i can pick any subgame i want for this without caring about historical compatibility issues
20:45 sapier true as it's not gonna be compatible to our current beta release anyway
20:49 celeron55 it can't really focus on action at all as that's terrible on a touch screen
20:50 sapier true touch control is more targeting towards construction
20:53 celeron55 even exploration is probably too much
20:53 celeron55 it's so clumsy to move anywhere
20:53 sapier guess that's something we should improve
20:54 sapier do you still have to jump to get a node up? I had a patch by some time doing this automatically
20:54 celeron55 you do need to
20:54 celeron55 also there is no diagonal movement
20:54 celeron55 i often want to press forward and right or left at the same time
20:55 sapier well diagonal is more hard to implement :/
20:55 sapier there are ideas but nothing actual done yet
20:55 celeron55 it should be just the area between up and right, doesn't seem terribly hard
20:55 celeron55 and up and left
20:56 celeron55 or, i mean... well, it should be a circular control to begin with
20:56 VanessaE sapier: I told ya. :)
20:56 VanessaE buildcrap uses a similar control doesn't it?
20:56 VanessaE (similar to what c55 asks for)
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20:57 celeron55 i think it does
20:58 celeron55 what if we had a mobile-focused game that just works around all these issues by having a relatively flat map, not too rendering-heavy stuff in the world, the "stair constant" tuned so high that the player just glides up hills and so on
20:58 sapier well a 9 button pad uses way to much screensize on some devices
20:59 sapier I tend to the dragable point control
20:59 VanessaE celeron55: you mean like ShadowNinja's creative server.
20:59 VanessaE (minus the step height)
21:00 VanessaE sapier: what about a virtual trackball in the corner?
21:00 sapier that's what I meant
21:00 sapier I guess
21:01 sapier still implementation is tricky
21:01 VanessaE well you're talking of more like a joystick
21:01 sapier as we don't have any way to do real full range 360° movement we'd have to map it to keys
21:02 VanessaE I was thinking more like a desktop trackball, i.e. that: http://upload.wikimedia.org/wikipedia/common​s/9/96/Trackball-Kensington-ExpertMouse5.jpg
21:02 celeron55 well the main issue here is that having to jump in order to move around is fucking horrifying
21:02 celeron55 fix that and it's 900% better
21:02 celeron55 all else is just extra
21:02 VanessaE celeron55: I can agree with that - even with normal key/mouse controls it can get annoying depending on the terrain.
21:03 celeron55 well it's not anywhere near that, don't even compare that
21:03 sfan5 also the touch controls suck if you attack a mouse to the android device
21:03 sfan5 but that is probably nothing we have to worry about
21:03 sapier give me about 20 min and I'll tell you the line where to fix ;-)
21:04 celeron55 how many people are there in this world who connect a mouse to an android device and expect it to work fine? :P
21:04 VanessaE celeron55: nono, I get what you're saying, I've played on both sapier's build and on buildcraft.  it's ... cumbersome.
21:04 VanessaE it's just been a while.
21:04 sfan5 the mouse actually worked fine with the system UI, chrome and other apps
21:04 sapier VanessaE just always wants MORE ;-)
21:04 sfan5 except that right click didn't do anything
21:04 VanessaE sapier: not in this case :P
21:08 sapier celeron55 localplayer.cpp L 208 increase the player stepheight by 0.5
21:13 celeron55 doesn't seem to work
21:14 sapier strange works like charm on desktop
21:14 VanessaE that reminds me - something was changed in the step height such that if you RUN up a long flight of stairs (say 10 nodes worth), you "sink" into the stairs a bit.
21:15 VanessaE (on PC, can't speak for android)
21:15 celeron55 well i'm testing it on desktop
21:15 sapier float player_stepheight = touching_ground ? (BS*1.1) : (BS*0.7);
21:15 celeron55 wait
21:15 sapier is what I wrote
21:16 celeron55 actually yes, it works as expected
21:16 celeron55 i'm just dumb
21:17 sapier guess in the real fix I'm gonna make player stepheight configurable
21:17 sapier this way it's not android only
21:18 celeron55 random thing to do: android should have performance-oriented defaults for rendering, which is, disable 3d clouds and disable fancy leaves
21:18 sapier do those changes give that much performance?
21:19 sapier on my devices difference was minor
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21:22 celeron55 well, 3d clouds probably don't really matter, but the leaves do if you go in a tree-dense area
21:22 celeron55 they *definitely* do
21:22 celeron55 i personally like 2d clouds much more visually though
21:22 sapier maybe I didn't have that many trees visible when I tried. guess changing this is a minor issue
21:23 celeron55 so for me, nothing is lost and something is gained by disabling 3d clouds
21:24 sapier ok I'm gonna change it with my next merge of android changes too
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21:37 celeron55 now i know why the turn control is terrible
21:37 sapier can you be more precise? ;-)
21:38 celeron55 it has a too high threshold; if i raise my finger from the screen, it requires me to turn more than i want when i want to turn a bit again, and if i keep my finger on the screen without moving it, it starts digging random stuff even if i'm trying to just fine-tune my direction when walking around
21:39 celeron55 it shouldn't try to dig when you walk, to begin with
21:39 sapier threshold is configurable
21:39 celeron55 i don't care, it's wrong!
21:39 sapier well it's wrong anyway as correct value depends on your device
21:39 celeron55 what setting name
21:39 celeron55 it should be relative to the degrees the player is going to turn
21:39 celeron55 not to screen pixels
21:39 sapier it should be configurable in settings
21:40 celeron55 pixels change, but what does not change is how much the threshold can be relative to the actual turn speed
21:40 celeron55 turn amount*
21:40 sapier well if you have an idea how to calculate this?
21:40 celeron55 i'd guess it's linearly calculated somewhere to the other direction
21:41 sapier I don't understand why this is different to mouse turn control?
21:41 celeron55 it probably isn't
21:42 celeron55 except that mouse doesn't have a threshold value
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21:42 sapier true
21:42 celeron55 anyway, the threshold should be configured in degrees, not pixels or scaled pixels
21:42 celeron55 i guess
21:43 sapier well it's actually a threshold to be used to compensate screen blur
21:43 celeron55 but more importantly i don't want to dig stuff when i walk!
21:43 celeron55 or equally importantly actually
21:43 sapier hmm blur is wrong
21:44 celeron55 both of those are very annoying; in creative mode it actually manages to destroy terrain unintentionally
21:44 sapier you don't unless you keep your finger at exactly same location on screen
21:44 sapier once you move digging is disable
21:44 sapier d
21:44 sapier hmmm
21:44 celeron55 of course i do when i want to move straight ahead
21:44 sapier maybe we could disable digging if you press one of the move keys too
21:45 sapier would solve this issue
21:45 celeron55 i want to rest my finger somewhere anyway when i'm walking around, might as well use the screen in the same way as turning but not actually turning
21:46 sapier if you wanna be able to rest your finger the only always working way is add another button to switch meaning of your finger
21:46 celeron55 because i want to turn tiny angles all the time anyway to keep myself going in a straight line
21:46 celeron55 and then the threshold comes and absolutely hates me
21:46 celeron55 "let's turn 1 degrees" "no, you dig now here in random places" "NO" "okay let's turn 35 degrees" "GOD DAMNIT"
21:46 celeron55 there's how it goes for me
21:47 sapier hmm
21:47 celeron55 if walking forward, just remove the threshold and never dig
21:47 sapier any way to fix this I see right now will use another big part of screen
21:47 celeron55 simple as that
21:47 Warr1024 maybe an option to multi-touch to dig?
21:47 celeron55 you can have the large threshold when not walking
21:47 celeron55 it probably makes sense then
21:47 sapier we're already using multitouch to place
21:48 sapier maybe short multitouch to place long to dig
21:48 Warr1024 hm, I thought it was double-tap to place...
21:48 sapier no
21:48 Warr1024 long multitouch could work
21:48 sapier its target with one finger tap with another finger
21:48 celeron55 sapier: do you now understand how i think this could be easily solved?
21:49 celeron55 if(walking){ turn_threshold=0; allow_dig=false; }
21:49 celeron55 nothing else needed
21:49 sapier well that's a minor change ... give me 10 min
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21:51 celeron55 does someone agree that setting time_speed=0 would make sense for this play store build?
21:52 cib0 joined #minetest-dev
21:52 sapier time_speed?
21:52 celeron55 that makes singleplayer permanently daytime
21:52 VanessaE noooooooooo
21:52 celeron55 i don't think almost anyone wants to look at the 10-minute nights on their mobile device; it's almost impossible to do anything
21:53 celeron55 it should be a graphical setting though
21:53 VanessaE why not adjust the ratio then
21:53 celeron55 it isn't
21:53 celeron55 that isn't even a textual setting
21:53 celeron55 what's so valuable about nights?
21:54 celeron55 they just make it impossible to explore when you want to
21:54 VanessaE some people like to build structures that only have their best appearance at night
21:54 sfan5 +1 disabling night-time will stop all the people complaining that there are no monsters
21:54 celeron55 on desktop you can see something at night; on a phone or tablet you really can't
21:54 VanessaE e.g. via artificial lighting
21:54 celeron55 on tablets?
21:54 sfan5 (except they'll complain that there are no animals)
21:54 VanessaE think Eiffel Tower
21:55 celeron55 holy fuck show me the person who is going to build the eiffel tower on a tablet
21:55 VanessaE *sigh*
21:56 VanessaE ok make it always-daytime if you want
21:56 celeron55 i won't play it personally, i'm just trying to guess what people would like
21:56 Amaz I think always day on mobile would be good.
21:56 celeron55 when i play something on my phone, i want to waste 5 minutes while waiting for something
21:57 celeron55 a nighttime in minetest does not suit that
21:57 sapier not sure if it's gonna be enough celeron but could you try adding :
21:57 sapier if (m_move_id != -1)
21:57 sapier m_move_has_really_moved = true;
21:57 sapier to touchscreengui.cpp L 699
21:58 sapier wait L 685 may work better
21:58 celeron55 VanessaE: once there is something more sophisticated in place, i'll change the defaults
21:59 celeron55 but my primary goal is to make this work as smoothly in the general case as possible
21:59 celeron55 with the few hours i'm willing to use for quickly doing that
22:00 celeron55 sapier: note that i'm on 0.4.11, not master
22:00 celeron55 i need to cross-check all these line numbers from github
22:01 sapier ok it's in TouchScreenGUI::step
22:01 sapier right below btn->repeatcounter += dtime;
22:02 celeron55 this sounds like a very dirty hack 8)
22:03 sapier well it's just a first try
22:04 sapier but it's not that dirty it's using same mechanism switching from dig to look  as used now just from a different location
22:04 sapier hopefully I didn't miss any additional dependency as I haven't tried yet
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22:06 celeron55 now that moving around will probably be bearable, i'm going to look if some game is better at providing stuff to explore than minetest_game
22:06 celeron55 (without being a resource hog)
22:06 celeron55 i'm fine with that being the initial nature of this
22:06 Amaz Voxelgarden?
22:06 celeron55 that's one option
22:07 celeron55 it doesn't have a terribly lot of content in any way though
22:08 Amaz BFD? Bit resource heavy, maybe...
22:09 Wayward_One Carbone, perhaps?
22:09 celeron55 too heavy, and even right away the hotbar is too larg
22:09 celeron55 +e
22:10 Wayward_One maybe minetest_game with some extra (possibly voted-on) mods?
22:11 Wayward_One like the android build's own version of minetest_game
22:11 sapier who's gonna maintain it?
22:11 VanessaE mt_game along with some of the basics like moreblocks, homedecor, etc. seems like the best way imho
22:11 Wayward_One ^^
22:11 celeron55 i would like it to have a wider array of biomes
22:12 VanessaE any other game is likely to stress a mobile's RAM limits too much.
22:12 celeron55 simple but varied biomes are relatively cheap
22:12 Amaz ParagenV7?
22:12 VanessaE Amaz:  +1
22:12 celeron55 and nobody is doing them very much, except voxelgarden a bit
22:12 VanessaE (if it can run fast enough)
22:13 Amaz VanessaE, that would be my worry... It isn't the biome api, so...
22:13 VanessaE "the biome API" is still totally experimental, per hmmmmm's declaration earlier.
22:13 Amaz Yeah :P
22:13 VanessaE so I guess that's out.
22:15 Amaz Apart from the biome api, paragenv7 is the only mod I know of that provides varied biomes fairly fast. But, I'm not sure if it would be fast enough...
22:17 celeron55 is there something that uses the biome api and is great?
22:17 VanessaE celeron55: you're not allowed to use the biome API
22:17 celeron55 because i'm not going to care if something does messy map generation borders in mobile minetest
22:17 VanessaE and the only thing I know that uses it to any real degree is Jordach's BFD.
22:17 Amaz BFD is the only one I know of.
22:17 celeron55 when the biome api is replaced with something else and the game is updated to use the something else
22:17 Amaz Or Ethereal.
22:18 celeron55 on a server it matters, but not on the singleplayer game on a phone
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22:32 celeron55 does someone have a quick fix for it being almost impossible to dig only one node in creative mode
22:32 celeron55 it's ridiculously spammy with the finicky touch controls
22:32 celeron55 well that wasn't a very descriptive adjective
22:32 celeron55 clumsy rather
22:33 paramat concerning step smoothing, i still find it too sluggish, try flying up in third-person to see. it was adjusted recently here https://github.com/minetest/minetest/commi​t/1c9f05d792562374046e74ad3eb75988d529b15c i will try to tune
22:36 paramat sluggish step smoothing is actually nauseating
22:36 celeron55 i don't think there was anything from with it before
22:36 celeron55 wrong*
22:37 celeron55 (wtf)
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22:47 celeron55 ahh, now i'm finally getting this to a playable state in creative mode
22:47 sapier how? :-)
22:49 celeron55 many commits worth of hacks, that's how
22:49 sapier lol
22:49 sapier nothin we can use in future versions?
22:52 celeron55 i'll publish them on my github but only after i publish this apk and everyone says they love it
22:52 celeron55 8)
22:53 sapier cheater ;-P
22:55 ImQ009_ joined #minetest-dev
22:56 celeron55 i think i'll have to use minetest_game with a few mods
22:57 Player_2 joined #minetest-dev
22:57 celeron55 not sure how to organize this, maybe i'll make a new repo to host the engine and the game in one ugly glump
22:58 celeron55 or maybe i'll call the game something else
22:59 celeron55 i guess that would be the "i still respect some of you guys" solution
23:06 celeron55 i'll call the game "straightforward"
23:06 celeron55 that's the general idea anyway, lol
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23:17 * twoelk smells a new android specific subgame
23:22 kilbith is there a way to close the comments but not a pull request itself ?
23:22 sapier what's "close a comment"?
23:23 celeron55 i think what i'm going to do is use v5 with a tightened-up paragenv7
23:24 celeron55 this is the best i can do to fill a tablet with glorious stuff
23:24 kilbith sapier: simply lock the conversation on git
23:24 kilbith such as on a forum
23:24 sapier for what reason? a pull is supposed to be discussed about
23:25 sapier why do you wanna stop ppl from doing (valid) comments?
23:25 kilbith same reasons like on a forum or youtube, avoid the stupid comments
23:26 paramat celeron55, paragenv7 needs some essential speed optimisations i recently learnt from hmmmm, could you give me a few hours to update it first?
23:26 sapier there's a major difference a closed forum thread is not gonna be used for something while a pull most likely is supposed do be merged
23:26 sapier if you don't want it do be merged close it but if you want it to be merged you can't stop ppl from telling their oppinion
23:27 kilbith the stupid conversation can influence alot the decision to merge or not
23:27 sapier well it's not bad style to just stop ppl from discussing if discussion ain't going the way you want it ;)
23:28 kilbith well, i'm afraid to offend verbally
23:32 paramat also the biomes are big you might want to reduce temp/humidity spreads
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23:38 celeron55 paramat: yeah i already reduced them to 512 and 96
23:38 celeron55 i'm about to test the performance on my phone now
23:39 celeron55 kilbith: you just have to trust that the people who have the power are not stupid enough to let stupid comments lead their decisions
23:40 celeron55 i do
23:41 paramat there's a mistake that will be eating up loads of memory (2D perlinmap size.z should be omitted), also noise objects should be created only once, so fixing these should help performance on a phone
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23:42 paramat if there's glitches at y=47 i can fix those too
23:44 paramat BTW the jungletrees have climbable trunks
23:45 kilbith celeron55: when someone starts to give a new "curve" in a conversation, the devs tend to drift towards the curving to give reasons to let them freeze the PR. this is my subjective feeling and i'm afraid of that
23:48 pixelcrumbs joined #minetest-dev
23:49 crazyR can anyone tell me if it possible to use TAB key as a shortcut to a function within one of my mods?
23:52 cib_ joined #minetest-dev
23:53 celeron55 holy shit i removed homedecor completely and this can barely run for 4 seconds before getting killed by the kernel low memory killer
23:53 celeron55 looks like i have a little under 400MB to use before it's dead
23:54 celeron55 moreblocks is way too much too
23:54 * celeron55 rips everything out
23:55 celeron55 i like constraints though
23:57 sapier what's your total ram size?
23:57 celeron55 minetest_game+paragenv7 manages to barely stay under that limit
23:57 celeron55 1
23:57 celeron55 now it got killed again
23:58 sapier 1gb?
23:58 celeron55 paramat: how much do you think the excess memory consumption is after generating like 4 chunks?
23:58 sapier celeron right now we have major memory leaks in minetest I don't know if they've been there in 0.4.11 too
23:58 celeron55 it was fine with bare minetest_game, i just need to somehow fit paragenv7 to this equation
23:59 sapier ok
23:59 paramat not sure, but try deleting the z component of 'chulens' line 114

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