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IRC log for #minetest-dev, 2015-02-03

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Time Nick Message
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06:23 Zeno` OK, I'm going to bisect this performance issue... somehow
06:23 Zeno` in the hopes we can push 0.4.12 out the door
06:26 est31 Zeno`: which one?
06:26 Zeno` est31, there are several. The "multi-second delay" in singleplayer seems to be the main one (the others are probably related... fingers crossed)
06:27 est31 k
06:27 Zeno` Did you have another in mind?
06:28 est31 there is #2210
06:28 ShadowBot https://github.com/minetest/minetest/issues/2210 -- getCraftRecipes implementation is very slow
06:28 est31 thats no regression though
06:28 Zeno` yeah, that was there in 0.4.11 though.
06:28 Zeno` yep
06:28 est31 so for after the release then
06:30 hmmmm Zeno`:  try changing the NoDataException thrown by Connection::Receive() to a return value
06:33 Zeno` hmmmm, ok... noted. Right now I want to get some comparisons between 0.4.11 and HEAD though (because I've noticed that valgrind is much slower recently as well, although I don't know yet if this is a figment of my imagination).
06:34 Zeno` hmmmm, did the NoDataException get added recently?
06:37 hmmmm it actually hasn't
06:37 hmmmm i just noticed it sucking up 25% of wayward's serverthread time
06:37 hmmmm and another 38% was being sucked up by servicing ABMs
06:38 hmmmm btw I have optimizing ABM cals on my todo list
06:38 Zeno` ok
06:38 hmmmm lol this is funny
06:38 hmmmm i spend my entire day doing nothing but coding
06:39 Zeno` *shrug*
06:39 Zeno` nothing else to do :)
06:39 hmmmm except nothing else is getting done
06:40 hmmmm if I wasn't so ADD i would probably be able to make a healthy balance between work coding and minetest coding
06:40 hmmmm yea i'm doing my day job work at 1:40 AM :(
06:40 Zeno` hire a housemaid? :3
06:41 Zeno` she can do other stuff like make sure you bathe etc as well
06:41 hmmmm haha
06:41 hmmmm I have a gf who takes care of that sort of stuff (mostly)
06:42 Zeno` lol. "hmmmm, c'mon get outa bed and have a shower! you haven't bathed in 6 weeks now"
06:42 hmmmm more like 3 days
06:43 hmmmm ironically i blow away a lot of time i'd otherwise have to make elaborate dinners for us
06:47 Zeno` I shudder to think of a situation where that is "ironic"
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06:50 Zeno` ok, I've narrowed the performance regression down to somewhere between HEAD and 3f83ca29d
06:51 Zeno` and it's real
06:51 Zeno` and huge
06:52 est31 o_O
06:52 hmmmm just curious how are you testing this
06:52 Zeno` the most professional way possible
06:53 Zeno` checkout, compile, run under valgrind, and eyeball it... lol
06:53 hmmmm i'm so paranoid that this was caused by me
06:53 Zeno` (looking a dtime)
06:55 Zeno` see... very professional methodology
06:55 Zeno` failsafe :3
07:00 Zeno` HEAD is (very roughly) half the speed of 0.4.11
07:01 Zeno` this is going to be a long afternoon
07:01 hmmmm presumably you did the next bisection step... so?
07:01 hmmmm I'm eager to hear this =]
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07:01 Zeno` nah, I just wanted to make sure my environment is exactly the same between runs first
07:02 Zeno` dummy database, same location, same time of day, etc, etc, etc
07:02 Zeno` then confirm there is a difference (there is)
07:02 Zeno` and now I'll start the tedious bit
07:03 Zeno` not that those previous steps were not tedious as well :D
07:10 hmmmm ugh templates are the worst
07:10 hmmmm i don't think i've ever seen a worse approach to generics
07:11 hmmmm i feel completely dirty using them
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07:25 Zeno` I just realised something. I hope I did my first step of the bisect correctly lol
07:26 Zeno` maybe I should start again now while I'm not too far into it
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07:35 Zeno` *@$(82$*)
07:35 Zeno` I might have to start again: 7ad17a25f4dfc81427df54d5c855b40b4472d517 is the first bad commit
07:35 Zeno` :(
07:36 hmmmm how'd you mess it up?
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07:36 Zeno` I think I forgot to call callgrind_control -i on on my first step.  Modifying my script
07:37 Zeno` Modifying my script now*
07:37 Zeno` but that commit has a dtime of 100 or so
07:38 Zeno` and 0.4.11 has dtimes of 35 or so
07:38 Zeno` so it's probably narrowed down a bit. I'll do it again from scratch though
07:39 hmmmm :)! keep up the good work
07:40 hmmmm templates are a steaming pile of shit.  i honestly do not care what the C++ fanboys tell me.  this is horrible.  I get cleaner code by removing the templates entirely
07:40 est31 did a bisect of openal last weekend, due to a crash I encountered with MT. some commits had build errors.
07:40 hmmmm it's all this extra stuff that gets added and then the language tells me that I need to start writing things in a very specific manner
07:40 est31 then I found out that these errors came from examples
07:40 est31 but only after my 3rd failed try
07:41 nrzkt hmmmm, if templates are misused yes, but when template replaced 20 common functions it's useful.
07:44 Zeno` is there are way to compile all the commits between known good and bad automatically so I can go away and sleep for a while until that's done and then just do the bisect on each compiled target nice and quick when I wake up? (only half joking)
07:45 hmmmm scripts?
07:45 Zeno` I might write one
07:45 Zeno` seems like the sort of thing I'd liek
07:45 Zeno` heh
07:45 est31 Zeno`: you can set up a bisect script
07:45 hmmmm unless your processor is really crap that won't help much since it'd take just as long to write it
07:45 est31 it only needs a return value in a specified way
07:46 hmmmm builds take around 57 seconds for me
07:46 Zeno` est31, I mean so I have, say, 90 pre-compiled executables
07:46 est31 but most times the thing that hmmmmapplies
07:46 est31 there were only 90 commits?
07:46 Zeno` hmmmm, yeah they take about that for me I guess as well... towards the end of the bisects it's much faster
07:46 hmmmm lol.  if you're doing a bisect you should only need more like 7 compiles
07:46 Zeno` 90 was just a number plucked out of the air
07:47 Zeno` 90 commits doesn't take any longer than 7 usually
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07:47 Zeno` oh.. compiles, yes
07:47 * Zeno` shuts up so he doesn't stuff this up a second time
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07:51 Zeno` hmmmm, my point was if I had executables of all 90 commits I wouldn't have to sit here distracting myself between builds
07:51 Zeno` 57 seconds is enough for me to get distracted
07:52 est31 yea
07:52 est31 know this:)
07:52 Zeno` I could just do it(R)(TM)(C)
07:52 est31 ?
07:52 est31 I see youre building right now
07:52 Zeno` yes
08:13 twoelk wouldn't a maybe semipublic repository of builds be usefull?
08:15 hmmmm btw Zeno` did you have any comments on https://github.com/minetest/minetest/commit/0118c111e8f12602b03cee8deb4c86f9b9e28cf3
08:15 hmmmm oh nevermind that was sapier
08:19 Zeno` This is insane
08:21 Zeno` how can HEAD be twice as slow as 0.4.11 (and I can repeat this consistently) and none of the intermediate builds show much of a difference at all? There is no sudden jump at least
08:22 Zeno` geez
08:22 hmmmm erm
08:22 hmmmm i guess the problem is quite recent?
08:22 nrzkt compilation options ?
08:22 Zeno` nah, compilation options are the same
08:23 Zeno` I guess there could be more than one commit that's the problem
08:23 Zeno` and that's what's confusing my bisect results
08:27 Zeno` I guess I'll do it the hard way then :(
08:28 Zeno` first time bisect has let me down. We should abandon git. (haha j/k)
08:31 hmmmm maybe your testing methodology sux
08:32 Krock Zeno`, build fails exist
08:33 Zeno` hmmmm, it does to a certain extent. I need to rule out more variables
08:33 Zeno` Krock ?
08:34 Zeno` hmmmm, it's good for most things though. Trying to tighten it up some more now
08:34 Krock when I had problems with compiling, it just required a build from scratch but I think you do that everytime
08:34 hmmmm I suppose
08:34 hmmmm there must be a reason for this, it's only logic
08:34 Zeno` hmmmm, of course
08:35 Zeno` hmmmm, I am just wondering if it's two commits that are causing the issue. I'll eliminate all other variables (that I can) before exploring that hypothesis further though
08:35 hmmmm oh you mean like it got temporarily fixed by an earlier commit and then got re-broken in a later one?
08:35 hmmmm yeah..
08:36 twoelk I mean that building for bisecting does take up much time, so if all builds made for such a purpose where saved to a common archive, that could get more detailed over time. I guess the only problem would be to have a standardised enviroZeno`: related to this ? https://forum.minetest.net/viewtopic.php?p=169313
08:37 twoelk gah that text was deleted, sorry was in cache
08:37 twoelk only wanted to send the link
08:38 * twoelk runs and hides
08:38 hmmmm fwiw I gave bisecting the problem a half-assed attempt
08:38 hmmmm I quit after like 3 builds though
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08:41 twoelk btw, are the irc logs down?
08:42 est31 ??
08:43 est31 http://irc.minetest.ru/minetest-dev/2015-02-03#i_4140666
08:43 Zeno` Once I eliminate every single variable I can think of (and I'm struggling to think of any more) I'll probably do some quick "hand bisecting" targeting commits that look like they could be potential offenders... not a very good way of doing things but maybe I can narrow it/them down a bit more at least. I'm kind of annoyed that performance is (apparently) back to where it was before all the crap I went through pre 0.4.11 though heh
08:43 Zeno` Note also that I profile using minimal_game, so...
08:43 hmmmm could it be the liquid transform 'fixes'?
08:43 Zeno` how minetest_game performs I have not idea
08:44 hmmmm that honestly looks like the only commits that could have such an effect
08:44 Zeno` which fixes to liquid transform?
08:44 * Zeno` looks
08:44 hmmmm the ones gregorycu was doing
08:44 hmmmm again... they only LOOK like they could have such an effect
08:44 Zeno` yeah "potential"
08:44 hmmmm relative to all the other things
08:45 Zeno` oh those commits
08:45 Zeno` yeah, they're in my list of candidates
08:45 Zeno` so are some of mine
08:45 Zeno` and some of yours :p
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08:46 hmmmm I know but we're really grasping at straws
08:46 Zeno` I'll be happy if it's just narrowed down a bit more
08:46 hmmmm which commits of mine?
08:46 Zeno` I agree we're grasping at straws... but I'm running out of ideas :)
08:47 Zeno` oh they're not yours... I apologise
08:48 Krock How can I reduce the data amount which is sent by the server? I've set max_packets_per_iteration = 40 and dedicated_server_step = 0.3  but my wireless network still crashes after some minutes playing on a local server
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08:48 Krock Funny thing is, there are no heavy mods activated
08:48 Zeno` I just noticed that in both of my failed bisects that something completely unrelated (I would have thought) caused slight slow downs. I attributed these as anomalies and re-ran the test before marking them as good
08:49 Zeno` (stuff related to gui and font scaling)
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08:50 Zeno` Doing "statistical averaging" and significance by watching d_time is not exactly reliable (hheh) which is why I erred on the side of caution when marking things good/bad
08:51 hmmmm so do you actually feel the difference in performance between good and bad commits?
08:51 Zeno` yeah I can see it
08:52 Zeno` as in "jerkiness"
08:52 hmmmm personally, I can't
08:52 Zeno` I can't in a normal build
08:52 Zeno` but running under valgrind it's obvious
08:52 hmmmm it's like minetest has always been 'jerky' for me probably because of some odd interaction between my OS and drivers
08:52 hmmmm more like my drivers
08:52 hmmmm freaking nvidia
08:52 Zeno` I use nvidia
08:53 Zeno` under valgrind for 0.4.11 and can almost play the game
08:53 Zeno` maybe 10 fps
08:53 Zeno` HEAD is about 2-3 fps
08:53 Zeno` s/and can/I can
08:53 Zeno` I noticed this first about a week ago but kind of thought I was imagining it for some reason
08:54 Zeno` but I'm not. I've tested that about 8 times today
08:54 hmmmm i have to run it under valgrind
08:54 hmmmm even with -O0 it's too fast for me to see the effects
08:54 Zeno` I have to as well otherwise I just get 60FPS heh
08:54 Zeno` same
08:54 Zeno` which is why I'm using valgrind... to slow it down in (what I hope is) a kind of consistent way
08:54 Zeno` adding a sleep won't work
08:54 hmmmm problem is I get incorrect path_user when I run under valgrind
08:54 Zeno` (obviously)
08:55 hmmmm I added that freebsd code too :(
08:55 Zeno` wonder why
08:55 hmmmm how does Valgrind lie to the application about its executable path?
08:55 Zeno` can I PM?
08:55 hmmmm sure
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09:00 twoelk Zeno`: In the link I messed up sending, TenPlus1 says turning the hud on and off with F1 makes a great difference fps-wise
09:01 Zeno` twoelk, I saw that
09:01 Zeno` and it makes ....
09:02 Zeno` <Zeno`> I just noticed that in both of my failed bisects that something completely unrelated (I would have thought) caused slight slow downs. I attributed these as anomalies and re-ran the test before marking them as good
09:02 Zeno` more plausible ;)
09:02 Zeno` because both of the commits I noticed affect the HUD
09:02 Zeno` bbiab
09:03 Zeno` I'll ask 10+1 for some more info later, most likely
09:03 kilbith can't reproduce that issue
09:10 Zeno` neither can I, so maybe just a coincidence but I'm trying to keep an open mind atm
09:10 Zeno` because I'm running out of ideas :)
09:11 kilbith some people are full of weird issues
09:11 kilbith murphy's law or so
09:11 Zeno` I have the performance issue... just that hud or hud seems to make no difference for me
09:11 kilbith ditto
09:11 Zeno` I don't think.. It might, I have to add more to my tests
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09:12 kilbith F1 on/off is strictly FPS constant
09:13 Zeno` it does add about 30ms to d_time
09:13 Zeno` wouldn't think that'd make a difference, but maybe it does in some configs
09:14 Zeno` you're not going to see 30ms make a difference under normal circumstances though, of course ;)
09:15 kilbith it'd be not negligable in a FPS game... not here
09:18 rubenwardy Would be hilarious to see average FPS against commit number.
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09:33 Zeno` kilbith, I mean you would not normally notice it, not that it's negligible ;)
09:34 Zeno` rubenwardy, profile 0.4.10 and 0.4.11 :D
09:35 Zeno` kilbith, you know me better than that :p
09:35 Zeno` I didn't increase avg fps from 20 to 60 just for the heck of it heh
09:36 Zeno` anyway, test environment is as "clean" as I can get it now
09:36 Zeno` trying to bisect again
09:36 kilbith i was not implying that you thought it was negligible
09:37 kilbith just said that 30ms of diff. is derisory on a voxel game
09:38 Zeno` you are, of course, 110% correct :D
09:38 Zeno` I just realised there may be an easier way to track this down
09:38 kilbith and that'd make sense only on furious FPS game
09:38 Zeno` 30ms is a HUGE amount of time btw
09:40 Zeno` dunno why I didn't think of this alternative way before instead of wasting time bisecting
09:40 rubenwardy Running at 60fps would give 17ms, so 30 is a lot.
09:40 Zeno` rubenwardy, yep
09:42 Zeno` but this 30ms is in, hmmm, "altered conditions" (so I can actually see things happening). Under "real" it's a 25% slowdown on a function that's very fast to begin with, but 25% is 25%
09:42 Zeno` not 25% overall slowdown
09:42 Zeno` although it could be... it's complex :(
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09:43 Zeno` whatever the case it's not acceptable or desirable
09:45 Zeno` this also could be a side-effect of things being faster in general
09:45 Zeno` which was the source of another hard to find "bug"
09:45 rubenwardy Slow downs because it is faster? O_o
09:46 Zeno` rubenwardy, in the other case it was a mem-leak that really never showed up until things were faster
09:46 Zeno` but yeah... that "auto ranging thing"....
09:47 rubenwardy Well, good luck.
09:47 Zeno` maybe it's misbehaving now
09:47 Zeno` I think we'll need it because atm this is causing people to tear their hear out :D
09:47 Zeno` hair
09:47 rubenwardy If Minetest was an iceberg, I've barely even got a milimetre into it from the top, let alone underneath the water.
09:50 Zeno` when I disallow the game changing v_range with it's ... not sure what to call it... auto optimise view range? ... things are a lot less different between 0.4.11 and head
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10:15 twoelk maybe a fixed viewrange frees the engine of having to decide what to display. Like when it flickers between showing and not showing
10:44 Zeno` well, it does...
10:44 rubenwardy Solution:
10:45 Zeno` I'm becoming more convinced that the "auto range" thing is the actual issue
10:45 rubenwardy OPTIMISE!!!
10:45 Zeno` but what "auto range" does is always increase the v_range until the game loop cannot cope and then slowly decreases until it can again
10:45 Zeno` and then off it goes again
10:46 rubenwardy Lol
10:47 rubenwardy What would a better solution be?
10:51 Zeno` I'm not really sure
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12:08 gregorycu Is it just me, or are there a lot of new bugs out of nowhere
12:17 gregorycu http://irc.minetest.ru/minetest-dev/2014-12-22#i_4073950
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13:06 Zeno` this is quite mind boggling
13:09 celeron55 the range adjuster is intentionally as responsive as possible; it was causing problems when it was too unresponsive
13:10 celeron55 i guess it could be tuned to be not that responsive now that we have the mesh loading slowness problem; altough it's only a problem with dedicated GPUs
13:13 celeron55 someone with the issue could see whether it's best solved by tweaking min_time_per_range or the wanted_range_change dampening multiplier in camera.cpp
13:14 Zeno` no, no
13:14 Zeno` it's not that at all
13:14 celeron55 altough now that i think of it, both of those are actually unsuitable
13:15 celeron55 there should be a measurement window of a couple of frames from which always the fastest frame is taken
13:15 Zeno` yeah, that needs tweaking and stuff but this is not the source of the performance regression
13:15 Zeno` and I need to compile and test for a 5th time to make sure I'm not imagining things
13:15 Zeno` because the issue is quite... crazy
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13:15 celeron55 the issue with the range adjuster is that it always masks issues for people new to minetest
13:16 celeron55 and then they waste time thinking about it instead of their real problem
13:19 Zeno` well, the only reason I brought it up was because... I can't remember why I brought it up
13:19 Zeno` but it's not the issue
13:23 Zeno` ok, I am certain of the commit
13:24 Zeno` I've checked it 4 times now
13:24 Zeno` I even reverted it on top of HEAD instead of checking it out to be quadruple sure
13:24 Zeno` https://github.com/minetest/minetest/commit/38bd9e93a252cb2dd5ace6b0132514edff38b504
13:24 Zeno` but...
13:25 Zeno` why?
13:25 Zeno` it *seems* to be related to src/clientmap.cpp line 193 being commented out
13:26 Zeno` I wonder if that being in a lock even if it's unused changes something
13:26 Zeno` I'm truly at a loss :(
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13:27 Zeno` that commit, for a reason that I cannot work out, adds 11% work to the update/draw/render loop
13:27 Zeno` (for the client)
13:32 SudoAptGetPlay Quick question : can we still register new nodes after all mods are loaded ?
13:33 SudoAptGetPlay nvm I will try a different approach
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13:40 Zeno` https://www.dropbox.com/s/5wj5xqbvnm52stw/perf_reg.tar.gz?dl=0
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13:41 * Zeno` panics
13:43 Zeno` 8 hours of bisecting, checking valgrind logs, stablising my test env, reverting, checking, double checking, and I end up with a commit that's the cause and I cannot understand why
13:43 Zeno` this is is tragedy
13:43 * Zeno` might need to have a shower or something else just as drastic
13:43 nrzkt bisect the commit himself ?
13:43 nrzkt itself*
13:45 Zeno` my head hurts. /me wanders off in search of a painkiller
13:47 Zeno` HUD is not being drawn twice is it?
13:48 Zeno` hmm, no
13:49 Zeno` anyway, look at the profiles... the only apparently relevant file (for this) is clientmap.cpp
13:50 Zeno` and sfa has changed :/
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14:16 alket hi
14:16 alket can anyone help me setup a minetest server ? , I will give you ssh access
14:16 alket I already installed 0.4.10 through PPA
14:16 kilbith all the documentation on wiki / forum already
14:17 SudoAptGetPlay 4.10 is quite outdated
14:17 alket yes but it doesnt work for me
14:17 kilbith ask on #minetest please
14:30 Zeno` Wayward_One, can you do a test for me?
14:31 Zeno` Wayward_One, can you compile this https://github.com/Zeno-/minetest/commit/02d7efefdb852b256fb2a349b95b629df03f9a49  and see if it affects your performance issues?
14:31 Wayward_One sure, one sec, finishing a callgrind session
14:32 Zeno` you're ok with getting and applying the patch?
14:32 Wayward_One yep :)
14:32 Zeno` good, I can pass out then
14:34 Wayward_One lol
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17:46 Niebieski Hey guys, I want to contribute, is there something I can do ?
17:49 sfan5 Niebieski: http://dev.minetest.net/How_to_start_contributing
17:50 sfan5 that page is a little empty
17:50 sfan5 so ask if you want to know more
17:50 Niebieski Alright.
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17:51 acerspyro You could develop that page ^.^
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18:37 Niebieski I've read the page, and decided to take a look at main.cpp and I can't understand most of things.
18:45 Niebieski Like why we need many time getters.
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18:59 est31 what are the blocking issues for 0.4.12 now. can I help
19:00 luizrpgluiz 0.4.12? That fast, which will be the new?
19:02 rubenwardy The main blocker is drop in FPS.
19:02 rubenwardy Probably due to the algorithm which adjusts the view range
19:02 rubenwardy It's being worked lon
19:02 est31 by Zeno
19:03 rubenwardy Yes
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19:04 VanessaE there are other bugs that really need to be fixed before 0.4.12 goes out, imho
19:04 VanessaE anything that was a blocker for 0.4.10 or 0.4.11, but which got unmarked as such and was never fixed
19:04 VanessaE and anything marked as "high priority"
19:08 est31 luizrpgluiz: https://github.com/minetest/minetest/compare/3f83ca2...master
19:08 est31 for a detailed list
19:09 Calinou rubenwardy, we could try disabling range tuner entirely
19:09 Calinou we could have a setting for this (detects min/max range, if they are equal, disable range tuner)
19:09 Calinou to see if it causes FPS losses/drops
19:09 Calinou VanessaE, there is a bug with wield item rendering on Windows, still present
19:10 rubenwardy It is not a vital feature, although it is good.
19:10 Calinou yeah, we could do without it, let users tweak view range in GUI instead
19:10 Calinou the default would be 60 or so
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19:43 luizrpgluiz will leave the faster engine?
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23:33 est31 Tesseract: do you already have something I can rebase onto?
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