Time Nick Message 02:02 RealBadAngel hmmmm, here? 02:02 hmmmm yes...? 02:05 RealBadAngel we have found reason for this "massive regression" 02:06 * VanessaE grabs the popcorn... 02:06 RealBadAngel kinda funny. est31 was using debug build... 02:20 RealBadAngel anyway, going to push #2848, any objections? 02:20 ShadowBot https://github.com/minetest/minetest/issues/2848 -- Minimap update by RealBadAngel 04:25 hmmmm RealBadAngel: having a thread that does nothing too important and yet using 100% cpu even in a debug build is UNACCEPTABLE 12:47 Wuzzy paramat, in GitHub you said something about underground biomes. do you want to explain? 14:42 Taoki RealBadAngel: Compiling now to try out your minimaps. Thank you for this great feature :) 14:43 kilbith finally an interesting feature has come out :) 14:43 Taoki Indeed. Waiting for more noticeable features to happen. 14:44 Taoki The GIT is thankfully active. But it's usually changes that add nothing new, or don't improve performance noticeably. 14:46 kilbith yeah, crytography for protecting your apples in your chest is not that interesting from a player's standpoint 14:46 Taoki Interestingly enough, however, it doesn't work for me at all 14:46 kilbith fortunally we have RBA here for make this game worth of the name 14:47 Taoki Even with enable_minimap = true in minetest.conf 14:47 Taoki Yep :) 14:47 kilbith MT would fall into the boringness without him, sadly 14:48 rubenwardy Taoki, f9? 14:48 Taoki Aha! Thanks 14:48 Taoki Can you make it turn on by default automatically? 14:48 rubenwardy I don't know 14:50 Taoki If one is added, my game might enable this by default 14:51 Taoki One question however: How does it deal with being in deep underground biomes, or high up on floating islands... for biomes that do either? 14:52 Taoki Also, how can it be re-positioned. I would really like a way to move it in another corner on the screen... this might interfere with some HUD's 14:53 RealBadAngel Taoki, minimap setup via lua will be aviable in the future 14:53 RealBadAngel mods will be able to control it 14:53 Taoki RealBadAngel: Awesome. That's what I was thinking about, yeah 14:53 kilbith maybe craftable and placable in the future, also 14:53 kilbith as a separate node 14:53 RealBadAngel yes, thats what im thinkin about 14:54 Taoki RealBadAngel: More specifically: Only have the code generate the texture. Have mods be able to use it. On the HUD, or even on in-world paintings! 14:54 Taoki Yep ^^ 14:54 RealBadAngel that would be nice, big billboard around the spawn with world map 14:54 Taoki Yep 14:55 kilbith but there are higher priorities atm 14:55 kilbith lighting, vbo, etc. 14:55 Taoki RealBadAngel: Also, I know you probably have a lot on your hands, but since you're most experienced with video stuff: Can you please, please, please try to be the hero that fixes this year old issue? https://forum.minetest.net/viewtopic.php?f=5&t=6418 (yes, I'm talking about the VBO code) 14:55 Taoki Woah... kilbith just mentioned VBO before I typed that o_o 14:55 RealBadAngel im playing with VBO right now 14:56 Taoki Of all coincidences xD 14:56 kilbith it being worked on 14:56 Taoki Woah, nice! 14:56 Taoki Again, of all coincidences. Can I read people's minds? ;) 14:56 RealBadAngel good is that it is working 14:56 RealBadAngel bad is that its gonna work flawlessly only when shaders enabled 14:56 Taoki RealBadAngel: But thank you then! I really want the FPS improvements it brings, they are very important. If only it wasn't for that cursed memory usage... 14:56 kilbith particles and lighting should be managed natively by irrlicht also 14:57 Taoki Eh... it can be shaders-only, don't mind. Anything as long as it works :) 14:57 Taoki kilbith: Agreed. Hardware is lighting is planned IIRC 14:57 Calinou we can easily wait 2 years for hardware lighting 14:57 Taoki I think VBO is a priority however. FPS and performance are a priority 14:57 Taoki Calinou: Sure. 14:58 Taoki Not much more than 2 years though :) 14:58 Taoki Anyway BBL 15:37 RealBadAngel hi est31 15:37 RealBadAngel with those semaphores you forget bout one thing 15:37 RealBadAngel you let minimap update only when new blocks were loaded 15:39 est31 your fix is not needed, I think 15:40 est31 have you tested it? 15:40 RealBadAngel ofc its needed 15:40 RealBadAngel without it map will never update 15:40 RealBadAngel i mean without new blocks 15:40 est31 yes 15:41 RealBadAngel and thats wrong 15:41 est31 but usually a map update is a "new block" 15:41 RealBadAngel no 15:41 RealBadAngel map is being made out of cached blocks 15:42 RealBadAngel you havent get the idea how it works 15:42 RealBadAngel cached blocks are not the map 15:43 RealBadAngel theyre just data for mapper, and you have disabled map generation just 15:48 RealBadAngel anyway, you dont need now fancy gimmicks with texture 15:49 RealBadAngel i couldnt understand why you would ever need that, until i realized that you have broken map generation ;) 15:55 rubenwardy Hi, I'd like reviewers for #2094 and/or #1748 15:55 ShadowBot https://github.com/minetest/minetest/issues/2094 -- Fix offset being ignored by inventory bar HUD by rubenwardy 15:55 ShadowBot https://github.com/minetest/minetest/issues/1748 -- Add lua errors to error dialog by rubenwardy 16:06 est31 ok RealBadAngel I agree the fix is needed 16:18 est31 rubenwardy, 2094 is still waiting for sapier, isnt it 16:19 rubenwardy Sapier is the one that wrote the hud scaling code and knows how it works 16:19 rubenwardy but he's been AWOL for a while 16:20 rubenwardy What's it called when you copy a piece of code from one section to another, without understanding how it works? 16:20 est31 copy-paste?? 16:20 est31 dunno 16:21 est31 either way I wonder how other people see this +1 rule for PRs from core devs 16:21 est31 for me, the author being a coredev counts as first +1 16:21 est31 hmmmm said its not how it was meant 16:22 rubenwardy It needs to be reviewed separately by other people, as the author may miss things 16:22 rubenwardy the whole clean pair of eyes thing 16:24 est31 I know, but the author of the PR is trusted, being a coredev 16:24 est31 I mean, then this maintainer thingy where you can push without any review is even worse 16:25 rubenwardy true 16:26 hmmmm okay 16:26 hmmmm so code peer reviews are usually carried out by two peers 16:26 hmmmm i.e. not the author himself 16:26 hmmmm core developers are given more trust, they have commit privileges ffs 16:27 hmmmm but i don't see why there should be more complacency in reviewing their code 16:27 hmmmm core developers sure aren't falliable 16:27 hmmmm the trivial exception should be obvious 16:27 hmmmm the maintainer exception doesn't mean without review 16:27 hmmmm you should at least announce what's going on in the channel 16:28 hmmmm completely new features should probably have more review, like I would say 3 people 16:28 est31 hmmmm, all nice, but we have 95 open pull requests 16:29 est31 I still miss a second +1 from the game maintainers 16:29 est31 you cant say "I want 1000 people to review this" if none of them are active 16:29 hmmmm i know 16:30 hmmmm there's simply not enough active people 16:30 est31 if we had more, I'd agree to your ideas, but now we can't afford them 16:30 hmmmm so which is it? compromise quality? 16:31 hmmmm i tend to value quality more than snazzy new features 16:31 hmmmm a lot of developers got upset with this choice and this is how freeminer was born 16:31 hmmmm less oversight, less review, less rigor, and as a result, less stable 16:31 est31 quality is important too, yes. 16:32 hmmmm a lot of people are already upset with how slow and unstable minetest is 16:32 hmmmm we don't need to make the problem worse 16:32 est31 a lot of people are already upset with how slow development is 16:32 hmmmm there's like less than one person working on minetest at any given time 16:33 est31 I try hard to reduce the number of open prs 16:33 hmmmm there are a lot of people who like to play video games but not a lot of people who are able to code them 16:33 hmmmm est31, let's go through some pull requests 16:33 hmmmm are you free for the next hour or so? 16:33 est31 yes 16:34 est31 I see it this way, if there is a problem with a merged PR, then those core devs who +1ed it (and the author) are responsible to fix the issue 16:34 hmmmm do you think that encourages people to +1 16:34 hmmmm or hide 16:34 est31 and btw, if we couldn't have fixed the 100% cpu problem yesterday, a git revert would have been justified 16:35 hmmmm I still think there's room for optimization there 16:35 hmmmm and I mean no offense to RBA, but knowing him, he's never going to perfect the feature 16:35 est31 thats what we have master for 16:36 est31 its not perfect yes, but already in a playable, acceptable state 16:36 hmmmm if things don't get done the right way the first time around, nobody goes back to fix them 16:36 est31 also, which problems do you see with minimap? 16:37 est31 I think if we see master as a holy temple where only 100% perfect code can be commited, master is dead. 16:38 est31 I dont want to blindly add any pr proposed 16:38 est31 like freeminer 16:38 hmmmm well I don't know if it's a problem for sure but it seems to me like the consumer could get oversaturated 16:38 est31 eg they added gsmapper 16:38 est31 horribly laggy 16:38 hmmmm so 16:38 est31 we didnt 16:39 hmmmm we want developers who add things to follow through with their creations and make sure it's 100% perfect 16:39 est31 and rba rewrote a new minimap, and its much greater now 16:39 hmmmm but this isn't happening because polish is booooring 16:39 hmmmm what's fun is making new buggy code with awesome cool new features 16:40 hmmmm if this were the corporate world people would need to make their own code 100% perfect because their food depends on it 16:40 hmmmm we don't have that kind of coersiveness 16:41 est31 it depends on where you are in corporate world 16:41 hmmmm can you think of some way to encourage developers to develop complete solutions 16:41 est31 I agree we shouldn't rush things 16:42 est31 but very few people can write acceptable c++ code, and even fewer can polish it 16:42 hmmmm what I would like to know is how we're doing relative to other open source projects of the same type, with the same amount of users, and the same amount of developers 16:42 est31 I don't think we should say "sorry you cant contribute" for those who only write acceptable code 16:43 hmmmm because these are problems inherent with the development model 16:43 hmmmm maybe minetest is actually doing fantastic 16:43 hmmmm the Linux kernel is something that's quite universal 16:43 hmmmm it's useful to everybody 16:44 est31 but certainly not our size 16:44 hmmmm it has so many developers that they can afford to say "sorry you can't contribute" unless their code is stupendous 16:44 hmmmm so, is this some kind of open source project darwinism at work? 16:45 hmmmm the most inherently useful/universal projects get the highest quality development and the most attention? 16:46 est31 still it doesn't mean our code can't be polished 16:46 est31 SN likes to polishh things 16:46 hmmmm only the people who /care/ are the ones going to polish 16:46 hmmmm nothing is likely to come of this talk 16:47 hmmmm the problems are obvious, the solutions are not 16:47 rubenwardy How can we motivate people to do bug fixing and polishes etc? 16:48 hmmmm by its very nature, minetest attracts complete novices to coding 16:48 est31 I think, as long as we have acceptable master, where there are no side effects of new features, everything is fine 16:48 hmmmm the more advanced the developer, the less likely a bug fix or polish will be necessary to begin with 16:48 est31 polishing can be done later, and be done by other people who add the features 16:48 hmmmm who are the 'other people'? 16:48 rubenwardy I mean generally, as in bug fixing existing code. 16:48 est31 those who care, hmmmm. 16:48 est31 as you said 16:49 hmmmm there aren't enough of those types 16:49 est31 unfortunately 16:49 hmmmm there's me, you, zeno, SN, 16:49 hmmmm and that's about it 16:49 est31 yea :( 16:49 hmmmm I took the approach of being the polish-er for some guy's new feature 16:49 hmmmm that's the result of Hud 16:50 hmmmm err, that's how Hud came about 16:50 kilbith not only the core-devs does the dirty work fyi 16:50 rubenwardy I'd love to be able to help more, I just don't have the experience. :( 16:50 hmmmm Hud was actually nicely polished for a while before people started tacking more stuff onto it 16:50 hmmmm but it took the effort of two people at the same time 16:51 hmmmm and no doubt it's more frustrating for the other person 16:51 est31 i think this is a key 16:51 est31 everybody should have fun 16:51 est31 this is a free time project, no corporate project 16:52 est31 and even there its contraproductive to frustrate people 16:52 hmmmm i used to tell people that open source code is of the same or higher quality than proprietary code 16:52 Calinou it is still true :-) 16:52 hmmmm that's not true in the general case i think 16:52 hmmmm because look at the motivations at play 16:53 Calinou writing bad code at work is rarely frowned upon 16:53 hmmmm it might be true for linux or whatever 16:53 Calinou maybe in some startups, but that's the exception, not the norm 16:53 est31 hmmmm, not every corporation makes code as polished as yours 16:53 est31 at least I think 16:53 hmmmm and not every corporation makes code as polished as my corporation does 16:53 hmmmm :\ 16:54 hmmmm bleh 16:54 hmmmm i think it's impossible to know for sure 16:54 rubenwardy Not every open source project makes code as shitty as mine 16:54 hmmmm everybody is able to view all open source projects 16:54 hmmmm but only a very select subset of people are able to see a very select subset of corporate code 16:56 est31 yea 16:56 hmmmm alright, starting right now, I'd like as many people as possible to participate in the PR clearing 16:56 est31 ok 16:56 hmmmm starting with the oldest PR first: #816 16:56 ShadowBot https://github.com/minetest/minetest/issues/816 -- Add wield light by Zeg9 16:56 est31 next hour is free for me 16:57 hmmmm so this PR did a great job at what it's supposed to do 16:57 hmmmm the primary hangup was that people were calling it unfair 16:58 est31 lemme see 16:59 est31 yes, its one of the design descisions that shaders may not affect gameplay 17:00 est31 what we need is a new "wield light" "layer" 17:00 est31 example of low quality vs feature 17:02 est31 ok what about the next open one #943 17:02 ShadowBot https://github.com/minetest/minetest/issues/943 -- Increase the amount of particles that breaking a node generates by ShadowNinja 17:02 hmmmm wait 17:02 est31 this one depends on irrlicht particles 17:02 hmmmm what was the resolution for the last one 17:03 est31 "needs improvement" 17:03 est31 what do you think 17:03 hmmmm so you think it should be added 17:03 kilbith est31, particles are effectively slowing down the game when there are in high number 17:03 est31 no 17:03 hmmmm the feature itself 17:03 est31 yes its good as feature 17:03 hmmmm when that PR first came around I supported it 17:04 hmmmm it's just that there were more naysayers than supporters 17:04 hmmmm so it sat 17:04 hmmmm the primary hangup is that it's unfair, but fairness is not determined by developers of the core, but rather the mod makers 17:04 hmmmm the subgame 17:04 est31 you didnt get a supporter (of the current state) with me :) 17:04 est31 unfair? 17:05 hmmmm unfair because you don't have to create torches to light up caves 17:05 hmmmm just one 17:05 est31 ah that 17:05 hmmmm I think that piece of code should be kept for future reference and historical reasons but 17:05 hmmmm wield lighting and things like that will be part of client side scripting if our security polices allow 17:05 est31 here I agree with you, its not a matter of core to decide 17:05 hmmmm brb 17:06 est31 but subgame 17:06 est31 server should send to client whether it has wield lightning 17:06 est31 either with client side shaders, or a simple flag in protocol, or whatever 17:07 est31 while I myself am for the flag 17:09 hmmmm err... 17:09 hmmmm hold on, i'll be back in like 15 minutes 17:09 est31 ok 17:20 Taoki RealBadAngel: An idea has been on my mind recently. Since you are the shader developer, it's probably you I should bring it up to and ask about... 17:21 Taoki RealBadAngel: I was wondering whether Minetest could make use to one of those 2D filters used to smooth out pixelated textures or games. You see them on GameBoy Advance or DOS emulators. Basically, they take a large pixelated image and rounden all of the pictures. Such filters have names like SAI, or Super Eagle. 17:21 Taoki http://i.imgur.com/eo3IJ.png 17:21 Taoki http://gerbilsoft.soniccenter.org/gens/manual/images/render/render-super-eagle.png 17:21 Calinou yeah, HQX or such 17:21 Taoki Some examples. The games in those screenshots are normally pixelated, like Minetest textures. Yet the filter makes them smooth like that 17:21 Calinou those are pretty expensive, and it doesn't bring much to add them 17:22 Taoki I see 17:22 Taoki I was thinking that with x16 textures, such a filter could be used to soften them and make them look more artistic 17:23 Taoki http://filthypants.blogspot.ro/2012/03/xbr-vs-hqx-interpolation-filter.html This descripes the idea in more depth 17:26 Taoki https://en.wikipedia.org/wiki/Hqx Even better, to get an idea of what and how 17:27 Elinvention what's the problem with hardware lightning in minetest? 17:27 Taoki Elinvention: No one's gotten around to implementing it yet. 17:28 Elinvention Minetest is based on Irrlicht right? Irrlicht doesn't support it? 17:29 est31 first: yes, second: dunno 17:29 Calinou hardware lighting is also quite slow 17:29 Calinou even for today's hardware 17:29 Calinou (that is, realtime lighting) 17:30 Taoki Elinvention: It does. We just aren't using it yet. 17:30 Taoki Also seems someone already wrote hqx glsl filters. https://github.com/Armada651/hqx-shader/tree/master/glsl 17:31 Taoki https://www.shadertoy.com/view/MslGRS Cool, another example :o 17:36 Elinvention If hardware lightning were used, the shaders wouldn't have to be on to see the light, isn't it? 17:37 Elinvention sorry lighting 17:44 Taoki Yes, that's not shader related 19:24 est31 hmmmm, back? 19:24 hmmmm yeah 19:25 est31 ok, so the oldest pr needs enhancement, and some call it unfair 19:25 hmmmm alright so my recommendation for 816 is that the code should be kept for reference purposes but it won't be merged in its current form at all 19:25 est31 yes 19:25 hmmmm the reason why it's unfair is because fairness is defined by the subgame, not the developers 19:25 hmmmm so it's a client-side modding thing 19:26 est31 or at least it should rely on some value sent by the server to the client 19:26 est31 and not settable by the client. 19:26 hmmmm absolutely 19:26 est31 ok #943 19:26 ShadowBot https://github.com/minetest/minetest/issues/943 -- Increase the amount of particles that breaking a node generates by ShadowNinja 19:26 hmmmm if we do decide that running shaders downloaded from a server is safe enough, it'll be implemented that way 19:26 hmmmm so I think we should close it 19:26 hmmmm btw 19:27 hmmmm we need to end each of our discussions with a final decision to keep open and add a comment to the PR, or close it out 19:27 est31 doesn't "keep around for reference purposes" mean keeping open? 19:27 hmmmm keep it somewhere 19:27 hmmmm make a branch perhaps 19:27 hmmmm i don't know, but it's not going to be merged so it should be closed 19:27 hmmmm #943 19:27 ShadowBot https://github.com/minetest/minetest/issues/943 -- Increase the amount of particles that breaking a node generates by ShadowNinja 19:28 RealBadAngel hmmmm, i rather take care of my code, when given feedback im able to fix things 19:28 hmmmm what do you think 19:29 RealBadAngel see what happened just a few minutes ago in main 19:29 hmmmm the particle amount should be a setting 19:29 hmmmm not some hard coded thing 19:29 kilbith particles in high amount is FPS killer, VanessaE please told them 19:29 kilbith (example : shower head's particles) 19:29 hmmmm that's because the current particle implementation sucks 19:29 kilbith exactly 19:29 hmmmm so... 19:29 hmmmm want to close it out? 19:29 est31 yes 19:29 hmmmm alright 19:30 hmmmm close #943 19:30 ShadowBot https://github.com/minetest/minetest/issues/943 -- Increase the amount of particles that breaking a node generates by ShadowNinja 19:30 est31 its too small for it 19:30 hmmmm make sure you actually add a reason why you're closing it too btw 19:30 hmmmm or do you want me to 19:30 RealBadAngel hold on a second with those particles 19:30 est31 close it, I am doing it for 816 19:30 RealBadAngel we are talking about a few particles when diggin a node 19:31 RealBadAngel its absolutely not a huge ammount and it doesnt affect fps 19:31 RealBadAngel its not moddable stuff 19:31 RealBadAngel i did the same with digging tweaks 19:32 kilbith RBA, try out the homedecor shower head's particle with 60 particles/s 19:32 RealBadAngel cracks are far worse for the engine (by triggering several times mesh update) than those few particles 19:32 kilbith you'll see the bad effect 19:33 RealBadAngel damn, we are not talking about shower now 19:33 kilbith it's the same particles 19:33 RealBadAngel just a few more particles when digging 19:33 kilbith and it's already really BAD with 60 particles/s 19:33 RealBadAngel cracks are worse 19:33 kilbith FPS drops as -15 FPS 19:34 RealBadAngel with what? 19:34 kilbith a old GPU 19:34 RealBadAngel what is causing that drop i ask 19:34 hmmmm a crack animation triggers a mesh update? 19:34 kilbith when you turns on the shower head flowing 60 particles/s 19:35 RealBadAngel hmm suprised? 19:35 hmmmm it shouldn't do that 19:35 RealBadAngel kilbith, that issue wasnt about the shower 19:35 kilbith but i talk about the particles not the shower itself 19:35 kilbith VanessaE ^ 19:36 RealBadAngel kilbith, dont mix issues plz 19:36 RealBadAngel hmmmm, i said about that many times and tried to replace those damn cracks with particles 19:36 RealBadAngel but cracks seems to be kinda freaky religion here 19:36 est31 #1685 is too ugly 19:37 ShadowBot https://github.com/minetest/minetest/issues/1685 -- Digging animations tweaks. by RealBadAngel 19:37 RealBadAngel ugly? 19:37 RealBadAngel oh thx :P 19:37 est31 jugding from the video, i dont like it https://www.youtube.com/watch?v=wjG1bUBFPB0 19:37 est31 lol 19:37 RealBadAngel fuck the vid 19:38 RealBadAngel try the feature before trashing it 19:38 hmmmm yeah I don't like it either... 19:38 RealBadAngel so live with cracks :P :) 19:39 hmmmm there should be a technically better way to replace a single texture in a mesh with a different variant 19:39 RealBadAngel theyre even more ugly, doesnt fit all drawtypes, eat memory and lag engine 19:39 RealBadAngel long live the cracks! 19:39 est31 heh 19:40 hmmmm don't change a part of minetest that everybody likes because you personally can't figure out a way to make them more efficient 19:40 RealBadAngel nobody even noticed that this feature has an option to turn it on and off 19:40 Krock http://i62.tinypic.com/2qkt6j5.jpg I want cracks too 19:40 RealBadAngel so one can have cracks, another highlighting plus particles 19:41 hmmmm I think if we are hoping to generalize minetest more into an engine than a minecraft clone with some lua scripting, it's essential to somehow abstract the crack animation away from digs 19:41 kilbith RBA, the trigger on particles is the same whether you're digging a node or activate a particlespawner 19:41 kilbith so it's the same issue 19:41 RealBadAngel you dont dig 100 nodes at the time 19:42 RealBadAngel so it cannot cause an issue like lets say 100 showers :P 19:42 kilbith how many time per second you punch a node when holding left click ? 19:43 kilbith it's lotsa of particles 19:43 RealBadAngel if that digging effect is causing fps drop, im chinese ballet dancer :P 19:44 RealBadAngel and hmm, est31 how easy for you to drop the feature without even trying how it works and feels 19:44 RealBadAngel thats common 19:44 Krock it's surely causing a minimalistic fps drop :P 19:44 hmmmm alright 19:44 RealBadAngel "screenshot is enough" 19:45 RealBadAngel bullshit 19:45 hmmmm so I just closed #943 19:45 ShadowBot https://github.com/minetest/minetest/issues/943 -- Increase the amount of particles that breaking a node generates by ShadowNinja 19:45 hmmmm onto #958 19:45 ShadowBot https://github.com/minetest/minetest/issues/958 -- Add player list, viewable by holding Tab by sfan5 19:45 hmmmm ahh, this one... I remember this one 19:46 hmmmm this was implemented back when we couldn't change fonts or font colors and so the text was white on light gray and was practically impossible to read 19:47 hmmmm it could be fixed and merged, but do we really want this to be a part of the core? this is the kind of thing that could be trivially implemented in a mod 19:47 hmmmm what do you guys think? 19:49 est31 yea a mod should do this 19:49 TeTpaAka This should be made by a mod, imho. The only problem for a mod would be the key binding. 19:49 TeTpaAka But this could be fixed by client side modding. 19:51 hmmmm client side modding has been the answer for a couple of these mods now 19:51 hmmmm I'm going to boost the priority of client side modding 19:51 hmmmm this is going to be what I work on after fixing some immediate bugs 19:51 hmmmm we'll get the keybinding and screen drawing/hud features out first 19:52 hmmmm formspec is going to be more difficult to replace so that'll come later rather than sooner 19:52 est31 ok 19:53 hmmmm but yeah I don't agree with adding things like this to the core 19:53 hmmmm it's a core, not a game 19:53 hmmmm the game is the collection of mods 19:56 * VanessaE wanders in 19:57 est31 what bugs? 19:58 hmmmm I'm going to finally fix the damage flashing bug 19:58 VanessaE kilbith is right about the particles though - whether they are spawned by a dig action, single-particle actions (as in the "snowdrift" mod), or as spawners like homedecor's faucets and showerhead, the more particles there are, the slower the FPS. Too late now since you already did it, but I sadly agree to closing SN's PR. 19:58 hmmmm there's also the player texture bug 19:58 hmmmm basically, nerzhul leftovers that he never bothered with 19:58 VanessaE hmmmm: you talking about the fake damage in creative mode? 19:58 kilbith ^ RBA read that 19:58 hmmmm yes 19:59 hmmmm i know the reason for that 19:59 est31 player texture? 19:59 VanessaE est31: sometimes the player texture comes out flat 19:59 jin_xi lots of particles with collision detection. its expensive 19:59 hmmmm tl;dr the server sends a DIEPLAYER event even if damage is disabled 19:59 VanessaE instead of wrapped around a model, or comes out as "the green guy" for no reason 20:00 hmmmm so what do you want to do 20:00 hmmmm close out 958? 20:01 est31 yes 20:01 hmmmm we should be keeping track of which features are getting re-written using client side modding 20:01 est31 there is http://dev.minetest.net/Client_scripting_plans 20:01 hmmmm there it is 20:02 hmmmm i was literally about to ask you for the link 20:02 est31 heh 20:02 est31 It has mostly stuff about the general construction 20:02 est31 not about the feature 20:02 est31 s 20:02 hmmmm I am adding a new section 20:02 est31 but certainly a good place to put them 20:02 est31 ok 20:05 hmmmm maybe we should add an issue to make the number of particles settable per-nodedef 20:06 hmmmm so digging a sand node would make lots of particles whereas others maybe not so much 20:06 hmmmm an issue so we remember about it at least 20:06 est31 good idea 20:07 VanessaE offtopic, sorta: https://forum.minetest.net/viewtopic.php?f=11&t=3933&p=183022#p182987 20:08 VanessaE (summary: it would be nice if a server could detect settings on the client, for client-side configuration of a server-side mod) 20:09 VanessaE hmmmm: as I recall, sfan5's old particles mod could (if extended) do exactly that 20:09 hmmmm hmm 20:09 VanessaE but it used entities to spawn particles, so it was even slower, and laggy as well 20:10 hmmmm you have me wondering now 20:10 VanessaE ? 20:10 hmmmm see, I had the idea of maybe using client side scripting for all special visual effects 20:10 hmmmm like remember the light aura around light sources i implemented 20:10 hmmmm instead of making that an attribute of the node 20:11 hmmmm that should be a scripted special effect to draw each time that type of node is rendered 20:11 hmmmm except in some manner that makes it fast 20:11 VanessaE I remember that light aura 20:11 hmmmm in the same way, could a local-only particle spawner be created on_dig? 20:11 VanessaE in fact I was just thinking about that last night, wondering if it could be implemented again 20:11 hmmmm i wouldn't hard code the effect in 20:12 est31 good idea 20:12 hmmmm it would have to be made generic somehow 20:12 hmmmm and keep in mind this also needs to be fast 20:12 hmmmm i.e. register things, not execute lua on a callback 20:12 hmmmm and it needs to not suck 20:13 VanessaE well this is one of those times when it would be pretty obvious how the API should work at least 20:13 VanessaE register_node(foo, { client_on_dig = function(blah) ; do particles ; end }) 20:14 VanessaE i.e. like a callback, but said code would be uploaded to the client at init, to be executed later 20:15 hmmmm that's how it's already going to work 20:15 VanessaE well at least we agree on THAT much :P 20:16 hmmmm I don't know, maybe digging a node isn't hot enough of an event to have a registration for 20:16 hmmmm but node rendering effect should be registered 20:16 VanessaE why not? 20:16 hmmmm because 20:16 hmmmm you hardly ever dig a node 20:16 VanessaE we have callbacks for 1927423 other things 20:16 hmmmm so there will be two callbacks 20:16 hmmmm start_dig 20:16 VanessaE oh no, believe me that's not true :)_ 20:16 hmmmm end_dig 20:16 hmmmm it'll be like mouse_up and mouse_down 20:16 VanessaE that's not too bad an idea 20:16 hmmmm end_dig will have some kind of boolean if the dig completed 20:17 VanessaE good idea 20:17 hmmmm well 20:17 hmmmm i'm just spouting obvious ideas 20:17 VanessaE but I mean, we have on-construct, on dig, after dig, and a few others 20:17 sfan5 >on dig, after dig 20:17 est31 gtg 20:17 sfan5 wouldn't on dig be equivalent to on punch then? 20:17 VanessaE I meant on punch rather 20:18 hmmmm oh 20:18 hmmmm sfan5: perhaps so 20:18 hmmmm except on_punch would be much more generalized than on_dig 20:19 hmmmm est left 20:19 hmmmm would the rest of you like to continue looking at old PRs? 20:20 kilbith est31 ^ 20:20 hmmmm he just said he left 20:21 VanessaE old PRs is a good idea. 20:21 hmmmm the next one is kind of a doozey 20:21 hmmmm i'd like to skip it for now... 20:21 VanessaE ? 20:26 est31 back? 20:26 est31 back! 20:26 VanessaE BACK! 20:26 VanessaE :) 20:26 VanessaE hmmmm: which one are you talking about? 20:26 hmmmm meta set nodedef 20:26 VanessaE eek 20:26 hmmmm i would like to merge that eventually 20:27 VanessaE that's been wanted for like, forever, but one thing that occurred to me recently is, what's the worst-case scenario for a map with a fuckdton of nodes so-modified? 20:27 VanessaE I mean, double the size? triple? 20:27 hmmmm i'm not really sure 20:27 hmmmm it's going to be much larger, definitely. 20:27 est31 it depends on how the format is 20:27 hmmmm i thought you left est 20:27 hmmmm :) 20:27 est31 yea 20:27 est31 back! 20:28 hmmmm oh 20:28 hmmmm rrrr 20:28 hmmmm anyway skipping #1118 for now... like I said, it's a doozey. but I want it at least, and it needs a rebase 20:28 ShadowBot https://github.com/minetest/minetest/issues/1118 -- Meta set nodedef by Novatux 20:29 hmmmm #1188 looks pretty good apart from some minor style issues 20:29 ShadowBot https://github.com/minetest/minetest/issues/1188 -- getTime refactoring by Selat 20:29 hmmmm how do you guys feel about separating porting.cpp things into separate files based on 'topic'? 20:29 est31 and that it needs a rebase 20:29 est31 if we do so, we should add a new directory 20:29 est31 only for porting 20:30 est31 but ok 20:30 hmmmm yeah 20:30 hmmmm so this is going to add get_time.cpp or something 20:31 hmmmm porting/get_time.cpp? 20:31 hmmmm instead of "porting" why not something more immediately clear such as "platform-dependent code" 20:31 hmmmm that should be in a separate issue, though. 20:32 est31 yes 20:32 est31 it should still be inside the porting namespace 20:33 hmmmm what arguments are there for having it namespaced? 20:33 est31 because its only a platform dependent helper code 20:33 est31 basically what porting is 20:37 Nihao Hello, protectors of the core cubes :) 20:37 Nihao I have a question about loss of material on exchange: http://pastebin.com/awvFdh14 20:37 Nihao Probably the same as https://github.com/minetest/minetest/issues/2028 20:37 Nihao It kind of "disturbs" (!) the gameplay and seems to appear with Barter Table and chests at least. 20:37 Nihao Is it possible to fix that? 20:38 est31 it is if you know how to reproduce 20:39 Nihao est31: Sorry, I do not reproduce it, but it crashes the server 10 tiles a day. 20:39 Nihao times* 20:39 Nihao Just crashed again.... 20:40 est31 it is possible that a player used this to volunarily crash the server 20:40 est31 perhaps 20:40 Nihao How to know? 20:41 Nihao Can you instrument the code? 20:41 Nihao To have more data in the logs 20:41 est31 Nihao, just try a debug build 20:41 est31 and open it in gdb 20:42 Nihao With 25 people? 20:42 est31 at least its no nrz bug 20:43 Nihao :) seems to be good news. What does it mean? 20:43 est31 that its old 20:44 Nihao nrz 20:44 Nihao It is old and has neve been fixed. 20:44 kilbith nrz = core-dev 20:44 Nihao Maybe a survivor. 20:45 Nihao Or a really hard one. 20:46 Nihao Or both, anyway, how can I instrumnt the code on the "productive" server to have more useful data in the logs? 20:46 est31 debug build 20:47 est31 gdb 20:47 est31 gdb has no real performance penalty 20:47 est31 or no big 20:47 est31 unlike valgrind 20:47 est31 that one is a biggie 20:48 Nihao OK, thanks est31, I have to think that over and will hopefully be back with more precise indications soon. 21:25 kilbith so the PRs clearing out has stopped ? 21:26 est31 seems so 21:27 hmmmm nope 21:27 hmmmm let's continue on 21:27 hmmmm let's make our goal to get below 90 21:27 hmmmm so what do you guys think about #1277 21:27 ShadowBot https://github.com/minetest/minetest/issues/1277 -- Update to Lua 5.2 by ShadowNinja 21:28 kilbith better picking 5.3 now maybe ? 21:28 hmmmm yeah, i was thinking the same. 21:28 hmmmm does anybody know the story of 5.3 compat with luajit? 21:30 est31 its nonexistent I think 21:30 est31 last time I checked 21:30 est31 and yes, we can switch to any version luajit supports 21:30 hmmmm the whole selling point of luajit is that you can drop it in and it'll work 21:30 est31 but only fully supports 21:30 est31 and other way round too 21:30 hmmmm right 21:30 hmmmm it needs to be a 1:1 replacement 21:31 est31 yes 21:31 hmmmm what do you think we should do 21:31 hmmmm keep open or close? 21:32 est31 SN has invested quite alot of work 21:32 est31 it seems 21:32 est31 a large diff 21:32 est31 ah 21:32 hmmmm the majority of that is updating the builtin version of lua 21:32 est31 its only cped from lua source 21:32 hmmmm which is not builtin anymore 21:32 est31 yea 21:33 est31 really? 21:33 est31 what is in src/lua then 21:34 hmmmm ah.. 21:34 hmmmm maybe it doesn't use builtin by default then..? 21:34 hmmmm oh it was sqlite that got dumped 21:34 est31 what I hate about lua is that they break every single release 21:34 est31 yes 21:35 hmmmm why is there so much inconsistency between which libraries get bundled by default 21:35 est31 this is a thing a language shouldnt do 21:35 est31 ? 21:35 hmmmm sqlite isn't bundled, but lua is bundled 21:35 hmmmm why was this choice made 21:35 est31 dunno, before my time 21:36 hmmmm irrlicht isn't bundled 21:36 hmmmm so you can't make the argument that only essential libraries are bundled 21:36 est31 I dunno 21:37 hmmmm so hrmm 21:37 hmmmm updating lua to 5.2 - close out? 21:38 est31 http://lua-users.org/lists/lua-l/2012-01/msg00787.html 21:38 est31 "o not hold out for a fully 5.2-compatible version of LuaJIT, if you 21:38 est31 are thinking of it. Mike Pall has made it clear that he dislikes and 21:38 est31 disagrees with many of the choices made by the Lua team for this 21:38 est31 version, and has no intention of moving away from a primarily 21:38 est31 5.1-based LuaJIT." 21:38 est31 cite that and close it 21:38 hmmmm luajit support is honestly more important than lua support 21:39 hmmmm in 99% of the cases people are going to use luajit 21:39 est31 yes 21:39 hmmmm (also that's an argument why I believe lua shouldn't be bundled by default any longer) 21:39 est31 but in the 1% where sb runs valgrind, things have to run smoothly too 21:39 hmmmm should we get rid of minigmp too, do you think? 21:39 est31 *shrug* 21:40 est31 if you get the windows build people to agree 21:40 hmmmm windows builds are a whole other level of pain 21:40 est31 OTOH, who is hurt by those files 21:41 hmmmm well for a while I tried taking over the windows build 21:41 hmmmm it was quite tough getting all the dependencies together 21:45 est31 so, the PR can be closed? 21:46 hmmmm yeah hold on 21:46 hmmmm i am closing it 21:46 est31 ok 21:50 est31 next one? 21:53 hmmmm yeah 21:53 hmmmm #1220 21:53 ShadowBot https://github.com/minetest/minetest/issues/1220 -- Player information window by MirceaKitsune 21:54 hmmmm watch 5 more PRs get added tomorrow 21:54 est31 heh 21:54 hmmmm it's enough to make you say fuckit and give up 21:54 hmmmm hmm 21:54 hmmmm so this is formspec-based 21:55 hmmmm i like the idea behind it 21:55 est31 this one is better 21:55 hmmmm the implementation sorta sucks though 21:56 hmmmm the implementation is pretty good for what it is, a formspec, but the problem is that it uses formspec 21:56 hmmmm and you have to type a command to open it 21:56 hmmmm could we merge this together with the connected player list idea for client-side modding? 21:57 kilbith it's too specifical to be added in builtin imho 21:57 est31 if we go with our previous descision, we have to close this too 21:57 kilbith belongs to a mod 21:57 est31 ^ 21:57 hmmmm maaaaaaaybe 21:57 est31 or minetest_game 21:57 hmmmm yeah 21:57 est31 I'd like to have it in minetest_game 21:58 hmmmm idea time 21:58 hmmmm what if basic player connection info gets displayed as part of a list in builtin client side modding 21:58 hmmmm and then other games can override the info screen 21:59 hmmmm so if you hold down tab on a game that doesn't implement this special info screen it'll just show basic information like name, connected time, latency 21:59 kilbith also no need a formspec here, /ping would be sufficient 21:59 hmmmm but if you have special player information in your special game 21:59 hmmmm you can override the tab button to open /your/ player info display with the game-specific stuff 21:59 hmmmm yes? no? 22:00 est31 I dunno 22:00 est31 it gives this "default" feature 22:00 hmmmm the default thing could be part of minetest_game then 22:00 hmmmm well 22:00 hmmmm I don't know, we'll cross that bridge when we come to it 22:00 est31 do we have this at other places too? 22:00 hmmmm what now 22:01 est31 yea good 22:01 est31 it has issues of its own 22:01 est31 like minetest.setting_get("max_users") 22:01 est31 wrong info 22:01 hmmmm ohh :/ 22:02 est31 (unrelated from whether to close or not) 22:02 est31 I'd suggest we close this too, and wait for client side scripting and a formspec replacement 22:02 hmmmm yeah 22:02 hmmmm we can do soo much better 22:03 hmmmm like don't get me wrong - i think this is great 22:03 hmmmm it's the best that it can be 22:04 hmmmm but the interfaces suck and it's like we're telling people to build a house with a saw and no hammer 22:04 est31 yea its dangerous to close PRs because "clientside scripting will make this all obsolete" 22:04 hmmmm right 22:05 hmmmm after this first batch that's what we'll get working on 22:05 est31 sfan5's solution is more proper 22:05 hmmmm this is pretty high priority now that i look at it 22:07 hmmmm in fact gosh 22:07 hmmmm you know what 22:07 hmmmm a majority of these PRs are obvious client side scripting things 22:08 hmmmm I think there's a reason for this. the Minetest UI is one particularily deficient area and it's incredibly visible, so people tend to focus on that 22:08 hmmmm i don't want to skip around but I think it's for the best 22:09 kahrl I have a different idea for the player list, maybe completely off base but it might work 22:10 kahrl essentially adding a tiny thing to the core that would allow doing the rest in a mod 22:10 kahrl the idea is to add a playerlist flag to functions like hud_add 22:10 kahrl hud items with that flag set will only be shown whenever tab is pressed 22:11 kahrl what do you think? 22:11 est31 I don't know how good the HUD api is 22:11 hmmmm it sucks 22:11 hmmmm just trust me, it sucks 22:12 hmmmm it works for now though, that's why people use it 22:12 kahrl maybe it's time to improve it :P 22:12 hmmmm I suppose your suggestion could work as a stopgap measure 22:12 est31 yes 22:13 hmmmm it's as simple as adding another attribute to hud items 22:20 kilbith #1328 can be closed as well. 22:20 ShadowBot https://github.com/minetest/minetest/issues/1328 -- Add 3D torches by BlockMen 22:20 kilbith the shape is hardcoded and it's saner to have a meshnode for maintainance / preferences. belongs to subgames. 22:22 est31 yes 22:23 est31 and this 2 pixel proble 22:23 est31 m 22:23 est31 or no 22:23 est31 I actually hate this "flat torch" thing 22:23 est31 thats hardcoded too 22:23 est31 this is at least 3d 22:23 est31 like a proper object 22:25 kilbith also, keep in mind that torchlike is not only used for torches 22:25 est31 but? 22:26 kilbith this code can fuck up nodes like lanterns or so 22:26 kilbith whatever that is not a torch 22:26 est31 they should use meshnodes 22:26 kilbith not necessarily 22:26 est31 its horrible to have 2d objects in a 3d world 22:27 kilbith same goes for other drawtype then 22:27 est31 the only exception being things like curtains 22:27 kilbith if you force the 3d here, it's no longer flexible 22:28 kilbith and easy to maintain 22:29 kilbith or alternatively this can be added as 'torchlike3d' drawtype 22:30 est31 the only torchlike node in homedecor is a cobweb 22:30 kilbith homedecor is not all 22:30 est31 which is perhaps even a good usecase 22:31 kilbith from a modder standpoint i'm strongly opposed to hardcode a 3d shape to torchlike 22:32 est31 it should never have been added 22:32 est31 same as for plantlike 22:33 kilbith but c55 liked the flatness of those drawtypes :) 22:33 kilbith it's just FOSS, you just have to draw pixels with gimp 22:33 kilbith s/FOSS/KISS 22:35 kilbith that is more flexible : https://github.com/minetest/minetest/pull/1871 22:35 est31 perhaps we should add a "flat" drawtype 22:35 est31 but very laggy I think 22:35 kilbith don't add a flat drawtype, the default torchlike should stick 2d 22:36 kilbith because then you would force people to update their mods 22:36 est31 its only a string value 22:36 est31 ok 22:36 kilbith really not, it belongs to a subgame as meshnode 22:36 est31 perhaps we should add a torchlike3d and a flat drawtype 22:36 kilbith no need to complicate things 22:37 est31 and then tell people to update via logging 22:37 est31 do that for one release, and then the next release remove it 22:37 kilbith for the history, it's me that requested to BlockMen to reopen this PR 22:38 kilbith i thought wrong 22:38 Taoki Ugh... a client Lua API is still being planned? Asking because it's one thing I am still not very sure about 22:38 est31 it is planned yes 22:38 Taoki Although, I guess, it is a good idea. Just worried it might make modding too complex and divided and weird 22:39 est31 flexibility always comes at this cost 22:39 est31 but running code clientside has huge advantages 22:39 est31 you just dont have the network lag 22:39 Taoki True, true 22:39 est31 and its distributed, and doesnt need server CPPU 22:39 est31 -P 22:40 Taoki Hope it can be implemented in a clean and non-weird way 22:41 kilbith kwoelkr's code is rather strong, no worries for that 22:47 est31 ok lets skip that then 22:47 est31 hmmmm, next one? 22:48 hmmmm yep 22:49 hmmmm close #1328? 22:49 ShadowBot https://github.com/minetest/minetest/issues/1328 -- Add 3D torches by BlockMen 22:49 hmmmm this is something that clearly should be a meshnode but it's hardcoded 22:49 hmmmm i'd like 3d torches but it doesn't need to get added to the engine 22:50 est31 the torchlike drawtype has a bad name 22:50 kilbith yeah as i said, it's saner to use a meshnode for maintainance and fits the preferences 22:50 est31 doing "flat" is hardcoding too 22:50 hmmmm it is possible to wallmount meshnodes? 22:50 est31 I'm not sure 22:50 kilbith but flatness is KISS, you don't have to bother with Blender 22:53 est31 I'd merge the PR if 2 criteria are met: 1. make it torchlike3d, leave torchlike untouched (that one should be renamed to flat in the future, but thats other issue) 2. also work with higher density textures. just make the "middle" with 1/8 of the texture size 22:54 hmmmm yeah but it's hardcoded 22:54 est31 we will get more hardcoded drawtypes in the future 22:54 hmmmm that's so useless 22:54 est31 like cablelike 22:54 hmmmm ugh 22:54 hmmmm i would strongly prefer to shy away from hardcoded things 22:54 est31 otherwise you will have to register hundreds of connection combinations 22:55 hmmmm why can't this be done with a meshnode? 22:55 est31 as kilbith said, you can then make torches only with gimp, no blender needed 22:55 est31 we are a minecraft-like voxel game engine, no irrlicht 22:58 hmmmm yeah but 22:58 hmmmm you can't do anything differently 22:58 kilbith hardcoded = no flexibility 22:59 kilbith against the master principle of MT 22:59 hmmmm you can make torches... only torches. the only torches you'll be able to make are rectangular prisms jutting out of a wall at an angle 22:59 hmmmm the only flexibility you'd have is making the texture slightly different 22:59 est31 so, then remove torchlike altogether? 22:59 hmmmm and with such a small texture that'd mean the only thing you'd be able to do is change the color 23:00 est31 its the same as for torchlike. 23:00 hmmmm torchlike needs to stay around for reverse compatibility 23:00 hmmmm it wasn't the smartest idea, but it was the best they had back then 23:00 est31 we should deprecate it then 23:00 est31 with a warning 23:01 kilbith est31, talking about MC, you realize that there are some flat drawtypes in MC ? 23:01 est31 which? 23:01 kilbith 'signlike' 23:02 kilbith hmm no, ladderlike 23:02 kilbith but they are named differently 23:02 est31 yea ladders are even more or less ok 23:03 kilbith ah, and the plants are all flats as well ! 23:03 kilbith like our plantlike 23:03 kilbith so please listen to the modders for once 23:03 kilbith that's a pretty bad idea to force using 3d there 23:04 kilbith especially a determinated shape 23:04 est31 hmmmm, kilbith from what I find, we can't do right that torches blockmen proposes in that PR 23:04 est31 but only ones where there is no texture sticking out at the sides 23:05 est31 I think we should add this as a stopgap 23:05 hmmmm you realize it becomes permanent, right? 23:05 est31 until we have wallmounted meshnodes 23:06 hmmmm wait 23:06 hmmmm are you sure we don't have wallmounted meshnodes already? 23:06 hmmmm or anything that can replicate wallmounted? 23:06 hmmmm vanessae? 23:07 hmmmm est31: celeron seems to agree with me 23:08 kilbith http://irc.minetest.ru/minetest/2015-01-03#i_4092174 23:08 est31 hmmmm, noted 23:09 est31 ok, so you can re-do it with meshnodes, but without flames sticking out at the sides? 23:09 hmmmm we should probably look into ways to make implementing 3d torches simpler using meshnodes 23:26 Sokomine regarding 3d torches: they may look nice but are usually horrible regarding gameplay. client prediction usually fails, so it feels like a very bad lag, and there are artifacts left when removing a torch. at least it was that way the last time i saw it used 23:26 Calinou meshnodes make client prediction possible, normally 23:26 Calinou using wallmounted parameter 23:26 Calinou nodeboxes too but nodeboxes can't be rotated (see carbone_torches) 23:27 est31 lets jump that pr 23:27 est31 nex one? 23:29 Sokomine Calinou: whatever. as long as it doesn't cause players to experience lag when placing a torch to get light it ought to be ok