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IRC log for #minetest-dev, 2016-05-08

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Time Nick Message
00:17 paramat joined #minetest-dev
00:19 Void7 joined #minetest-dev
00:19 paramat #4100 hmmmm zeno can anyone review this simple mapgen-related tweak?
00:19 ShadowBot https://github.com/minetest/minetest/issues/4100 -- Defaultsettings/Android: Increase 'max block generate distance' to 3 by paramat
00:19 hmmmm okay wait a minute
00:19 hmmmm who signed off on the android default settings commit
00:19 hmmmm all the people who voted for it
00:19 hmmmm i know i gave a -1
00:20 paramat c55 was possibly a +1
00:21 hmmmm and zeno
00:21 paramat i was going to +1 it with this change
00:21 hmmmm well, ask them
00:21 hmmmm you should get approval from c55 and zeno, not me, since you're basically overwriting the changes they approved
00:22 hmmmm (i don't think any of the settings should have been touched unless a developer actually had access to an android device and *tested* each setting's effect)
00:22 hmmmm gasp, how dare he want evidence for the snake oil!
00:23 paramat ok. but as it's mapgen related your input is useful
00:23 hmmmm you already know what my opinion is, but i won't give any approvals because it's not my place tbh
00:24 paramat ok, but i guess you would prefer 3 to 2 as it's less nerfed :)
00:24 hmmmm also same goes with you
00:25 hmmmm have you actually tested experimentally to see if there's a difference between 3 and 2 on android?
00:25 hmmmm perhaps the issue is that developers are attempting to offer support to a platform that they are not able to test on
00:25 paramat no, no android
00:26 paramat i mean i don't have an android device
00:26 hmmmm i think this could be addressed however
00:27 paramat so ok i'll ask for a test with 3 instead of 2
00:27 hmmmm the money gathered from the donations should go to purchase one of those raspberry pi clones that sell for $10 and given to a developer who has the time and motivation to perform android testing
00:27 paramat zeno has android
00:27 hmmmm mm
00:28 paramat we may have others too with that device
00:29 paramat btw wishing you health
00:29 hmmmm th..thanks
00:31 paramat i can't be bothered with a smartphone, too busy and i kinda wish we didn't bother with them
00:34 hmmmm i don't have a smartphone either
00:35 paramat your mapgen changes look good, i guess we merge those soon after release
00:35 hmmmm i am not even getting started
00:35 hmmmm i haven't had any time to work on them but there's still a lot more to go
00:46 paramat good. i'll merge #4092 soon
00:46 ShadowBot https://github.com/minetest/minetest/issues/4092 -- Keep scroll position constant in ChatBuffer::deleteOldest() by kahrl
00:51 Wayward_One speaking of mobile devices and different settings, FWIW, i have the settings on my $99 tablet similar to the settings on my pc, and i often hit 40 fps
00:57 paramat a difficult balance due to varying touchscreen device power
01:01 paramat those with more powerful tablets would be better off plugging in a keyboard and using the PC version
01:02 paramat android seems to cause many issues, personally i would love to drop it :}
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01:14 hmmmm i suppose 4092 is good, it's just that i lack knowledge of the surrounding code to make a quick decision
01:15 hmmmm the code looks great if it does what it's supposed to do, but for example, i don't know what del_formatted is vs del_unformatted and which is the correct position to use
01:17 hmmmm i'd rather somebody else take a look
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01:47 paramat i'm going to merge 4092 now because close to release it's important it gets wider testing
01:58 paramat merged
01:59 paramat uh over half of engine milestones are andoid
02:01 paramat so it seems sapier was our android dev, but is not around anymore. i think we need a new core dev specialising in android, otherwise drop it
02:02 paramat because i oversee and organise PRs and issues i seem to spend a lot of time on android. after this release i might go on droid-strike :)
02:05 paramat MT on android is simply crap, better to not do it at all than have a crappy version of MT which also takes up dev time
02:10 paramat it just doesn't scale to a small screen with touchscreen controls. smartphones need dedicated ultra-simplified voxel games
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02:33 jhcole is there a way to get the un-aliased version of a node name? node.name is returning the alias
02:45 paramat not sure
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03:18 Zeno` joined #minetest-dev
03:20 Zeno` maybe for next release we should add all the android settings tweaks to a text file and load them from the java :/
03:21 Zeno` or host them somewhere and use wget hahah
03:46 gregorycu joined #minetest-dev
03:47 gregorycu tell Fixer no
03:47 gregorycu !tell Fixer no
03:47 ShadowBot gregorycu: O.K.
03:52 Wayward_One Tbh, I don't get what all this android-bashing is about. Perhaps it does depend on the device, but from the perspective of a player on a 6" screen I find the android app rather enjoyable. The only major downsides I can think of are the arrows instead of a virtual joystick and the double-tap to place nodes
03:52 Zeno` Wayward_One, I'm not bashing it (I use it as you know)
03:53 gregorycu Bloody hell
03:53 Zeno` I'm referring to that twice now I've committed that particular PR only for the author to add a comment 10 minutes later that he'd forgotten something in it lol
03:53 gregorycu Where are all these new issues coming from
03:53 gregorycu Bugfix?
03:54 Wayward_One Zeno`, I know, but I've just heard lots of negative things about it lately from various people
03:54 Zeno` gregorycu, someone decided that adding Bug label to a PR that fixes a bug didn't quite make sense (and I agree with them)
03:54 Wayward_One So I thought I'd give my two cents on the matter :3
03:54 Zeno` Wayward_One, they are strange yes
03:55 gregorycu Is there some way I can pair PR and bug on the issues screen
03:55 Zeno` Wayward_One, there are not really any coredevs who even test the Android builds. I do, sapier does (but he is not really around) and I think SN might
03:56 Zeno` gregorycu, not if nobody provides a cross-reference and even then I don't think you can pair them on the same screen
03:56 gregorycu Well, the lack of cross reference is a data issue
03:56 gregorycu (Which we should fix when we can)
03:56 Zeno` yeah
03:57 Wayward_One Ah, ok
03:57 gregorycu The sooner we get this release out, the sooner I may become core dev
03:57 Zeno` anyway, I agree that people who don't even use Android shouldn't really be providing non-stop feedback on something they've never experienced :)
03:58 Zeno` yeah, and then we can blame gcu for all Windows issues
03:59 Wayward_One Hehe
03:59 gregorycu I'm not the only windows dev!
03:59 gregorycu I think
03:59 * Zeno` starts adding Windows labels to bug reports
03:59 Zeno` sfan does a lot of Windows stuff
03:59 Zeno` and umm...
03:59 Zeno` hmm, he's not a core dev
04:00 Zeno` anyway, TheJoker does also
04:00 Wayward_One "Dang it gcu, the windows binaries don't work on my linux install"
04:00 Wayward_One :3
04:00 Zeno` Wayward_One, install WINE
04:00 Zeno` :3
04:00 Zeno` (TheJoker == Krock)
04:01 Zeno` Krockodile Dundee
04:01 Zeno` except he's not Australian
04:16 OldCoder WINE is FINE
04:16 Zeno` The Red Red wine goes to my head
04:16 gregorycu Try the Wine
04:16 OldCoder I've found that my WIN32 builds work well under Linux with WINE
04:17 gregorycu Are they performant?
04:17 Zeno` OldCoder, it does
04:17 OldCoder Performant? Do you mean fast? Yes...
04:17 OldCoder But no special Windows graphic card features are emulated AFAIK
04:18 Zeno` OldCoder, latest versions of WINE *may* have changed that
04:18 Zeno` But it runs fine without them anyway
04:18 OldCoder I'll try them, thank you. And, yes.
04:18 OldCoder On my system, speed differences seem minimal.
04:19 Zeno` gregorycu, why wouldn't it be "performant"? It's not emulated code -- it's a native API
04:19 gregorycu Isn't wine an emulator?
04:19 gregorycu (troll)
04:19 * Zeno` grumbles and sits with OldCoder
04:20 Zeno` us cranky old people can sit in this corner
04:21 OldCoder gregorycu, you are aware of what the acronym WINE stands for :-) And this seems more appropriate for the other channels
04:22 gregorycu *shrug*
04:22 * OldCoder likes recursive acronyms
04:22 gregorycu And yes I do
04:22 OldCoder For the benefit of non-Linux people, WINE stands for WINE Is Not an Emulator
04:25 gregorycu Zeno, when you ran your dodgy code checker
04:25 gregorycu Did anything around PlayerSAO pop up
04:25 Zeno` my what?
04:25 gregorycu Did you run like valgrind or soemthing?
04:26 gregorycu To detect race conditions or something
04:26 Zeno` oh race conditions... umm I wasn't checking around PlayerSAO so I'm not sure. I think I would have noticed though. Looking
04:27 Zeno` nope, nothing related to PlayerSAO
04:27 gregorycu Curses
04:27 Zeno` I'm not sure I'd call valgrind "dodgy" lol
04:27 Zeno` gregorycu, but that's the reason (sort of) I asked tenplus1 if he had logs
04:28 gregorycu Of course, you asked for as much info as you can
04:28 * Zeno` runs helgrind again just in case something has changed recently
04:29 gregorycu you ask *
04:33 jin_xi joined #minetest-dev
04:40 Zeno` it's a bit hard to make make myself die when I can't move lol
05:09 jin_xi it's not exactly mt dev but i hope related enough to be asking this here: anyone can tell me where to start looking for a good way for particle systems to share and update a cache of meshes? i dont even know what to google for
05:10 gregorycu That sentence didn't really make sense to me
05:11 jin_xi sorry. not native english speaking person here.
05:12 jin_xi need to keep meshes of mapblocks for doing collisions, its expensive to create them per step per particle system
05:12 jin_xi would be nice to cache and only remesh on map change event but share updated mesh with all particle systems operating on that block
05:19 gregorycu All good
05:20 gregorycu If it's not exactly MT related, I'm not sure what advise we can give you
05:21 thePalindrome jin_xi: Is this to have the particles collide with a world?
05:21 gregorycu If you need to keep a cache of meshes for collision detection with particles... well... keep a copy of the meshes for collision detection
05:31 jin_xi thePalindrome: thats what i am trying to do
05:38 thePalindrome In that case just ensure that they have pointers (not copies, pointers only) to the world meshes, and that should be more than enough
05:39 thePalindrome If you need to do some calculations, have the particle_manager (or whatever is keeping track of the particles) do the calculations, then make sure that the particles can access the manager
05:43 gregorycu Having pointers is a great way to ruin performance
05:44 gregorycu Chances are that the meshes will be updated infrequently, and you'll constantly have to use them
05:44 thePalindrome er...?
05:44 thePalindrome I fail to see how pointers ruin performance
05:44 thePalindrome Maybe I"m missing something
05:44 gregorycu Because when you go to use the only copy of the meshes, you have to lock
05:44 thePalindrome Why?
05:45 thePalindrome It doesn't sound like he's writing the meshes
05:45 thePalindrome But I see what you mean now
05:45 thePalindrome that's only an issue if that step is multi-threaded
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05:45 gregorycu it should be multithreaded
05:45 gregorycu If it's single threader, sure, use a pointer
05:45 gregorycu threaded
05:46 thePalindrome If you're just reading the pointer, you don't need a mutex
05:46 gregorycu wrong
05:46 thePalindrome heck, if you're multithreaded, you need a mutex anyway!
05:46 thePalindrome What if the mesh changes as you read it and you walk off the data structure?
05:46 gregorycu The particle you mean?
05:46 gregorycu This is a common misconception
05:47 jin_xi so the basic problem is that currently every single particle is a full scene node and uses same collision detection as a player. so i am trying to use meshes and irrlicht triangle selectors to do batch collision detection against block meshes
05:47 thePalindrome I mean while you copy the mesh
05:47 jin_xi these meshes currently are not mts mapblock meshes but simpler ones ignoring non walkable nodes and such
05:48 thePalindrome still, doubling the memory usage just to hold a seperate read-only copy of the meshes
05:48 thePalindrome It really comes down to what's multithreaded and what is bound to a single thread
05:48 gregorycu If you have shared data, and one of the users can change the data, you need some form of locking around every single use of the data
05:48 thePalindrome That's true even while you copy it
05:49 thePalindrome the only way to do an atomic copy is to use mutexes
05:49 gregorycu Unless the data isn't shared at that point
05:49 thePalindrome In which case just don't copy it
05:49 gregorycu The meshes are actually generated in a thread, and posted to the main thread
05:49 gregorycu They could be copied in that other thread
05:49 gregorycu Before the meshes are shared
05:49 thePalindrome oh, that makes sense then
05:49 thePalindrome I see what you're saying
05:50 thePalindrome I thought the meshes didn't need to be computed
05:50 thePalindrome Like you would deep copy the world :P
05:50 gregorycu We get a block data, we need to resolve that into something the GPU can draw quickly
05:51 thePalindrome For collision?
05:51 gregorycu No
05:51 gregorycu For drawing
05:51 thePalindrome I thought the question was just about collision?
05:51 gregorycu Yes, but I'm explaining what already happens
05:52 thePalindrome oh, continue
05:52 gregorycu We get block data from the server, we generate a mesh off it, and then feed it to the GUI thread
05:53 gregorycu If we were to make collision detection use the same copy of the GUI thread, that would mean that we would need locking in the GUI thread to make sure the mesh doesn't get updated while the collision detection system is using it
05:54 gregorycu It is often better to double memory usage and have two different data sets
05:54 gregorycu Unless it's unreasonable for those two data sets to be slightly different
05:54 gregorycu bb in 10 min
05:54 thePalindrome But since the collision and gpu are only reading the meshes, why not use an immutable pointer?
06:01 gregorycu Back
06:01 gregorycu You mean a pointer to immutable data?
06:02 gregorycu That's fine, provided that both threads have their own copy of the pointer
06:03 thePalindrome ?
06:04 thePalindrome oh
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06:04 thePalindrome I meant more like an immutable pointer to immutable data
06:05 thePalindrome Hullo monsiour
06:05 gregorycu How do you update the data?
06:06 jin_xi currently i just regen every step in every particle system using new MapMakeData and generate my own mesh off it. still beats mt particles for speed
06:06 thePalindrome I'd presume that you lock the threads while you update the data, since in most cases I can think of you wouldn't do both at the same time
06:08 est31 <thePalindrome> I meant more like an immutable pointer to immutable data
06:08 est31 thats what const was invented for I think
06:09 thePalindrome aye
06:09 thePalindrome My inexperience shows, eh? :P
06:09 gregorycu I don't think we are talking about the same thing, and I have bugs to solve
06:09 thePalindrome Alrighty, sorry for keeping you :P
06:09 gregorycu jin_xi: So, is this minetest or what?
06:09 jin_xi yes
06:09 thePalindrome oh est31 would I talk to you or sfan about minetestmapper?
06:10 gregorycu thePalindrome: I kept myself, all good bro
06:10 thePalindrome gregorycu: just out of curiosity, what do you usually work on?
06:10 gregorycu You mean real life?
06:10 thePalindrome in minetest :P
06:10 gregorycu Performance related fixes
06:11 thePalindrome I see why you've given so much thought about this then :P
06:11 thePalindrome I guess I should thank you for the fact that minetest runs on a potato :P
06:11 est31 thePalindrome, I think it reached sfan5 I'd suggest waiting a day or so
06:12 est31 if not you can ping him on github inside the issue
06:12 thePalindrome Oh no, I didn't mean that issue
06:12 thePalindrome I can wait on that for a while
06:12 gregorycu It can be a lot better
06:12 thePalindrome Just having some weird issues with the install step for minetestmapper
06:12 gregorycu jin_xi: MeshUpdateThread::doUpdate
06:12 thePalindrome gregorycu: fine, it'll run on two potatoes and a carrot :P
06:13 gregorycu Take a look at this guy
06:13 jin_xi thanks, will do
06:13 gregorycu It generates MapBlockMesh and then adds it to a queue to be used by the GUI thread
06:13 thePalindrome Ah, now I see where I got confuzzled
06:14 jin_xi i wonder i never saw that. i looked at how inventory gets its meshes
06:14 gregorycu If you want, you could add some sort of hook in there to know when to update the mesh data for collision detection
06:14 jin_xi turns out for some cases (glass and such) it loops through 48^3 blocks to render a node
06:15 gregorycu Of you can clone the data there, and push to a collision detection thread
06:19 jin_xi that sounds great, i wonder if such a thing could also be used for mobs and entities to avoid issues with static collision boxes
06:21 gregorycu Is this for the server or client?
06:21 gregorycu I assumed this was for the client
06:23 jin_xi oh yes client
06:26 gregorycu Cool, I would guess the mobs would be handled server side
06:26 gregorycu Well, the currently are
06:26 gregorycu they
06:28 jin_xi yes, i was just rambling without thinking much, atm just looking at particles and client, sorry
06:30 gregorycu All good
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07:03 gregorycu nerzhul
07:04 gregorycu hmm...
07:04 gregorycu I think I found the bug
07:05 gregorycu Zeno`: I'll get you to confirm, it's the one you asked for additional info on
07:05 Krock congrats, you may keep, roast and eat it, so it doesn't multiply
07:17 Zeno` what an I confirming?
07:17 Zeno` am*
07:19 gregorycu Server::SendPlayerHPOrDie
07:20 Zeno` oh god... not that function again
07:20 gregorycu It calls both SendPlayerHP and DiePlayer
07:20 gregorycu or rather, one of the two
07:20 Zeno` just after (or maybe just before) that function was looked at a lot
07:20 gregorycu Look how they both handle the result of getPlayerSAO(peer_id) when it returns null
07:20 Zeno` well not looked at but added for something else
07:21 gregorycu So, the "fix" is pretty clear
07:21 gregorycu I just wonder if https://github.com/minetest/minetest/commi​t/ce8a9ed94b7a3a4cbce04bee27bf8d4167ac6161 was actually wrong though
07:22 Zeno` well yeah that was my first thought as well
07:23 gregorycu If playersao can become null due to another thread, we probably have a race condition here
07:23 Zeno` I think possibly it's actually not correct for the assert to be there (that was my gut feeling anyway), but felt that just removing it might (just *might*) be covering a bug up
07:24 Zeno` tenplus1 must be using debug builds on a server
07:24 gregorycu Yeah, he must be
07:24 gregorycu Kudus to him
07:24 * Zeno` thinks
07:24 Zeno` I hate just removing it... I actually thought about adding a log warning instead
07:24 gregorycu I'll try and cause a crash locally
07:25 gregorycu try to *
07:25 Zeno` which is another reason I asked for how often it happens :)
07:25 Zeno` the problem with the warning is that if it *is* a bug nobody is ever going to report it if it doesn't crash
07:25 gregorycu What will the warning say?
07:25 Zeno` Warning peer_id %sdjfksj doesn't exist or something
07:26 Zeno` but I was uneasy about just doing that for the aforementioned reasons
07:26 gregorycu Apparently we know this can be true
07:26 Krock The rules from 150207 are still active, right? https://forum.minetest.net/v​iewtopic.php?f=3&amp;t=11172
07:26 Krock If so, where's the feature freeze branch?
07:26 gregorycu We get a bug report about it, we look at the code and go: "Oh yeah, we expect that sometimes"
07:27 Zeno` so if it's expected sometimes then using assert() is not correct
07:27 gregorycu Yeah
07:27 Zeno` there should be a condition as you said
07:28 gregorycu My contention is that the assert (and even the early return) may be hiding a race condition
07:28 Zeno` yes, that was what I was worried about also
07:28 Zeno` and by doing what 0a41326 does is just hiding a bug rather than fixing it
07:28 gregorycu I'll try to force that race conditionally locally
07:28 gregorycu Yeah
07:28 Zeno` ok, thanks
07:28 Zeno` I did run helgrind and drd (data race detector) and killed myself btw
07:29 Zeno` nothing showed up related to PlayerSAO
07:42 Zeno` I'm inclined to trust the DRD and after looking at the code there probably isn't a race condition but testing is good
07:43 Zeno` if there was a data race it would have shown up
07:44 Zeno` like the million others that did
07:45 gregorycu Yeah, it's all done in the one thread
07:45 gregorycu So no data-race
07:45 gregorycu I'll do change the code in the same way
07:45 Zeno` ok
07:46 Zeno` I'll merge now as trivial since both of us have looked at it and come to the same conclusion
07:46 Zeno` I was about to do it anyway when you added the comment that you'd look at it :)
07:46 gregorycu Well, if you want to do the code change, you can
07:46 gregorycu If that's easier than me creating a PR
07:46 Zeno` Well you can.. I have to cook Mum dinner anyway
07:46 gregorycu ok
07:49 Zeno` thanks
07:49 Zeno` bbs
07:51 Zeno` if you're interested in the other contentions and stuff I can email you the analysis output but it's ugly
07:51 Zeno` most are log related anyway (and we know about that)
07:52 Zeno` might be a bit annoying to read the text by hand but all the data is there
07:52 Zeno` Actually I'll do it again after I cook dinner but disable sound
07:52 Zeno` that'll make the file about 1/4 the size
07:56 gregorycu Yeah, I've hit the log stuff a few times
07:57 gregorycu #4102
07:57 ShadowBot https://github.com/minetest/minetest/issues/4102 -- Fixes Dieplayer playersao failed error by gregorycu
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08:29 gregorycu I'll be back later, family dinner time
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08:50 Zeno` will merge #4102 shortly (see above)
08:50 ShadowBot https://github.com/minetest/minetest/issues/4102 -- Fixes Dieplayer playersao failed error by gregorycu
08:51 Zeno` est31, if you can quickly read the logs and see 4102 that would be appreciated
08:53 est31 yes would very appreciate it
08:53 * Zeno` looks around blankly
08:53 est31 but fix the hrammar
08:53 est31 damn
08:54 Zeno` the hammer?
08:54 Zeno` oh
08:54 Zeno` yeh sure
08:54 est31 I wanted to say fix teh grammar
08:54 est31 not the
08:54 est31 stupid autocorrect
08:54 est31 ruins my jokes
08:54 Zeno` lol
08:54 Zeno` https://patch-diff.githubusercontent.co​m/raw/minetest/minetest/pull/4102.patch
08:54 Zeno` what would you like changed? :P
08:55 Zeno` cases
08:55 Zeno` I think he just copy pasted from that other part of code
08:55 Zeno` if you're referring to the grammar in the comment
08:56 est31 yes
08:56 Zeno` I guess I can change it :P
08:56 est31 nrz is a nice guy but his grammer is not parfect
08:56 Zeno` but... what if you don't like my grammar!
08:56 Zeno` then we will end up in an almighty fight
08:56 Zeno` this is a dangerous game
08:57 est31 minetest is dangerous?
08:57 Zeno` eys!
08:57 Zeno` merging now ;)
08:57 Zeno` I'll try and fix the grandma
09:00 Zeno` I wish I could understand it
09:03 Zeno` pushed
09:03 Zeno` I dunno if you'll like my grammar
09:04 est31 its okay
09:05 Zeno` phew
09:05 est31 I prefer multi line git commit msgs though but in this case one line is fine
09:05 * Zeno` puts the whiskey away
09:05 est31 hehe
09:05 Zeno` oh man
09:05 est31 just sayin
09:05 Zeno` :)
09:06 Zeno` I should have changed that .. didn't notice tbh
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09:41 gregorycu I read that comment, didn't even realise the bad grammar
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09:42 gregorycu Only remaining milestone bugs are android things
09:44 gregorycu Which menas my work here is done
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11:27 gregorycu Time to try to see if I can do something about  #3602
11:28 ShadowBot https://github.com/minetest/minetest/issues/3602 -- Serious stuttering (large instantenious fps drop) (rendering)
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11:31 gregorycu lol
11:31 gregorycu Speak of the devil
11:35 Zeno` you should not speak of the devil. The devil can hear and is drawn towards the speech
11:36 Zeno` speaking of the devil is equivalent to a summoning. Very bad.
11:49 Fixer i do have android tablet, but I need compiled builds to actually install them for some limited testing, i'm not playing on it much
11:50 Fixer just reading
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12:25 gregorycu About programming?
12:28 Fixer sometimes yes
12:28 Fixer but not fast
12:28 Fixer don't hold your breath
12:40 gregorycu I'm not sure it's worth working on jitter, considering we will have farmap changes soon
12:41 gregorycu The sooner we get this release out the door
12:41 gregorycu The sooner we can merge that in
12:41 gregorycu The sooner I can look at these stutter issues
12:41 Fixer ugh
12:42 Fixer we have 3770 :)
12:43 gregorycu #3770
12:43 ShadowBot https://github.com/minetest/minetest/issues/3770 -- Fix superflous shader setting updates by ShadowNinja
12:43 gregorycu Ahh
12:43 gregorycu Your fav
12:43 Fixer it boosts fps a lot, not only for me
12:43 Fixer needs bugfixing
12:44 Fixer with it i can boost my view range to nice levels (close to 200)
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13:23 gregorycu Alright, time to take a look
13:26 gregorycu This stuff is a bit of a nightmare by the way
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15:42 gregorycu What idiot used the factory pattern here
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15:50 PilzAdam gregorycu, sorry, I don't see any idiots around here
15:52 Calinou maybe Terasology dev infiltrated us
15:55 gregorycu What is Terasology?
15:56 Calinou #terasology, http://terasology.org
15:56 gregorycu yeah, main page gives no indication what it is
15:57 Calinou Minecraft-style game made in (enterprisey) Java
15:57 gregorycu lol, ok
15:57 Calinou we even wrote on our dev wiki that their code style is horrible
15:57 gregorycu Looks pretty though
15:57 Calinou it's also slow as hell
15:57 rubenwardy How I hate the phrase "enterprisey"
15:57 Fixer Calinou, it is just you too fast %)
15:58 gregorycu I wonder if they have shader issues
15:58 Calinou it looks mostly fine, it's just very slow
15:58 Calinou the defaults are rather poorly tweaked, so it's slow even on fast PCs
15:58 gregorycu Sounds like they need me to help them
15:58 Calinou I wouldn't be surprised if you couldn't play the game maxed out on the upcoming GTX 1080
15:59 Fixer Calinou, ghhh
15:59 Krock a yay for minetest :)
15:59 Calinou Minetest is not exemplary either :| but it's still much faster
15:59 gregorycu Hey, we are making minetest fast
15:59 Calinou if I had more time, I'd remake it in Godot ;)
15:59 Fixer on the other hand Minecraft performance is damn impressive (with optifine)
15:59 gregorycu I'm working on that right now
15:59 Calinou Fixer: yes, they did a lot of optimization
16:00 Fixer it is like 80-100 fps with view range similar to our v_range 240, and no fucking stutters, flawless
16:00 gregorycu We plan to fix those things
16:00 Fixer 64 bit java though
16:00 gregorycu I plan to fix those things
16:00 Fixer gregorycu, +1
16:00 gregorycu Just a matter of time
16:00 gregorycu And this shader bullshit
16:01 gregorycu I like your comment
16:01 gregorycu "Easy to reproduce after a few hours"
16:01 Fixer well, it depends on map
16:02 Fixer if you have fresh singleplayer one without builds, bug is very rare, but if you play on servers with lots of builds, or on that saved world, you can catch it faster, i catched it multiple times, even after restarts
16:02 gregorycu The problem is, a map with a lot going on, it's very difficult to debug a specific issue
16:02 gregorycu Maybe it's just the fact there is a lot going on that causes the issue
16:03 Fixer gregorycu, https://cloud.githubusercontent.co​m/assets/16494741/13375919/b4ea1dc​8-ddb5-11e5-909d-c2e3d081fb35.png
16:03 Fixer this example...
16:04 Fixer it is somehow can be connected to doors, slabs, panels (nodeboxes?)
16:04 Fixer protectors are nodeboxes iirc
16:04 Fixer doors are too
16:05 gregorycu What is the specific issue
16:05 gregorycu I don't play minetest heaps
16:05 gregorycu It's the dark nodes above right?
16:05 Fixer no wait
16:05 Fixer so it is day on this screenshot, nodeboxes are ok, but everything else is dark
16:06 Fixer i can put a torch here, it will not fix anything
16:06 gregorycu It will not fix anything?
16:06 gregorycu Torch won't light it up?
16:06 Fixer yeah, it looks the same, torch will bright it up around itself, but nothing else
16:07 gregorycu Hang on a sec
16:07 gregorycu Torch will bright up around itself
16:07 Fixer yes
16:07 gregorycu And fix nodes in its radius, right?
16:07 gregorycu But only within the radius
16:07 Fixer i think it brightens nodes within usual radius, not fixes, if i remove it, it will go back to dark
16:07 Fixer within radius
16:08 gregorycu Would it be fair to say that it's like the world thinks it's nighttime but it isn't?
16:08 gregorycu Are the nodes being lit like it is nighttime?
16:08 Fixer gregorycu, could be, example: https://cloud.githubusercontent.co​m/assets/16494741/13375926/c648667​e-ddb5-11e5-8eec-e563ba8270cd.png
16:09 gregorycu If it were nighttime in the second picture, would that look correct?
16:09 Fixer gregorycu, could be, it looks a bit dark :/
16:09 Fixer gregorycu, another example, this time it is reverse: https://cloud.githubusercontent.co​m/assets/16494741/13375923/c642a4c​8-ddb5-11e5-97f5-cdcaa761b6fd.png
16:10 Fixer gregorycu, some nodeboxes are dark, but it is day
16:10 Fixer look in shadow
16:10 Fixer unusual darkness
16:10 Fixer even for night that is too much
16:10 Fixer maybe second screenshot is very dark too
16:10 Fixer something wrong with lighting
16:11 asl97 #4091 doesn't seem to improve performance by much, not even on android
16:11 ShadowBot https://github.com/minetest/minetest/issues/4091 -- mesh tiling bug and possible fix
16:12 Fixer gregorycu, just look at this: https://cloud.githubusercontent.co​m/assets/16494741/13375920/b4ee864​c-ddb5-11e5-9088-ee278da1130b.jpg
16:12 Fixer gregorycu, right up corner
16:12 Fixer gregorycu, you can see totally black protector in daylight (it is nodebox), and rock with correct lighting below
16:12 Fixer gregorycu, protectors are that things in air with yellow center
16:13 Fixer gregorycu, if you look closer to crosshair, you will notice same protectors, not completely dark now, also, doors are much more darker :/ but not completely
16:14 Fixer gregorycu, it does feel strange, bug can occur at day change, i noticed that
16:14 gregorycu What a mess
16:14 Fixer yeah, but it gives some hints
16:15 Fixer blocks, nodeboxes, day change, lighting, torch won't fix, etc
16:15 gregorycu We know it isn't related to lighting code
16:15 gregorycu As that wasn't touched
16:15 gregorycu So, we wouldn't expect the torch to fix it
16:15 gregorycu Like it does with other lighting bugs
16:16 gregorycu Though it's no obvious to non-dev, this lighting is different to the lighting that is done by torches
16:17 Fixer this one is interesting too: https://cloud.githubusercontent.co​m/assets/16494741/13375929/c660d5c​e-ddb5-11e5-9094-e2cd4d883713.png
16:17 gregorycu It's almost as if the ambient light isn't set correctly for the nodes that are black
16:17 Fixer yellow protector inside building looks kinda ok, but on outside far, it looks megadark
16:18 gregorycu Does "upright_sprite" mean anything to anyone?
16:19 Fixer nope
16:19 jin_xi yes its an old drawtype
16:19 jin_xi was used for players and mobs way back
16:20 gregorycu Fixer: with the stuff that isn't drawn properly
16:20 gregorycu Is it ever regular blocks?
16:20 gregorycu Are regular blocks ever fucked up?
16:20 Fixer gregorycu, yes, regular blocks too
16:20 gregorycu Yeah, it looks like they are
16:20 gregorycu Fuck
16:21 gregorycu Thanks jin
16:21 Fixer gregorycu, prime example: https://cloud.githubusercontent.co​m/assets/16494741/13375926/c648667​e-ddb5-11e5-8eec-e563ba8270cd.png
16:21 Fixer or this https://cloud.githubusercontent.co​m/assets/16494741/13398253/251176a​e-df06-11e5-984b-1053bfa9a1d0.png
16:21 Fixer funny how sign is ok
16:22 Fixer and water
16:22 gregorycu Someone who probably knew what they were doing would have this solved by now
16:22 gregorycu I'm not a graphics guy
16:22 Fixer what is funny about that bug, is how it kicks in
16:23 Fixer you walk around everything looks normal, normal, and after sometime you changed location and notice it looks different now
16:24 jin_xi ever noticed some minimal distance you have to move or is that random?
16:24 Fixer random
16:24 Fixer changing height could help
16:24 Fixer changing height and daytime too
16:24 Fixer restarting game too
16:26 Fixer gregorycu, maybe it is shaders that ruin the lighting?
16:26 gregorycu Oh, yeah, it is
16:26 gregorycu I just don't know why
16:27 Fixer any way to gather more data?
16:27 gregorycu Not really, I'll have to have a play around
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16:28 Fixer gregorycu, try my saved world, go to that building near spawn, just walk, leave minetest, go back, walk around to other location, go back to house, fly slowly to platform above, go back, walkaround, try multiple restarts near building, shaders must be on obviously
16:29 Fixer it kicks in after some time
16:29 gregorycu Yeah, but once I reproduce, well, I need a plan
16:29 gregorycu There can be hundreds of shader calls, not sure what a bad one would even look like
16:29 gregorycu But I'm not giving up
16:30 Fixer isn't minetest can show shader warnings?
16:30 Fixer how can I turn them on?
16:30 gregorycu What are shader warnings?
16:30 gregorycu I mean, is this a thing we used to have?
16:31 hmmmm i think it's a setting in irrlicht
16:32 gregorycu Do you have any ideas with regards to this hmmmm?
16:32 celeron55 try setting the verbose minetest log level
16:32 gregorycu Graphics isn't my strong suit :(
16:32 hmmmm no
16:33 hmmmm aghh you've piqued my interest now
16:33 hmmmm let me read up and see the issue
16:34 hmmmm [11:58 AM] <Calinou> I wouldn't be surprised if you couldn't play the game maxed out on the upcoming GTX 1080
16:34 hmmmm the GTX 1080 is a rebadge of the 980
16:35 celeron55 their marketing says it's twice as fast; i guess someone has to test it 8)
16:35 celeron55 (but obviously it's useless for MT)
16:36 gregorycu Because, as it was put before, minetest runs on a potato?
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16:45 Zeno` like in the Terry Pratchett thing?
16:46 Zeno` "In The Long Earth, potatoes are elevated to a new level of significance when the humble tuber becomes the power source of a world-changing machine."
16:46 Calinou hmmmm: say that in ##hardware :p
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16:46 Zeno` wait a sec... I could play minetest maxed out on a gtx-680 :/
16:46 hmmmm so it's actually a big improvement?
16:47 Zeno` with something like 7000 fps
16:47 hmmmm shrug, *i* heard it was a rebrand
16:47 Calinou hmmmm: yes
16:47 Zeno` I dunno... I have a 970 now
16:47 Calinou 25% faster than the 980 Ti
16:47 hmmmm nice
16:47 Calinou up to 2x faster in VR applications, thanks to a special feature that allows rendering several viewports with the cost of only one
16:47 Calinou Zeno`: maybe next year I'll get 4K monitors and a 1080 :)
16:47 Zeno` Calinou, how much does it cost?
16:48 Calinou $600, $700 for the Founders Edition
16:48 Zeno` eek
16:48 Zeno` USD?
16:48 Calinou yes
16:48 Calinou the performance/price is quite better than the 980 Ti
16:48 Zeno` oh, well I think I'll wait a while :)
16:48 Calinou and maybe better than the 980 as well
16:48 hmmmm :d
16:48 hmmmm [ryan@titan] ~% grep nvidia /var/run/dmesg.boot
16:48 hmmmm nvidia0: <GeForce GTX 660> on vgapci0
16:48 Calinou grep: /var/run/dmesg.boot: No such file or directory
16:49 gregorycu Zeno`: http://knowyourmeme.com/me​mes/recorded-with-a-potato
16:50 hmmmm if loonix is so good why doesn't it even have a dmesg.boot logfile!!
16:50 Zeno` doesn't need it!
16:50 hmmmm dmesg | grep nvidia should do okay as well assuming you haven't had 500 segfaults in the past boot
16:51 Zeno` $ lspci | grep NVIDIA | grep VGA
16:51 Zeno` 01:00.0 VGA compatible controller: NVIDIA Corporation GM204 [GeForce GTX 970] (rev a1)
16:52 Calinou [    1.866916] nvidia: module license 'NVIDIA' taints kernel.
16:52 Calinou :-)
16:52 Zeno` lol yep :)
16:52 Zeno` tainted love
16:53 Calinou maybe next year I'll be able to use Nouveau
16:53 Zeno` *shudder*
16:53 Calinou ie. reclocking support, decent performance
16:53 Calinou someone has been able to drive 2 4K monitors using Nouveau
16:53 Zeno` that must be nice for them :D
16:54 Calinou http://www.phoronix.com/scan.php?page​=article&amp;item=nouveau-boost-perf
16:54 Zeno` I have no problem using the nvidia driver
16:54 Calinou performance is becoming acceptable
16:54 Zeno` I am not RMS
16:54 Calinou Zeno`: with nvidia driver, you don't have native-resolution TTYs, no flicker-free boot
16:54 Calinou no KMS
16:54 Zeno` no flicker free boot?
16:54 Calinou hybrid GPU is relatively cumbersome as well (it's a bit easier using Nouveau)
16:54 Calinou Zeno`: there's forced mode setting when you boot
16:54 Calinou at least one of them
16:54 Calinou with Nouveau, you can get rid of it, and speed up booting by ~2 seconds
16:54 Zeno` I dunno how I can stand not having flicker free boot hehe
16:55 Zeno` Calinou, I boot in text mode anyway
16:55 Zeno` so there is no flicker
16:55 Zeno` there might be when starting X... not sure
16:56 Calinou also nvidia-settings is quite bad
16:56 Calinou it looks like it was made in 2006 :P
16:56 Zeno` yeah, fuck you nvidia!
16:56 Calinou but sadly, for open source drivers, there's no GUI configuration tools yet
16:56 Zeno` wait, I like the driver
16:56 Calinou (apart of the unmaintained driconf)
16:57 Zeno` wait a sec... no native TTYs?
16:57 Calinou Zeno`: also NVIDIA's OpenGL implementation has lots of proprietary things, and isn't really standards-compliant
16:57 Calinou free drivers do it much better
16:57 Zeno` My ttys are native
16:57 Calinou better as in, more restrictive
16:57 Calinou Zeno`: 1920x1080 TTY?
16:57 Calinou not possible with nvidia
16:57 Zeno` they use only text
16:57 Zeno` oh, I have VESA tty
16:57 Zeno` i thought that's what you meant
16:57 Calinou no
16:58 Calinou you're limited to 1024x768 or something like that
16:58 Zeno` why would I want a 2560x1440 tty?
16:59 Zeno` It would be like having a 2560x1440 minetest console
16:59 Zeno` err
16:59 * Zeno` runs minetest to check something
17:00 Zeno` yeah, it'd be like minetest
17:00 Zeno` ;)
17:00 gregorycu Fixer: I may know what the bug is
17:04 gregorycu The CachedShaderSetting is not shared, there is one per material
17:04 gregorycu Or rather, there are many per material
17:04 gregorycu The class will not send shader information if it thinks it hasn't changed
17:04 gregorycu shader parameters
17:05 gregorycu I have to go to bed now, we can try this tomorrow
17:05 Zeno` Did your Mum enjoy her dinner, gregorycu?
17:05 gregorycu She did, Chinese
17:05 gregorycu Classic
17:05 gregorycu Night
17:05 Zeno` nice :)
17:05 Zeno` night
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17:23 Zeno` does anyone else think that mese should be purple?
17:23 Zeno` yellowish is too natural
17:24 lisac Zeno`: I do.
17:24 lisac But dark purple.
17:24 Zeno` yeah really dark purple
17:28 Fixer Chinese classic food?
17:29 Zeno` I guess it is for some
17:29 Fixer no! yellow is nice
17:30 Fixer mese was nice glowy block in dark caves, don't rape it please :)
17:30 Zeno` maybe lime green would be better?
17:31 Void7 how about mese is much rarer and more powerful, but there's a purple mese-like substance?
17:31 Void7 more powerful as in the tools last ~10x longer and dig ~1.5x faster
17:36 Calinou purple looks like obsidian
17:36 Calinou lime green looks like slime/acid
17:36 Calinou yellow is fine
17:36 Calinou it's a bright yellow anyway
17:38 Zeno` a bit of green in it might be nice though
17:38 Zeno` alien stuff is normally greenish
17:41 Calinou is it really alien?
17:41 Calinou aliens need to go away
17:41 Calinou Doom did not have any aliens, same for Quake
17:41 Calinou and don't even tell me Minecraft has aliens
17:42 rubenwardy A suggestion from c55
17:42 rubenwardy And we're not allowed to add something if MC doesn't use it?
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18:16 Zeno` 2 days, paramat
18:17 paramat hopefully
18:18 paramat i didn't test #4100 , no android, what do you think?
18:18 ShadowBot https://github.com/minetest/minetest/issues/4100 -- Defaultsettings/Android: Increase 'max block generate distance' to 3 by paramat
18:18 PilzAdam rubenwardy, I asked you this in the github issue, but you haven't responded (IIRC): what is the benefit of saying that mese is of alien origin?
18:21 Zeno` paramat, hopefully? Not hopefully, I've already ordered the catering!
18:22 paramat Zeno` the current setting is 7 so 3 will still help performance
18:22 asl97 does #4091 have any chance of making into release?
18:22 ShadowBot https://github.com/minetest/minetest/issues/4091 -- mesh tiling bug and possible fix
18:22 Zeno` paramat, it's fine. Merge the other kind of related PR with it
18:22 paramat ok
18:23 Zeno` asl97, no. It's a good PR but there is feature freeze after all
18:23 Zeno` asl97, but I imagine it will be one of the first after release
18:23 asl97 it is a bug fix
18:23 Zeno` it's not a bug
18:24 Zeno` how is it a bug?
18:24 PilzAdam Zeno`, it's a feature of continuous tiles to not be continuous?
18:24 paramat too risky to merge that now
18:24 PilzAdam paramat, I agree
18:24 Zeno` PilzAdam, it's not a bug
18:24 PilzAdam should be merged after the release
18:25 asl97 that's fine I suppose. It didn't affect performance as much as I expected
18:25 Zeno` I'm quite impressed by it
18:26 PilzAdam Zeno`, was it intentionally coded to only support stripes of up to 2 nodes? doesn't seem like it, but I don't know the code very well
18:26 paramat any thoughts on milestone #4086 ? est31 seems to have some issues with it
18:26 ShadowBot https://github.com/minetest/minetest/issues/4086 -- Fix locked hardware buttons on Android by MoNTE48
18:26 Zeno` PilzAdam, in that sense it's a bug, but the current code works
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18:27 Zeno` PilzAdam, the PR is fine as far as I can see an I *would* merge it if not for the freeze
18:27 PilzAdam depends on the definition of "bug" then
18:27 Zeno` PilzAdam, yes
18:28 PilzAdam one possible definition is code that does not do what the author intended it to do
18:28 Zeno` it's probably less risky to merge than some others that were merged just before the proper freeze
18:28 PilzAdam as I said, I don't want this to be merged before release
18:30 Zeno` paramat, I'm not sure how 4086 "works"
18:30 paramat nor me
18:30 Zeno` it does, but I just don't understand
18:30 Zeno` I'm wary of it
18:30 paramat no prob i'll ask est to look at it
18:30 Zeno` ok
18:31 PilzAdam *o.k.
18:31 Zeno` aargh
18:31 Zeno` :P PilzAdam
18:32 Zeno` umm, if what est31 suggests is true it's an easy fix
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18:33 Zeno` does that need to be in the milestone?
18:34 Zeno` since it's been around for 3 years anyway?
18:34 paramat i think yes because of volume control not working
18:34 Zeno` it's never worked
18:35 paramat heh
18:35 Zeno` seriously
18:36 paramat i mean, it's never worked because of this bug
18:37 paramat seems good to fix it
18:38 Zeno` *if* it fixes it and doesn't introduce some other bug
18:38 * Zeno` leaves it to est31
18:38 paramat indeed
18:40 Zeno` to merge that is more of a risk, IMO, than to merge 4091
18:41 Zeno` at least 4091 is understood
18:42 Zeno` whatever... just don't let it block the release :P
18:42 paramat agreed
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18:49 paramat i've requested #4084 is renamed to 'resize'
18:49 ShadowBot https://github.com/minetest/minetest/issues/4084 -- Add [scale texture modifier by SmallJoker
18:50 paramat then it seems ready
18:51 Zeno` #4096 should be closed
18:51 ShadowBot https://github.com/minetest/minetest/issues/4096 -- Compilation warnings in Lua
18:51 paramat yes ok
18:51 Zeno` It's not something we should fix (although we could)
18:51 paramat done
18:51 Zeno` cool
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18:59 Zeno` that *4 is crap
18:59 paramat heh yes
18:59 Zeno` even if it's better it's crap
19:00 Zeno` there is no way magic values like that should be in the source code even if it DID have a comment
19:01 paramat i won't allow that in this PR
19:02 paramat does android allow +-10 node increments of view range or is it fixed?
19:03 paramat (apart from 'view all loaded')
19:04 asl97 paramat: iirc, there is no button for that if that is what you mean
19:05 paramat it is, ok. that sucks
19:05 asl97 I am pretty sure the config file exist on android though
19:05 asl97 there are plenty of text editor on android
19:05 paramat ah
19:05 asl97 and there is the in game setting menu
19:06 Zeno` the config file does exist
19:06 Zeno` it's just not possible for the "normal" user to easily change
19:08 paramat so, all remaining problematic issues are android =/
19:08 asl97 i doubt a "normal" user would even have a text editor on their android device
19:08 Zeno` :)
19:09 Fixer paramat, let me try running minetest from f-droid
19:11 Fixer paramat, ah, stable 0.4.13 has autorange finder, don't use newer one, sorry
19:11 paramat no don't bother, it's not important
19:12 * Zeno` watches lost in space
19:12 paramat we're fairly sure it's fixed in-game
19:12 Zeno` "Trip Through The Robot" episode
19:13 Zeno` lol
19:13 Zeno` Dr Smith blew the spaceship up
19:14 Zeno` it's just lucky they don't need it 'cause they're lost anyway
19:18 paramat heh mese wars
19:19 Fixer PilzAdam, it is either alien or human made or magic made (?)
19:19 sofar that's what you get when you include a trademark in your game of a company that's hostile to open source ;)
19:19 PilzAdam Fixer, are you talking about mese?
19:19 Fixer PilzAdam, yes
19:20 Fixer PilzAdam, alien as of nonnature origin?
19:20 Zeno` they won't charge the robot and he is gonna die!
19:20 PilzAdam it's celeron made
19:20 PilzAdam why do people insist on giving it a background?
19:21 Fixer PilzAdam, don't know, leave that block as it is %) just saying
19:22 Fixer PilzAdam, some people want for things to have some background I guess
19:22 Zeno` I think the robot is deaded!
19:22 Zeno` his core mese power supply ran out
19:23 Fixer and mt crashed
19:23 paramat c55 only vaguely suggested 'alien', it's more 'unknown/mysterious'
19:23 paramat that avoids a background
19:27 paramat essentially i'm suggesting a weird yellow block of unknown origin/formation is found with unknown symbols that look a little like ME SE, so it is called MESE
19:28 paramat it's good it is flexible, some may consider it ancient, some alien
19:28 PilzAdam avoiding a background is easily done: 1) do nothing 2) ... 3) profit!
19:28 paramat doing a websearch for mese mostly brings up place names
19:30 PilzAdam lol, "Cognate with Old High German mias, meas (German Mus, Gemüse)"
19:30 PilzAdam I vote for Mese as a vegetable
19:31 PilzAdam (https://en.wiktionary.org/wiki/mese)
19:31 sofar I vote for getting rid of the trademark reference in it
19:31 paramat yeah, 'dish, food, meal' ..
19:33 paramat well seeing as search results return many things except messenger it's ok
19:33 paramat i found a website mese.fi !
19:34 Fixer erm, why you guys GOOGLE, minetest should have built in docs and manual, wtf
19:36 PilzAdam Fixer, what?
19:36 paramat page 3 of googling: mese in minetest
19:37 Fixer minetest has only hotkeys info, no data about crafting or anything else in mtg or wtwr
19:38 paramat mese.tv cute https://lh4.ggpht.com/5lR507vabiqP4Hdex8QAUx_gr​79YzTan5lk1QejUBqxhXh5vNGG5zBY14X_PSeNVwQ=w300
19:38 PilzAdam Fixer, how is that relevant now?
19:39 Fixer you can write down info on blocks in gameplay.txt with info about mese I guess
19:40 PilzAdam I still don't get what you want from us; why shouldn't we google?
19:41 Fixer whatever... games used to contain PDF manual for many pages, here you just google :}
19:42 PilzAdam but we are talking about what would go into that PDF
19:42 Fixer general info about game, blocks, items, crafting, mods, settings, faq, things that wiki has in general
19:42 PilzAdam we can't write a PDF based on the content of that PDF to be written
19:45 PilzAdam Fixer, do you understand that we can't refer to any "official" documentation, because we are the ones who write it?
19:45 Fixer ugh, you can't imagine countless questions about crafting and other stuff ingame, no tutorials, no docs for players
19:50 paramat fixer yes i agree
20:04 paramat cool looks like we have a fix for the last mtgame milestone
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20:30 paramat nore PilzAdam sfan5 this isn't a PR yet but does anyone approve of this fix for a divide-by-zero crash in tnt? https://github.com/HybridDog/minetest_game/co​mmit/d785f05397ef35efd1e1fe985deecf8bd8475a92
20:30 PilzAdam paramat, seems good
20:30 sofar it's a good fix, I like the simplicity and it shows exactly where the problem is :)
20:31 paramat ok. i might do the PR myself later
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21:05 paramat now merging #4100
21:05 ShadowBot https://github.com/minetest/minetest/issues/4100 -- Defaultsettings/Android: Increase 'max block generate distance' to 3 by paramat
21:11 paramat merged
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21:31 paramat here's the PR #1084
21:31 ShadowBot https://github.com/minetest/minetest/issues/1084 -- Add InvRef::get/set_lists() by ShadowNinja
21:31 paramat game#1084
21:31 ShadowBot https://github.com/minetest​/minetest_game/issues/1084 -- Tnt: Avoid divide-by-zero errors in calc_velocity() by paramat
21:51 paramat now merging
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21:55 paramat merged. all mtgame milestones cleared
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