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IRC log for #minetest-dev, 2016-02-23

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Time Nick Message
00:11 est31 I'll push a fix for #3766 soon
00:11 ShadowBot https://github.com/minetest/minetest/issues/3766 -- 31e0667 broken android build
00:11 est31 oneliner
00:15 est31 https://github.com/est31/minetest/commit/​4498b535d47d1ed9fadd51bfa8a1c4b88ca8b16e
00:15 est31 this will be pushed in 10 minutes
00:16 est31 little update https://github.com/est31/minetest/commit/​b78c1b148e00316d2fca9786c965f74628b5aa6d
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00:25 Fixer i see a weird low-bumping up when walking near some nodes
00:25 Fixer and on other nodes i hear fast-repeated-walk-many-times thing
00:26 kaeza terminate called after throwing an instance of 'LuaError'
00:26 kaeza what():  Runtime error from mod '' in callback handleMainMenuButtons(): Attempt to set secure setting.
00:26 sofar are they plain nodes or maybe mesh nodes or nodeboxes?
00:26 kaeza ^ enable secure.enable_security and then try to disable from main menu
00:27 Fixer sofar, when walking near cottages: fence_small and when walking off the mesecons_pressure_plates
00:27 sofar so nodeboxes
00:27 est31 kaeza, there is a current bug in modding security
00:28 est31 kaeza, #3765
00:28 ShadowBot https://github.com/minetest/minetest/issues/3765 -- minetest.request_insecure_environment() always returns nil
00:28 Fixer sofar, yeah, looks like it
00:28 est31 can you try to rollback before that commit and try?
00:28 kaeza est31, "a" bug? :P
00:28 est31 if it is broken before as well file a second bug
00:28 est31 if its not broken before, add a comment to the issue, its useful to know what all is broken
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00:33 kaeza est31, that's a different issue
00:33 est31 then file a bug :)
00:34 est31 and point out that you tested that its a different issue
00:35 kaeza that issue is about RIE returning `nil` for some reason, this one is about mainmenu being unable to toggle security setting
00:38 est31 kaeza, did you test it on an old revision
00:38 est31 on which revision did you test it the first place
00:41 kaeza est31, uhm... it doesn't matter? this issue should manifest on anything after some commit where `setting_set*` was made to fail if the prefix is `secure.`
00:42 kaeza or after the tree-based settings were added, whichever is more recent
00:42 Fixer nore is nerzhul?
00:43 est31 no
00:43 Fixer anyway, new walking regression - https://github.com/minetest/minetest/issues/3767
00:43 est31 kaeza, on what revision did you test it
00:43 est31 but do a bug report on github
00:43 est31 with all you know
00:43 est31 we'll find out the rest
00:45 kaeza est31, 997be66 and c6d7d20
00:45 kaeza (parent of your linked commit, and local master HEAD, respectively)
00:46 est31 okay
00:55 est31 you want to file it? or should I?
00:55 kaeza I'm compiling latest HEAD to test
00:56 kaeza don't see anything relevant in the logs, though
00:57 Fixer lol, new android bug
00:58 kaeza wish this thing compiled faster. Windows subprocesses are crap
01:05 kaeza So what is happening is `setting_set*` disallow editing of settings prefixed by `secure.` in any case. Main menu needs to use `setting_setbool` to toggle `secure.enable_security`, so there you go
01:11 kaeza est, #3769
01:11 ShadowBot https://github.com/minetest/minetest/issues/3769 -- Unable to turn off security from main menu.
01:33 sofar heh, a fun thing happened when I combined all the TNT patches and set off multiple TNT blocks - Item Drops were ejected up to 30 nodes far away, wheeee
01:33 sofar I hope I can blow a cow that far
01:33 sofar that would be epic
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05:56 sofar est31, where art thou?
05:57 sofar I've got crops converted to nodetimers, working great!
05:57 sofar except, now I need the LBM code to work :)
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07:14 RealBadAngel ShadowNinja, here?
07:16 RealBadAngel ShadowNinja, replace "useNormalmap" with "textureFlags" in game.cpp
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07:28 RealBadAngel ShadowNinja, commented it in PR code
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10:07 everamzah thank you for door selection fix
10:11 RealBadAngel np
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10:27 nrzkt kahrl, nore ShadowNinja , can you look at the little #3771 ?
10:27 ShadowBot https://github.com/minetest/minetest/issues/3771 -- GOTBLOCKS & DELETEBLOCKS: test packet size only once by nerzhul
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10:31 nore nrzkt: LGTM, but untested
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11:32 Fritigern Steel doors nowadays can be opened by anyone, and don;t show owner when pointed at them. Is this supposed to happen?
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12:12 Obani Fixer, I don't think so
12:13 Fixer Obani, ?
12:13 Obani ops
12:13 kahrl nrzkt: maybe the size is tested in that strange current way to deal with the possibility of integer overflow?
12:14 Obani Fritigern, I don't think so
12:16 kahrl nrzkt: also relatedly, count is u8, so 1 + count * 6 is *very* likely to overflow
12:17 kahrl or does the * 6 promote the whole thing to int? ugh, I can never remember
12:19 kahrl it appears to be promoted to int (on my compiler)
12:27 nore kahrl: it would be good to do the promotion explicitely though I would say
12:28 kahrl nore: agreed
12:28 nore also, the new test is exactly the one that happened at the last iteration of the loop previously
12:29 nore although, I am wondering
12:29 kahrl nore: well, I wasn't so sure about that, because count is u8, but i is u16
12:29 kahrl but yes, the standard guarantees that those are promoted to int
12:29 nore if we receive a shortened packet, because the last part got lost
12:30 nore then we previously did all that we could do, until there was not enough remaining
12:30 nore but with the patch, we reject the whole packet
12:30 nore I don't know which is better though
12:31 nore (however, if we decide to keep the current code, I'm for adding a comment that explains why)
12:31 kahrl the packet length if part of the udp checksum, so if a packet gets truncated it should be thrown away
12:31 kahrl well
12:32 kahrl that and the kernel should ensure that the length (as specified in the udp header) matches how long the payload is
12:33 nore then the patch looks good, except that I would add explicit conversion
12:33 kahrl yeah
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12:51 nrzkt kahrl, * 6 = size of v3s16
12:51 nrzkt 1 is the u8 for count
12:51 nrzkt the test is okay for the length
12:51 nrzkt nore, explicit conversion where ?
12:52 nore nrzkt: to convert count into int
12:52 kahrl nrzkt: well say you have u8 count = 100
12:52 kahrl nrzkt: and u8 tmp = 1 + count * 6
12:52 kahrl nrzkt: then tmp is not 601, it's 89
12:55 nrzkt kahrl, i see :)
12:56 nrzkt (int)count * 6 fits ?
12:56 kahrl yeah, that's good
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13:00 kahrl perhaps the clearest would be (u32), and remove the (s16) before pkt->getSize()
13:00 kahrl since pkt->getSize() returns u32
13:00 kahrl dunno, either way is fine with me
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13:04 paramat nore sfan5 game#867
13:04 ShadowBot https://github.com/minetes​t/minetest_game/issues/867 -- Default/mapgen: Make forest clearings larger and more common by paramat
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13:06 paramat nore sfan5 2 more easy ones to review game#866 game#868
13:06 ShadowBot https://github.com/minetes​t/minetest_game/issues/866 -- Remove dig_up() from cactus. by MT-Modder
13:06 ShadowBot https://github.com/minetes​t/minetest_game/issues/868 -- Control leaf decay with sneak. by MT-Modder
13:06 nore paramat: +1 to the idea for 867, haven't tested it yet
13:07 paramat the screenshots show the lowest densities
13:08 nore 868 looks good too
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13:09 nore 866 too, although I don't know what is best between removing dig_up for cacti or making it work for branched cacti too
13:09 nore but I agree that we shouldn't keep the current way
13:10 nore and if we want to add something that supports branched cacti, we can either do it as a mod or do it later, so +1
13:10 paramat ok. no idea how to make branches auto-dig
13:10 paramat ok
13:10 paramat thanks
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13:11 paramat so i guess i cn merge 867, will do later
13:11 nore paramat: either keep metadata info in the cacti (probably best way actually for multiple cacti that spawn close to one another), or make a bfs/dfs to find the branches of the cacti (but then, if several cacti touch one another, it will have strange effects)
13:12 paramat ugh this is not worth it
13:12 paramat :)
13:12 nore well, it depends on what we want the game to look like :)
13:13 nore but since trees are not cut either right now, I'd say it is good like this
13:13 paramat ok yes we can consider later
13:14 kahrl is there a engine issue corresponding to game#760?
13:14 ShadowBot https://github.com/minetes​t/minetest_game/issues/760 -- Creative inventory search function disables exiting of inventory
13:14 kahrl I'm used to pressing E to get in & out of inventory (from playing another sandbox voxel game), and find this really annoying
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13:18 everamzah if you press tab it goes from the text input to some other button
13:18 everamzah shift-tab goes backwards.  but for some reason, text input gets precedence
13:20 kahrl I wish there didn't have to be a workaround at all
13:21 kahrl IMHO the search field shouldn't be focused by default
13:21 kahrl maybe assign a key like '/' to focus the search field
13:21 kahrl (yeah, I know that leads into dark formspec territory that nobody wants to enter)
13:21 everamzah that's what i said.  but i think it would be a fine addition to formspecs to set it by default where you like, but that's another thing
13:22 everamzah hard-coding ctrl+f or / would work tho
13:23 everamzah i opened an engine issue right after that
13:23 nrzkt kahrl, nore can you set your +1 on #3771 on github ? :)
13:23 ShadowBot https://github.com/minetest/minetest/issues/3771 -- GOTBLOCKS & DELETEBLOCKS: test packet size only once by nerzhul
13:24 everamzah https://github.com/minetest/minetest/issues/3495
13:24 everamzah #3495
13:24 ShadowBot https://github.com/minetest/minetest/issues/3495 -- Open/Close Inventory key breaks if there is a text input
13:24 everamzah oh
13:26 kahrl ah
13:27 kahrl well, I'll never get used to pressing esc since I don't play in creative often
13:27 kahrl oh well
13:28 kahrl I guess the people that play in creative often should decide this
13:28 everamzah that's why i thought it would be nice to set this behavior like you'd set a listring or something.  oh well indeed
13:31 nrzkt nore, ty
13:32 nore nrzkt: you're welcome :)
13:34 paramat i eventually got used to using ESC to exit
13:37 kahrl I guess ESC is okay if you're using the default keybinding of I for inventory
13:37 kahrl both ESC and I are hard to reach from the WASD position
13:37 kahrl but with E for inventory, it's annoying to have to reach out to ESC to close it again
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13:38 kilbith kahrl, once you do an operation on the inventory, you can escape with E as usual
13:39 kilbith i find your comments extremely nitpicky
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13:39 paramat yes i agree i use E for inventory
13:40 paramat bit am ok with it now
13:40 kahrl kilbith: that makes the interface stateful which tends to make an interface harder to use
13:41 kahrl kilbith: btw, what's nitpicky to one person annoys another, that's life
13:42 kilbith no, at first opening it expects a string, but in 99% of time you do an operation in the inventory
13:42 kahrl not really
13:42 kilbith and of course it's engine's issue
13:42 kahrl I often just open the inventory to see if I have a certain item in it
13:43 kilbith did you read kaeza's comment already ?
13:43 kilbith https://github.com/minetest/minetest​/issues/3495#issuecomment-167636443
13:43 kahrl yes, I did
13:44 kahrl like I said: "oh well". I'm not going to force anybody to touch formspec code
13:45 kahrl so I won't make the issue a blocker, nor even reopen it
13:45 kilbith so we have the best compromise, first opening -> expects a string, otherwise you open for an operation and you can exit it the usual way
13:47 kahrl I'd prefer it if keymap_inventory closed the inventory (if search box is empty), any other letter went into the search box, / and ctrl-f focused the search box
13:47 kahrl but again that might confuse someone, so: "oh well".
13:50 kilbith i'm more annoyed by that currently, formspec wise : https://github.com/minetest/minetest/issues/3403
13:51 kahrl I was hoping you wouldn't mention that
13:52 kilbith asking for months now :)
13:53 kahrl nobody wants to work on the miserable, miserable formspec code
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14:11 nrzkt Merging #3771
14:11 ShadowBot https://github.com/minetest/minetest/issues/3771 -- GOTBLOCKS & DELETEBLOCKS: test packet size only once by nerzhul
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14:49 paramat nore sfan5 this one seems important and is a simple fix game#815
14:49 ShadowBot https://github.com/minetes​t/minetest_game/issues/815 -- Change written book formspec to wrap text by tenplus1
14:53 * VanessaE growls at paramat
15:01 paramat ah that :}
15:02 VanessaE yeah, that.
15:02 * VanessaE growls more loudly
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15:12 RealBadAngel kahrl, SN wanted i think
15:12 RealBadAngel he had them changed to use tables afaik
15:13 RealBadAngel btw, what do you think about adding to default some mod to use waypoints?
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15:24 everamzah oooh
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16:00 RealBadAngel #3774
16:00 ShadowBot https://github.com/minetest/minetest/issues/3774 -- Halo: highlight selected face by RealBadAngel
16:00 RealBadAngel ^^ no setting for it yet
16:05 RealBadAngel and i think #3763 can be merged, no problems reported at all. only speedup :)
16:05 ShadowBot https://github.com/minetest/minetest/issues/3763 -- Mapblock mesh: Allow to use VBO by RealBadAngel
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16:29 Fixer RealBadAngel, superfluos gave me big impressive boost (VBO was also on)
16:30 Fixer RealBadAngel, original diff
16:30 Fixer RealBadAngel, +30 % fps boost
16:30 RealBadAngel Fixer, i think the gain can highly depend on GPU used
16:30 RealBadAngel for me its marginal
16:31 RealBadAngel but thats good it can speed up intels and the like
16:31 RealBadAngel one thing that worries me is that issue i cant reproduce
16:31 RealBadAngel see the last screenshot in the PR
16:32 Fixer yeah
16:32 Fixer have not seen it
16:32 Fixer but i do have some slight issue with trees
16:32 Fixer but boost is impressive
16:32 Fixer big difference
16:33 RealBadAngel no matter if its 2 or 20fps, each gain is worth it
16:33 Obani You're atlking about the superflous shaders settings PR ?
16:33 RealBadAngel what kind of issue you have?
16:34 Fixer RealBadAngel, now i can into 200 on just test spawn
16:34 Fixer and got up to 40 fps
16:34 Fixer RealBadAngel, gain is really noticable for me, on Just Test is hugely noticable
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16:38 Fixer RealBadAngel, on heavy LinuxGaming scene i've tested before istead of 28 i got 39
16:38 RealBadAngel Fixer, so what about the trees?
16:38 Fixer RealBadAngel, very minimal issue
16:38 Fixer RealBadAngel, one sec
16:38 RealBadAngel Fixer, do note that SN's PR has many mistakes
16:39 RealBadAngel ive pointed whats needed to be fixed
16:39 Fixer RealBadAngel, so they can lower performance :(
16:40 RealBadAngel no
16:40 RealBadAngel some variables are not set
16:40 RealBadAngel minimap cannot work for example, bumpmapping, relief
16:40 Fixer but performance with VBO + this really impresses me (apart from usual stutters on chunk, but that can be fixed)
16:40 RealBadAngel there are 2 matrices not set
16:41 Fixer RealBadAngel, it gives big boost on heavy scenes
16:41 Fixer RealBadAngel, i did not use refiel or bump in those tests anyway
16:41 Fixer RealBadAngel, shaders + tone + waving
16:43 RealBadAngel those are actually not messed
16:43 RealBadAngel what about those trees?
16:43 Fixer wait
16:43 Fixer RealBadAngel, could be mipmap related, waiting for day
16:44 Fixer RealBadAngel, with those I can go into v_range 200 on servers department
16:46 Fixer RealBadAngel, it is hard to spot, let me find it
16:46 Fixer spotted
16:47 Fixer RealBadAngel, however, it can be mod problem or smth
16:48 Fixer RealBadAngel, it is custom tree with banana-leaves, it is not waving as others do, look on leaves: https://i.imgur.com/VY42pnO.png
16:48 Fixer maybe it is just mod problem, let me check it in other build
16:49 RealBadAngel whats wrong with them?
16:49 RealBadAngel ah
16:49 RealBadAngel that would be mod if others are waving
16:49 Fixer RealBadAngel, leaves has some kind of small white lines
16:49 Fixer yes
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16:49 Fixer let me check in client without that
16:50 Fixer without VBO and superfl
16:50 sofar the banana leaves texture is ugly and has vertical patterns
16:50 Fixer RealBadAngel, same problem, so it is not related
16:50 Fixer RealBadAngel, we are good
16:50 Fixer RealBadAngel, now i need to spot that black problem
16:50 sofar not to mention that whoever made it, never has seen a banana leaf
16:50 RealBadAngel lol
16:50 RealBadAngel indeed
16:51 sofar I used to have a banana plant
16:51 sofar their leaves are huge
16:51 Fixer i will go eat and feed the dog and go back for testing, this PR is big deal for me
16:51 RealBadAngel anyway good enough thats a tree. some kids think that bananas grow in markets ;)
16:52 RealBadAngel Fixer, dont mix that. dont eat the dog ;)
16:54 Fixer RealBadAngel, heavy scenes is much better now
16:54 Fixer RealBadAngel, i still think 100 is somewhat big for default
16:55 RealBadAngel its only for the first run
16:55 RealBadAngel i dont think its anything wrong with it
16:55 RealBadAngel i usually play at 200+
16:55 Fixer RealBadAngel, with 100 on heavy servers with VBO+superfl i have 45fps, not bad, without it it will be 20
16:55 Fixer or even less
16:55 Calinou I play at 256, like Minecraft's old "Far" setting
16:56 Fixer 100 is usable now
16:56 Calinou this works well on GNU/Linux with GTX 570
16:56 Calinou but on Windows with GTX 960M, I do not always have 60 FPS
16:56 Calinou :/
16:56 Calinou while GTX 960M is 20% slower, it shouldn't be that slow, I guess Minetest is slower on Windows
16:57 RealBadAngel Calinou, have you tried VBO?
16:57 Calinou nope
16:57 Fixer RealBadAngel, try opening/closing doors near light source
16:57 RealBadAngel then try
16:57 RealBadAngel you will be suprised
16:57 Fixer RealBadAngel, slightly blinks
16:58 Fixer RealBadAngel, will make gif, one sec
16:58 RealBadAngel Fixer, please wait with finding issues til SN fix the PR
16:58 Fixer i will collect issues anyway and recompile when PR is ready
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17:00 Fixer Calinou, 60fps at 256 in multiplayer?
17:00 Fixer RealBadAngel, what view range is default for android btw?
17:01 Fixer RealBadAngel, have you looked at lava before fog thing?
17:01 RealBadAngel Fixer, 50 i think
17:01 RealBadAngel and no
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17:04 Fixer RealBadAngel, lol, that mapgen stutters in singleplayer, fps hits 125 fps cap, stutters lower it to 50 and back to cap
17:04 Fixer RealBadAngel, at 240
17:05 RealBadAngel such stuttering can be a threading issue i think
17:07 Fixer huge forest at 240: 55 fps
17:07 Fixer looking above it
17:07 Fixer can go down to 45
17:08 Fixer but it is very good anyway
17:08 Fixer ~55-60 inside in forest, very good
17:08 Fixer worst case
17:08 Fixer mem usage below 900 mb
17:10 Fixer RealBadAngel, and that thing was sitting for years in PRs
17:11 Fixer afk
17:12 Calinou Fixer> Calinou, 60fps at 256 in multiplayer?
17:12 Calinou yes, on most servers
17:12 Calinou with 4× MSAA, shaders on
17:12 Calinou anisotropic on
17:12 RealBadAngel Fixer, i havent seen this at all till i was looking for some gregorycu code and found it
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17:15 Fixer Calinou, O_0
17:18 Calinou this is a graphics card released in 2010 :)
17:19 RealBadAngel Calinou, but thats an actual graphics card :)
17:19 RealBadAngel not an intel ;)
17:21 Fixer Calinou, nvidia has better drivers in linux, than ati
17:22 * Krock remembers Linu's sentence "Nvidia, fuck you!"
17:23 Fixer Calinou, funny thing is that GTX 570 is very close to my ATI HD6870 in terms of performance, or even the same, yet, my OGL performance in Windows suck so much
17:24 Fixer Calinou, i usually play with 70 on multiplayer to have usable gameplay
17:24 Calinou no, it is not
17:24 Calinou GTX 570 is the performance of an HD 6970
17:24 Calinou (AMD didn't have anything to compete with the GTX 580)
17:30 RealBadAngel looks like .14 is gonna be fastest release ever
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17:46 nrzkt R9 Fury ?
17:49 RealBadAngel nrzkt, looks like vbo, shader settings, and hopefully meta stuff too, will basically double FPS at least
17:50 nrzkt waiting for merge then
17:51 RealBadAngel nrzkt, VBO is not WIP anymore i think, you can take off the label and vote for it
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18:22 paramat nore sfan5 can anyone check the code of game#815 ? simple fix for broken books
18:22 ShadowBot https://github.com/minetes​t/minetest_game/issues/815 -- Change written book formspec to wrap text by tenplus1
18:23 sfan5 seems good
18:23 paramat ok
18:32 paramat nore sfan5 how about game#602 ? ShadowNinja seems keen, i feel too neutral to +1
18:32 ShadowBot https://github.com/minetes​t/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001
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18:37 Fixer Calinou, 6970 is just 20% faster then 6870 iirc
18:37 paramat will merge game#815 game#858 game#866 game#868 soon
18:37 ShadowBot https://github.com/minetes​t/minetest_game/issues/815 -- Change written book formspec to wrap text by tenplus1
18:37 ShadowBot https://github.com/minetes​t/minetest_game/issues/858 -- Door protection fix, and fallback compatibility code for mods. by sofar
18:37 ShadowBot https://github.com/minetes​t/minetest_game/issues/866 -- Remove dig_up() from cactus. by MT-Modder
18:37 ShadowBot https://github.com/minetes​t/minetest_game/issues/868 -- Control leaf decay with sneak. by MT-Modder
18:38 paramat (very soon)
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18:53 RealBadAngel Fixer, you may want to try this together with vbo and shader settings pull:  #3775
18:53 ShadowBot https://github.com/minetest/minetest/issues/3775 -- Send to clients only changed node metadata instad of whole mapblock by RealBadAngel
18:54 RealBadAngel still WIP but i have fixed a few issues with it
18:54 RealBadAngel especially you may want to try VanessaE spawns (lotsa of machines there)
18:55 RealBadAngel 3775 is a continuation of 3166 ofc
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19:33 RealBadAngel #3776
19:33 ShadowBot https://github.com/minetest/minetest/issues/3776 -- Shaders: fix fog not affecting opaque liquids by RealBadAngel
19:36 Fixer RealBadAngel, unfortunately i'm somewhat busy, will try in 1 hour or so
19:36 Fixer when i come back i will look at it
19:38 RealBadAngel theres nothing to test. it works
19:40 RealBadAngel this one is pretty obvious and a one liner
19:52 Fixer back
19:53 Fixer RealBadAngel, i will try
19:54 Fixer vbo + fix fog + superfl + 3775
19:55 Fixer RealBadAngel, liberty land has nice mesecons house that has oscilator with lamp that causes periodic -5fps spike
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19:59 RealBadAngel Fixer, then you should try it :)
19:59 Fixer RealBadAngel, but server should have it too, right?
19:59 RealBadAngel also i remember VE creative spawn being DAMN slow
19:59 RealBadAngel ah, indeed
19:59 RealBadAngel yup
20:00 Fixer VanessaE, is that 3166 patch enabled on some of your servers?
20:00 RealBadAngel it was once
20:00 RealBadAngel now for sure not
20:01 RealBadAngel it could be good to have some backup of such spawn
20:01 Fixer i can test on localhost
20:01 Fixer with some simple digging
20:02 Fixer or local save that house and install mesecons
20:02 RealBadAngel the meta change will require heavy load to see benefits
20:02 Fixer RealBadAngel, digging one block will only change one block
20:03 Fixer not entire mapblock
20:03 RealBadAngel its not about digging
20:03 est31 its about metadata changes Fixer
20:04 Fixer oh ok
20:04 RealBadAngel VanessaE creative is full of technic and other machines that are causing massive number of meta updates
20:04 RealBadAngel without that patch i remember i got <10 fps there
20:05 RealBadAngel patch let server update metas without sending whole block
20:05 RealBadAngel and thus wont cause mesh updates
20:06 Fixer ok
20:07 Fixer RealBadAngel, lava before fog is fixed
20:08 RealBadAngel ofc :)
20:18 paramat #3776 seems straightforward and is tested, can anyone +1?
20:18 ShadowBot https://github.com/minetest/minetest/issues/3776 -- Shaders: fix fog not affecting opaque liquids by RealBadAngel
20:19 est31 paramat, +1
20:20 paramat thanks, i'll merge it later along with #3762
20:20 ShadowBot https://github.com/minetest/minetest/issues/3762 -- Sheet Ore: Eliminate crash caused by PcgRandom range max < min by paramat
20:26 paramat now merging games 815 858 866 868
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20:44 paramat merged except 815 which conflicted
20:47 Fixer RealBadAngel, so when mese oscilator turns lamp on and off there will be spikes even with 3166?
20:48 RealBadAngel Fixer, mese wires will change textures, so mesh updates will still be here i think
20:51 Fixer we need Vanessa to patch server with it again
20:56 paramat here's the latest batch of improvements for mgvalleys #3741 code is reviewed, can anyone +1?
20:56 ShadowBot https://github.com/minetest/minetest/issues/3741 -- Mgvalleys: Add Dry Riverbeds by duane-r
20:58 Fixer RealBadAngel, could be related to superfl: https://i.imgur.com/p9hI3Ba.png
20:58 nore paramat: +1 to game#602, and I think sofar is right on it too (access should bypass minetest.is_protected too, and thus should be defined in builtin)
20:58 ShadowBot https://github.com/minetes​t/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001
20:58 paramat ok
20:59 nore paramat: github says game#815 has no rebase conflicts...
20:59 ShadowBot https://github.com/minetes​t/minetest_game/issues/815 -- Change written book formspec to wrap text by tenplus1
21:00 paramat yes, but during attempted merge it failed
21:00 paramat that happens sometimes
21:01 nore strange
21:04 RealBadAngel Fixer, definitely
21:12 sofar paramat: I'm just hiding for the next doors bug now ;)
21:13 sofar paramat: aside that, I've succesfully used LBM's to convert 'farming' to use node timers, which is cool
21:13 paramat nice
21:13 sofar paramat: I need to tweak the growth rate and distribution, but aside from that it's finished
21:14 sofar I'll have to do some measurements on a large field to determine median growth time and stddev, and key from that
21:15 Fixer RealBadAngel, so on just test scene turning vbo and superfl gives near +100% fps boost (from 36 to 70)
21:17 paramat nore sfan5 i'm considering adding a 'needles_snowy' node, that drops normal needles, this would allow whiter prettier pines in taiga without extra snow nodeboxes. also allows a 'snowy pine' schematic that can grow from saplings placed near snow
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21:18 paramat related, i'll consider using snowblocks as dust in taiga, to remove nodeboxes for FPS gain (RBA)
21:18 Fixer you sure it really kills fps?
21:18 RealBadAngel paramat, that may not be needed with vbo etc
21:18 RealBadAngel Fixer, yes it does
21:19 RealBadAngel paramat, but if you can achieve equally nice effect using less vertices than thats good
21:20 paramat ok. snowblocks as dust are possibly not as pretty on pines, so not sure
21:20 Fixer 63 vs 90 with superfl when shaders are disabled
21:20 Fixer oh wait
21:21 RealBadAngel paramat, i also was thinkin bout needles with snow as single node
21:21 RealBadAngel wonder how that would look like
21:21 Fixer ah, sry, no difference when shaders off
21:21 paramat well we'll soon see
21:21 sofar could use the snow cover texture overlay over grass but using it over leaves
21:21 Fixer forget to turn off vbo
21:21 sofar no new texture needed for that
21:22 paramat sofar yes or something similar
21:22 sofar may want to poke holes in it, though
21:24 RealBadAngel i think new texture would be better
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21:25 RealBadAngel ha! managed to eliminate duped meta updates :)
21:25 sofar for realz?
21:27 Fixer RealBadAngel, so i've looked more and just on just test VBO + superfl gives near 100% fps boost (from ~38 to ~71)
21:27 RealBadAngel need to clean the code now but it works
21:27 Fixer RealBadAngel, superfl has biggest effect
21:27 RealBadAngel Fixer, for me its quite opposite ;)
21:27 Fixer RealBadAngel, VBO: 38 to 45, Superfl: the 45-71
21:28 Fixer RealBadAngel, slow down?
21:28 RealBadAngel almost no change with settings, vbo doubles fps
21:28 Fixer RealBadAngel, lol
21:28 Fixer damned
21:28 RealBadAngel it highly depends on gpu, amount of vram etc
21:29 Fixer RealBadAngel, and vbo+superfl doubles for me too
21:29 Fixer 1024 mb
21:29 Fixer must have thing
21:29 RealBadAngel ofc
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21:29 Fixer i will wait for more updates of that superfl thing
21:29 Fixer i've observed water problems with it, i think it is related to blinking
21:29 RealBadAngel ShadowNinja have to update it
21:29 Fixer on fog distance
21:30 RealBadAngel ok, im going to take a nap
21:30 RealBadAngel later on i will continue on meta
21:30 Fixer ok
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21:46 Hijiri Is there somewhere I can read about how the release is coming along
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21:51 celeron55 Hijiri: it seems nobody has created a milestone on github (usually there is) and there also isn't a thread on the forum (which is less usual), so everything is happening on this channel it looks like
21:52 est31 there is also the "blocker" label
21:52 celeron55 it might be a good idea to add a milestone
21:53 est31 yeah
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22:11 Hijiri celeron55: ok, thanks
22:11 Hijiri I didn't want to ask how soon the release is in the channel because that's usually on a project channel's list of annoying questions
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22:16 Wuzzy I have worked on the tutorial recently (2.0.1). <https://forum.minetest.net/viewtopic.php​?f=15&amp;t=10192&amp;start=150#p207322> What do you think? Does it have any chance to be bundled with Minetest in the future?
22:16 Wuzzy Also, I am interested on your thoughts on this: https://forum.minetest.net/viewt​opic.php?f=5&amp;t=10312#p208204
22:25 Hijiri :+1:
22:28 Fixer Wuzzy, things will probably go faster if you open github issue for that
22:29 Wuzzy is github the right place for that?
22:29 Wuzzy I have not thought of that, but, oh, well.
22:30 Wuzzy btw, what do YOU think about including it? :)
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22:34 Fixer Wuzzy, yes
22:34 Wuzzy :-)
22:39 sofar Wuzzy: making a "start tutorial" popup in minetest/builtin/game/ shouldn't be too difficult
22:40 Fixer sofar, or just make subgame icon with "Help" pic
22:41 sofar nope, don't hide it. people aren't gonna find it
22:41 sofar "Hey! We see this is your first time in minetest! Wanna play the tutorial?" [ YES ] [ I know my way ]
22:42 sofar I think even experienced players will appreciate that
22:43 Fixer sofar, but icon will be visible on singleplayer page (at least on pc)
22:57 Wuzzy Oh, you don’t understand.
22:57 Wuzzy I said the icon should be hidden because the button for starting the tutorial is somewhere else
22:58 Wuzzy From the player perspective, it should not look like a normal subgame. Would also be annoying to have tutorial next to “real” sub-GAMES
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23:31 paramat any thoughts on whether i should merge #3143 ? it has approvals
23:31 ShadowBot https://github.com/minetest/minetest/issues/3143 -- Add CONTRIBUTING.md by davisonio
23:33 est31 i dont know whether it really helps people
23:33 est31 lemme read through it once again
23:33 sofar Wuzzy: I can see that hiding the tutorial may be helpful in some situations, but honestly I don't think it should be a requirement for merging it
23:34 Wuzzy right
23:34 sofar maybe a tab for the tutorial is a good idea
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23:36 est31 paramat, there are multiple issues with contributing.md right now
23:37 paramat ok
23:37 Obani Wuzzy, I think your tutorial should be in minetest
23:37 Obani But I also think you should add more eye candies to the map
23:37 kahrl created a 0.4.14 milestone, devs please add any issues to it that you consider important to be done before the release
23:37 Obani Such as natural looking floatting islands
23:37 Obani Those useless things that make the first look tastier
23:38 Wuzzy I have no idea what you are talking about, Obani
23:38 paramat kahrl ok
23:38 Wuzzy “natural looking floatting islands”
23:38 Wuzzy There are no floating islands in real life, so … XD
23:38 Obani -.-
23:38 paramat heh
23:38 Obani And there are no floatting castles too...
23:38 Obani And no tutorials
23:39 Obani And no voxel worlds
23:39 Obani The idea is just to make it better looking
23:39 Wuzzy I was joking about your “natural” part of the suggestion
23:39 Obani And to enrich the environnement
23:39 Obani oh
23:39 Obani sorry :p
23:39 Obani I mean, take islands from a mapgen, and include them as schematics :p
23:40 Wuzzy anyways, I don’t think it would really fit to the castle style imo. Also, I’m lazy xD
23:40 Wuzzy oh. you mean, just one uniform island and just paste it everywhere? XD
23:40 Obani No, many islands
23:40 Wuzzy oops
23:40 Wuzzy thats what I thought
23:40 Obani Like if it was a pretty world
23:40 Obani But as it's a tutorial, it would be closed
23:41 sofar est31: I'm obviously full-thumbs up on LBMs, they work wonderfully, and I suggest to get it merged :)
23:42 est31 nice :)
23:43 sofar plus I think the farming nodetimers are going to be desirable for servers (a lot)
23:43 Wuzzy paramat: I think the CONTRIBUTING.md is good. The only thing I don’t like is the weird chat/Internet slang (“+1” … seriously?)
23:43 sofar since it distributes node updates and reduces abms
23:44 paramat i'll merge #3762 #3776 in a moment
23:44 est31 kahrl, should we only add issues to the milestone, or should we also add prs?
23:44 ShadowBot https://github.com/minetest/minetest/issues/3762 -- Sheet Ore: Eliminate crash caused by PcgRandom range max < min by paramat
23:44 ShadowBot https://github.com/minetest/minetest/issues/3776 -- Shaders: fix fog not affecting opaque liquids by RealBadAngel
23:45 paramat PRs also i think
23:47 kahrl yeah, PRs too
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23:47 est31 fine, added three PRs I'd like to see in 0.4.14
23:47 est31 two by me, both of which are still WIP unfortunately
23:47 est31 can devote more time later this week
23:47 est31 and one by sofar
23:49 paramat now merging to engine
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23:53 Fixer 3763 and 3770 is ground breaking for me
23:55 kahrl Fixer: added to milestone
23:56 Fixer i'm actually playing with them
23:56 Fixer effect is doubled fps
23:58 paramat merge complete

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