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IRC log for #minetest-dev, 2015-07-30

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All times shown according to UTC.

Time Nick Message
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00:17 paramat now pushing game#596
00:17 ShadowBot https://github.com/minetest/minetest_game/issues/596 -- Add biomes for mgv5 and mgv7 by paramat
00:24 paramat push complete!
00:24 paramat woohoo!
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07:37 kilbith when will the big leak on flying over the map gets fixed ?
07:38 kilbith seriously i can't even roam over the new paramat biomes more than 30 min in a row without ends up with the RAM usage saturated and sickened
07:39 kilbith just free-ing the distant mapblocks in RAM, that's all there's to do
07:40 hmmmm if you've got it all figured out, a PR is welcomed
07:41 kilbith if i had the knownledge, ofc
07:41 hmmmm well you said it's just free-ing the distant mapblocks in RAM
07:41 hmmmm that's all there is to it
07:41 hmmmm no sweat, ez
07:41 hmmmm ezcakes
07:42 kilbith i know how it behaves, but not the exact mechanisms underlying
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08:57 Puma_rc Hi
08:57 Puma_rc When will release the next version (0.5.0???)
08:58 rubenwardy When it is ready
08:59 Puma_rc There is no planned?
09:00 rubenwardy Sometime in August, however all the issues have to be fixed first
09:02 VanessaE and it won't be 0.5.0
09:02 VanessaE it'll be 0.4.13
09:03 Puma_rc but the 0.4.13 will be compatbile with 0.4.12?
09:03 bluegreen what do you mean?
09:03 VanessaE it should be, yes.
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09:04 Puma_rc if the server is .13 and the clien .12
09:04 Puma_rc for example
09:04 bluegreen should work
09:05 Puma_rc also the android?
09:05 bluegreen yes
09:06 bluegreen so mods that work in .13 will not work in .12
09:06 Puma_rc But with all these changes, it is no a minor is major
09:07 bluegreen why?
09:07 bluegreen are you saying it should be 4.2.0?
09:08 Puma_rc Added minimap, accents, etc ...
09:08 Puma_rc no
09:08 Puma_rc 0.5.0
09:08 bluegreen 0.5.0!
09:09 Puma_rc I mean it's not bugfix
09:09 bluegreen I think the last time that cause a version change that large was adding a mod api
09:10 Puma_rc o_O
09:10 rubenwardy #2908 ready for more reviews
09:10 ShadowBot https://github.com/minetest/minetest/issues/2908 -- Make map limit configurable by rubenwardy
09:10 rubenwardy Puma_rc, we don't really use semver atm
09:12 bluegreen #2969
09:12 ShadowBot https://github.com/minetest/minetest/issues/2969 -- Add a setting to enable mod manager and disable it by default by red-001
09:13 rubenwardy I'm a developer for mmdb, and I agree that it's very broken. iqualfragile, the main developer, is really the only one who knows how to do things (it just submit small cosmetic changes)
09:14 bluegreen is it online anywhere?
09:14 rubenwardy no, unfortunately
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09:15 rubenwardy celeron55 now hosts the forums rather than thexyz, he hasn't got around to setting it up yet.
09:15 bluegreen oh
09:15 rubenwardy Krock's mod search is way more useful
09:15 Krock :d
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10:20 Megaf_ we should improve how the client detects if it timed out
10:21 Megaf_ it takes way too long for the detection to work, a lot a work (digging/mining/building) is lost
10:21 Calinou we could have an obnoxious "Connection interrupted" message at the center when there's no response from server for > 5 seconds
10:22 Megaf_ That would be good I think
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11:37 bluegreen nooo
11:37 bluegreen i need to instal flash
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14:33 UltimateNate Have Minetest been tested with minetest yet?
14:33 UltimateNate erm
14:33 UltimateNate wtf
14:33 UltimateNate Have Minetest been tested with windows 10 yet?
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14:35 bluegreen The chances are yes
14:36 bluegreen but you are welcome to try :)
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14:56 celeron55 if someone could test that and report the result somewhere it'd be useful
14:58 celeron55 oh, looking at #minetest, looks like UltimateNate did and it works
14:58 UltimateNate I tried DirectX + local server.
14:59 UltimateNate I experienced more lag with OpenGL + shaders
15:00 UltimateNate as FPS fluxucates very quickly.
15:00 UltimateNate And Shaders on Directx makes everything red.
15:01 bluegreen minetest doesn't have Directx shaders
15:02 UltimateNate Looks like it works fine, I just tested mulitplayer.
15:03 UltimateNate mutiplayer*
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18:54 bluegreen #1
19:09 est31 joined #minetest-dev
19:10 est31 we should talk about when we use PROJECT_NAME
19:10 est31 and when PROJECT_NAME_C
19:10 est31 because I think what we currently do in most places is we use PROJECT_NAME_C everywhere we provide something directly for the user
19:10 est31 e.g. app title.
19:10 est31 and PROJECT_NAME where its internal or part of the modding api
19:11 est31 (like the minetest. API for lus)
19:11 est31 or the fact we store to .minetest, or our binaries are named minetest too
19:11 est31 (aligning with POSIX here)
19:12 est31 nobody except NetworkManager names their binaries with major casing.
19:14 Out`Of`Control est31:  i fixed my problem, db was broken
19:24 est31 nice
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19:43 est31 Wayward_One, you there?
19:43 Wayward_One Yes
19:44 est31 with "fresh clone", do you delete the dependencies?
19:44 est31 e.g. irrlicht etc
19:45 Wayward_One O.o
19:45 est31 or do you copy them over
19:45 Wayward_One I just delete the whole minetest directory and git clone
19:46 est31 and what are your cmds then?
19:46 Wayward_One I'm guessing that's not a fresh clone after all...?
19:46 est31 that is one
19:46 Wayward_One Ah, ok. One sec
19:46 est31 but do you copy e.g. the build/android/deps directory?
19:46 est31 or do other things besides cd build/android && make
19:49 Wayward_One Nope, just git clone minetest and Minetest Game, then cd build/android && make
19:51 est31 ok, can you share the make output?
19:51 est31 also, can you try what I've said in #2973
19:51 ShadowBot https://github.com/minetest/minetest/issues/2973 -- [Android] No text on main menu
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19:59 Wayward_One Sure
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21:16 nrzkt est31 can you review the trivial optimization #2975 please ?
21:16 ShadowBot https://github.com/minetest/minetest/issues/2975 -- Remove SendableMediaAnnouncement loop and struct into sendMediaAnnouncement by nerzhul
21:16 nrzkt i found a stupid double looping in sendMediaAnnouncement
21:16 nrzkt or hmmmm maybe  ? :)
21:20 est31 The PR is mostly ok, but I see no point where its an optimisation.
21:20 est31 (mostly ok except the postincrement)
21:23 nrzkt we store all m_media to a vector and we read all the vector
21:23 nrzkt ...
21:23 nrzkt in my PR we read m_media and that's all
21:23 est31 well yeah its ugly
21:24 est31 +1 if the things I pointed out are fixed
21:25 nrzkt okay i do it :). With modern processors post or pre increment is optimized by compiler if i remember, no ?
21:25 est31 http://stackoverflow.com/a/1303915
21:26 hmmmm i say if you're going to optimize something, don't half-ass it
21:26 est31 ^
21:26 hmmmm besides, using preincrement for non-primitive types where order does not matter is a code style rule
21:27 nrzkt hmmm not a problem for me to optimize , i like it, just i need to be sure on what i'm doing :p
21:27 est31 hmmmm, is it a rule?
21:27 est31 I would agree to adding it as rule, but i cant find it
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21:28 hmmmm you're right, it's missing from code style guidelines
21:32 est31 its in google style
21:32 est31 http://google-styleguide.googlecode.com/svn/trunk/cppguide.html?showone=Preincrement_and_Predecrement#Preincrement_and_Predecrement
21:37 nrzkt ok modified est31
21:38 est31 ü1
21:38 est31 +1*
21:39 nrzkt okay, i will merge it tomorrow, i'm tired, or you can merge it in 30 mins if you want, no problem  for me :)
21:39 nrzkt thanks
21:41 est31 well there is no point in waiting, we merge prs after whether they have approval or not, not after how long they sit around
21:43 est31 lol sb on c++ pointed me to this rule after I asked whether postincrements are optimizeable by the compiler: http://eel.is/c++draft/intro.execution#footnote-5
21:43 est31 but thats super general
22:58 hmmmm the google style guide has its good points but some of the stuff here is quite wtf
22:58 hmmmm C++ does not specify the sizes of its integer types. Typically people assume that short is 16 bits, int is 32 bits, long is 32 bits and long long is 64 bits.
22:58 hmmmm typically people assume that
22:58 hmmmm but that doesn't mean you should assume that
22:59 hmmmm always assume that when you use the type "int", you'll never have values greater than a couple thousand
22:59 hmmmm telling people to assume int is 32 bits is dangerous
23:02 est31 agreed
23:03 est31 http://www.mikrocontroller.net/articles/AVR-GCC-Tutorial#Ganzzahlige_Datentypen_.28Integer.29
23:04 est31 on atmel, int is 16 bit
23:04 est31 http://www.atmel.com/images/doc8453.pdf
23:05 est31 http://www.atmel.com/images/doc8453.pdf#page=4&zoom=auto,0,560
23:12 sofar I'd like to see minetest on an atmel, though ;^)
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23:35 * H-H-H would like to see minetest on an atmel to
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