Time Nick Message 00:03 red-001 PR4530 do you improve gameplay? 00:06 PR4530 red-001: i improve fps a lot in default game (since shaders are enabled by default) 00:07 PR4530 i did some tests, in minetest without it when basic shader is enabled (it is by default) - you lose a big amount of fps, in my case it is 50%, which is big problem, this PR increases performance when shaders are enabled you end up with performance close to "no shaders" 00:08 PR4530 *on my videocard, but other people confirmed fps gain including celeron 00:09 PR4530 in some scenes it is very big gain 00:09 PR4530 large forests, 20 fps vs 70 fps 00:09 PR4530 thats possible 00:09 PR4530 with this pr you can probably leave shaders enabled in default config 00:10 red-001 well go luck getting merged 00:10 PR4530 I had bugs on previous version of it (3770), but in this one gregorycu tried to address them and it worked for me, no more lighting update problems on water and nodeboxes, seems good 00:10 red-001 good* 00:11 PR4530 i play for a long time ago and i'm certain gregorycu fixed that bug I reported 00:11 red-001 nice a pr reporting its own bugs 00:11 red-001 this is why we need ai 00:12 PR4530 i hope i'm not the only one who tests it, iirc wayward also played with it and had no problem, i have AMD/ATI HD6870 / Win7 setup 00:13 PR4530 vbo does not give that much boost compared to this, this one has much bigger effect 00:14 PR4530 then probably add to this that tangent spaces problem resolution, and maybe it will provide another fps boost 00:15 PR4530 anyway, this pr is compiled with my builds by default so I test it at all times 00:16 red-001 is anyone working on client sided lua/scripting? 00:16 PR4530 can't say for sure, some people had some plans / good night 00:17 red-001 night 00:23 paramat scary thought, sentient PRs and issues demanding attention on IRC 00:25 Hijiri red-001: what about the recent client-side lua PR? 00:25 Hijiri #4577 00:25 ShadowBot https://github.com/minetest/minetest/issues/4577 -- WIP: Client-side mods by duckbrain 00:55 red-001 oh I didn't know duckbrain made a pr 00:55 red-001 I though he wasn't working on it anymore 06:21 Foghrye4 Hi! Is someone online? Nerzhul ask me to change 'gob_cmd_update_infant' to void. And I'm not sure I should. I would like to see yours opinions. https://github.com/minetest/minetest/pull/4128 06:22 Foghrye4 Cons: other functions of genericobject always return strings. Pros: currently i don't see any. 07:06 Zeno` hmm 07:07 Zeno` Foghrye4, I agree with you 07:08 Zeno` for consistency with all the other functions it should return std::string 07:09 Foghrye4 Ok, i will keep it old then. 07:09 Zeno` I added my opinion to the PR 07:11 Zeno` seems mostly style/formatting issues left and it'll be done 07:11 Zeno` or is that what what you just pushed does? 07:12 Zeno` I hate the github changes now. Comments stay "active" even if they don't apply to the latest commit :/ 07:12 Zeno` Foghrye4, you should not have merged master :( 07:13 Foghrye4 @Zeno, why? 07:14 Zeno` Foghrye4, can you revert that? we rebase not merge. I.e. instead of merging master we (in the branch before commiting) git rebase minetest-master 07:16 Zeno` i.e. it's not necessary and messy :) 07:16 Zeno` you can rebase your own branch to "sync" it with master of course... just not merge 07:16 Foghrye4 Zeno, currently I have no idea how to revert that. 07:16 Zeno` are you using the command line? 07:17 Foghrye4 Yes. 07:17 Zeno` git reset HEAD~ will undo your last commit 07:17 Zeno` git reset HEAD~1 07:18 Zeno` (I think what I typed first works as well) 07:18 Zeno` the 1 is the number of commits to revert 07:18 Zeno` you might have to use -f when you push next 07:37 Zeno` anyway, apart from the style issues Foghrye4 I'm happy with the PR as-is 07:37 Zeno` hi nrzkt 07:37 nrzkt hi Zeno` 07:37 nrzkt you talk about #4128 ? 07:37 ShadowBot https://github.com/minetest/minetest/issues/4128 -- Prevent attached models from disappearing during parent reload by Foghrye4 07:38 Zeno` nrzkt, yeah 07:38 nrzkt yes, and it should be rebased someone push a conflict :) 07:38 Zeno` well, rebased yeah and the style issues 07:38 Zeno` what's it conflict with? 07:39 nrzkt github mentioned content_sao.cpp 07:39 Zeno` ok, so one of us has to rebase it, or at walk Foghrye4 through the process 07:40 Zeno` or walk* 07:40 Zeno` is it a big conflict? 07:44 Zeno` hmm ok 07:45 Zeno` might have to do it a trickier way 07:47 Foghrye4 So, i rewrite part of a code back to "if-elseif". ' 284 files changed, 25199 insertions(+), 11295 deletions(-)'. I hope its OK and only means that last commit with minetest-master is reversed. 07:48 nrzkt Foghrye4, you should do : git checkout master && git pull && git checkout mybranch && git rebase master 07:48 nrzkt not git merge master 07:50 Zeno` oh, should be easy to fix that conflict 07:51 Zeno` The conflict: http://codepad.org/GB5WnOaV 07:52 Zeno` it's just formatting? 07:52 Zeno` yeah it is... so easy peasy 07:53 Zeno` stuff like this is why we should merge more quickly hehe 08:09 nrzkt Zeno`, yes 08:09 nrzkt it's not just formatting, but also unordered :) 08:10 nrzkt then you can merge if you agree with the pr 08:14 sfan5 nrzkt: i can't test lz4 because their API is badly documented 08:14 sfan5 also there are some issues with keeping 64 KB of some output(?) in memory 08:16 nrzkt i have pasted you the right way to do this 08:16 nrzkt do you want me to re-send the wrappers paste i wrote for my branch ? 08:17 sfan5 yes please 08:17 nrzkt include and then => http://pastebin.com/DhSfbNLq 08:19 sfan5 that can't work 08:20 sfan5 the problem there is that decompressLZ4 needs to take as much data as it needs 08:20 sfan5 the input will be a stream with compressed data AND more unrelated stuff 08:21 nrzkt the stream is done because you change the compression model ? 08:30 Zeno` ok, this is tricky 08:30 Zeno` I've tried to walk Foghrye4 through how to rebase but his master is out-of-sync 08:30 Zeno` the conflict is an easy one to fix, so maybe this time we should just do it for him/her 08:31 nrzkt i will start to cleanup a little bit the Player/RemotePlayer/LocalPlayer hard dep 08:32 Zeno` the trickieness is that to merge the PR I have to create a branch from a point in the past, apply the patch in that branch, and then rebase that branch to master 08:32 Zeno` but I don't know how to do that if the person doesn't have an up-to-date master 08:33 Foghrye4 "Switch-case" would not work, so i need to return back to "If-else" first. 08:33 Krock Zeno`, which PR is that? 08:34 Zeno` #4128 08:34 ShadowBot https://github.com/minetest/minetest/issues/4128 -- Prevent attached models from disappearing during parent reload by Foghrye4 08:34 Zeno` I merged it on my local repo without too much difficulty 08:35 Zeno` but if my master had non-official changes in it I expect I would have had trouble 08:35 Krock taking the .diff and resolving the conflicts isn't hard 08:37 Zeno` I know 08:37 Zeno` but it is when you don't have a master that's the same as the minetest official master 08:38 Zeno` took me 2 minutes to resolve the conflicts and rebase (if that) 08:38 Zeno` but I have nfi how to do it without an up-to-date master 08:39 Zeno` I made a branch from the point where the PR diverged from master. Applied the .patch. Rebased against master (resolving conflict). Done 08:39 nrzkt Zeno`, sfan5 if you get time, please review #4595 08:39 ShadowBot https://github.com/minetest/minetest/issues/4595 -- Player/LocalPlayer/RemotePlayer inheritance cleanup (part 1 on X) by nerzhul 08:40 Zeno` but without a master to work with... I dunno. You can probably do it of course 08:40 Zeno` nrzkt, that will cause even more potential conflicts with 4128 08:41 nrzkt Zeno`, yes, merge your fix before i will rebase after, when the review will be done 08:41 nrzkt no problem for me as i'm the branch maintainer :) 08:41 Zeno` grr :p 08:44 sfan5 nrzkt: the decompression function needs to know where the compressed data ends and keep the remaining data intact 08:44 nrzkt let me 2 mins to find the caller which pass the mapblock on my branch :) 08:44 Zeno` can we agree that if Foghrye4 fixes the issues *other than rebasing* that we can rebase for him/her this time? 08:46 nrzkt for mapnodes: oss.str() is the argument of src 08:47 nrzkt for ServerMap, data = o.str() is replaced with comprssLZ4(o.str(), data) 08:47 sfan5 i'm talking about decompression 08:47 nrzkt okay, i see 08:48 nrzkt the current approach i have is an intermediate std::string buffer 08:48 nrzkt decompressLZ4(*blob, data_str) 08:48 nrzkt and instead of passing *blob, pass data_str 08:48 sfan5 no that's not the problem 08:48 Krock Zeno`, it's also possible to use the upstream master - not only the local one 08:48 sfan5 decompress(is, oss, version); 08:48 sfan5 with an std::istream &is 08:49 nrzkt yes 08:49 sfan5 how does it know how much compressed data is there? 08:49 nrzkt std::string data_u; decompressLZ4(*blob, data_u); is = new std::istringstream(data_u, std::ios_base::binary); 08:49 nrzkt you are un loadBLock ? 08:49 sfan5 void MapBlock::deSerialize(std::istream &is, u8 version, bool disk) 08:49 sfan5 where would *blob come from? 08:50 nrzkt i see you are in mapblock, not servermap 08:50 nrzkt i use the same approach as mentioned 08:50 sfan5 uh 08:50 sfan5 you compress already compressed mapblocks before writing them to the database? 08:50 nrzkt uh 08:50 nrzkt oops 08:50 nrzkt http://pastebin.com/ptzPkGjD 08:50 Zeno` Krock, maybe you can walk Foghrye4 through it then. My method (which resolves conflicts easier) is to make a branch off master /at the same point where the PR diverged/ and then rebase 08:51 nrzkt here is the version switching mode for mapblocks 08:51 sfan5 and raw_nodes comes from where? 08:51 sfan5 do you have then seperated in the database? 08:51 nrzkt i splited in 3 fields the datas 08:51 Zeno` so... I guess the only thing I don't know how to do is make the branch from an upstream master at a point in the past 08:51 sfan5 i see 08:52 sfan5 Minetest currently doesn't do this, which means we can't use lz4 08:52 nrzkt wait a minute 08:52 nrzkt :) 08:52 nrzkt block is empty at this moment 08:53 nrzkt hmmm i see the problem you mentionned 08:54 nrzkt but you can read os.str() and store it no ? 08:55 nrzkt is* 08:55 sfan5 i can 08:55 sfan5 but it contains more than just the block data 08:55 sfan5 other data follows directly after compressed node data 08:56 thePalindrome Think you could regex the fluff away? 08:56 nrzkt but zlib decompress has the same problem sfan5 no ? 08:56 sfan5 no 08:56 sfan5 zlib says whether it needs any more data 08:56 sfan5 so i know when it ends 08:57 nrzkt yes, but the read stream has an end why it could not finish ? 08:57 sfan5 https://github.com/minetest/minetest/blob/master/src/serialization.cpp#L163 08:57 sfan5 if you reach the end of the istream it's already too far 08:57 sfan5 you don't need the whole istream 08:58 nrzkt but in the zlib mode we don't have size limits 08:58 nrzkt we read the whole available datas 08:58 Zeno` ok, a small disaster seems to have occurred 08:58 Zeno` here is a backup of the patch: http://codepad.org/ZcYNgnCi 08:58 Zeno` perhaps it should be merged asap so that all of the work is not lost 08:59 sfan5 yes 08:59 Zeno` it's not bad apart from formatting, which can be fixed 08:59 sfan5 but the data is put back if it isn't needed by zlib 08:59 sfan5 with lz4 i don't know how much data it used 08:59 nrzkt why do you need that ? 08:59 nrzkt you can push the uncompressed datas to os if you want like zlib 09:00 sfan5 that's not the problem 09:00 sfan5 decompress() needs to preserve the rest of the data 09:00 sfan5 it can't consume all of is 09:00 nrzkt but it's what decomprssZlib does at this moment, it consume all datas 09:00 sfan5 yes 09:00 nrzkt then there is no problem to use lz4 09:00 sfan5 and if zlib finished it uses unget() to put the not used data back 09:01 nrzkt i see 09:01 sfan5 this makes using lz4 complicated 09:01 nrzkt but... we have zlibblock + marker + zlibblock in db ? 09:01 sfan5 no marker 09:01 sfan5 both follow directly after eachother 09:01 nrzkt but multiple blocks for each data type ? 09:02 sfan5 you have this: 09:02 nrzkt (maybe it's why i splited datas in three parts in my branch can't remember, > 1year 09:02 sfan5 09:02 sfan5 yes that must've been the reason 09:02 nrzkt i see, yes, in my db i have multiple columns for this 09:03 nrzkt this solved the problem :( 09:03 nrzkt then 09:05 nrzkt https://github.com/lz4/lz4/wiki/LZ4-Streaming-API-Basics is not what you need ? 09:05 nrzkt https://github.com/lz4/lz4/blob/dev/examples/blockStreaming_doubleBuffer.c 09:07 sfan5 yes 09:08 sfan5 however the documentation doesn't say what 09:08 sfan5 LZ4LIB_API int LZ4_decompress_safe_continue (LZ4_streamDecode_t* LZ4_streamDecode, const char* source, char* dest, int compressedSize, int maxDecompressedSize); 09:08 sfan5 returns 09:25 nrzkt Zeno`, can i merge #4595 as sfan5 approve it ? 09:25 ShadowBot https://github.com/minetest/minetest/issues/4595 -- Player/LocalPlayer/RemotePlayer inheritance cleanup (part 1 on X) by nerzhul 09:25 Zeno` I'd rather see some attention paid to Foghrye4's PR 09:26 Zeno` but if sfan has approved then you can merge it (you don't need my approval as well :P) 09:27 nrzkt sfan5, i added https://github.com/minetest/minetest/pull/4595/commits/306eee12fc94cd8a47275186cdcff913f4b65761 to this PR which cleanup unused datas, if you are okay i will merge the two commits separately 09:27 Zeno` i gotta go out for a bit. But if http://codepad.org/ZcYNgnCi (aka #4128) can be merged before it's lost that'd be great 09:27 ShadowBot https://github.com/minetest/minetest/issues/4128 -- Prevent attached models from disappearing during parent reload by Foghrye4 09:30 nrzkt in fact this is a trivial fix this second then :) 09:30 nrzkt waiting only for the ci 09:35 sfan5 nrzkt: the unused attr commit is ok too 09:35 nrzkt ty 09:36 nrzkt build is okay for this commit except c++11 then i merge:) 09:36 nrzkt (c++11 not finished yet) 09:36 Krock Zeno`, I noticed that deleting and re-forking might be a bit faster than this whole rebase stuff :3 09:36 Zeno` Krock, it's easy to rebase it 09:37 Krock one rebase per branch 09:37 Zeno` it only needs one 09:37 Krock nrzkt, wow, that was a fast merge :) 09:39 Zeno` you make a branch from 27905f1a, apply the patch, rebase, done 09:39 Zeno` everything is then up-to-date 09:39 Krock everything? master too? 09:39 nrzkt Krock, for what ? 09:40 Zeno` ? 09:40 Krock nrzkt, heh, your Player/LocalPlayer/RemotePlayer pull. It's just the time difference between each pulls that's amusing me 09:40 Zeno` anyway, bbiab. Have to go to the shops :) 09:42 nrzkt i'm coredev, another coredev review, and my fixes are only code maintenance, no functionnal changes 09:42 nrzkt it's easier to review :) 09:42 Krock indeed 10:52 Foghrye4 Got an error "no match for ‘operator!=" for const iterator of unordered_set for g++-6. https://travis-ci.org/minetest/minetest/jobs/166024886 10:52 Foghrye4 Any thoughts? 10:55 nrzkt Foghrye4, you forget ton convert m_attachment_child_ids ? 10:55 Krock is m_attachment_child_ids UNORDERED_SET? 10:55 nrzkt onversion from ‘std::set::iterator {aka std::_Rb_tree_const_iterator}’ to non-scalar type ‘std::unordered_set::const_iterator 10:56 nrzkt std::set vs std::unordered_set 10:56 nrzkt please use the macro on the source :) 10:56 Foghrye4 Ah, shame on me! 10:56 Foghrye4 Thank you. 10:56 nrzkt we are trying to permit dual compat & performance free on containers which can have those c++11 optimisations 10:57 Krock funny, this hadn't resulted in any error here 10:57 nrzkt Krock, C++03 build maybe 10:57 Krock yep 10:57 nrzkt le unordered macro can only have effects on C++11 build i added recently 10:58 Krock it gives the feeling that it runs faster by reading "use unordered set to increase performance" but actually it doesn't change anything (for me) 10:58 nrzkt Zeno`, sfan5 if you get time #4596 is ready 10:58 ShadowBot https://github.com/minetest/minetest/issues/4596 -- Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 of X) by nerzhul 10:59 nrzkt Krock, c++03 builds are legacy and cannot have c++11 optimisations. C++11 optimisations could be greater if your libs are C++11 ready (jsoncpp is) 10:59 nrzkt the PR is one more part permitting me to cleanup more things 11:23 Foghrye4 Ok, #4128 is successfully compiled and checked at localhost server (with two players connected). Everything is working perfectly fine and there is no conflict with main branch. Pull request is ready to be merged. 11:23 ShadowBot https://github.com/minetest/minetest/issues/4128 -- Prevent attached models from disappearing during parent reload by Foghrye4 11:28 gregorycu Who is Nerzhul ? 11:40 Calinou gregorycu: nrzkt I think 12:08 Zeno` yes, nrzkt 12:09 Zeno` I'm ok with 4128 12:11 Zeno` just get 4128 merged before more complicated conflicts occur I reckon :/ 12:16 Zeno` ok, all the comments regarding #4128 seem to be addressed 12:16 ShadowBot https://github.com/minetest/minetest/issues/4128 -- Prevent attached models from disappearing during parent reload by Foghrye4 12:27 Zeno` is #4544 still closed? 12:27 ShadowBot https://github.com/minetest/minetest/issues/4544 -- mapblock_mesh_generate_special improvements by gregorycu 12:28 Zeno` I don't get it. Why is that PR closed? 12:29 Zeno` was it merged? /me checks 12:29 Zeno` paramat should have changed the author of https://github.com/minetest/minetest/commit/1079aeaa13a94c67c1e0a0bd1c461e14841a1eec 12:29 Zeno` credit where credit is due 12:29 Fixer Zeno`: it was 12:30 Fixer Zeno`: merged 12:30 Zeno` yeah, I see now 12:30 Zeno` author should have been left as gcu though 12:30 Zeno` too late now I guess :/ 12:31 Fixer Zeno`: there is credit in that PR of gregorycu too 12:31 Zeno` yeah I know... I'm just sayin' I would have done it differently :) 12:32 Zeno` I would have made the changes paramat made and amended the author (after my changes) back to gcu 12:32 Zeno` *shrug*... it can't be changed, I'm just sayin' 12:40 Zeno` will merge #4490 12:40 ShadowBot https://github.com/minetest/minetest/issues/4490 -- VoxelArea: faster iter function by HybridDog 12:40 red-001 whats with all the netsplits? 12:41 nrzkt effectively sfan5 clion refactor it i missed ty :) 12:41 Zeno` nrzkt, I'm merging 4490 now 12:41 Zeno` (two approvals so why wait?) 12:42 nrzkt Zeno`, eh 12:44 nrzkt sfan5, is this okay for you with size fix ? 12:45 gregorycu nrzkt: I would like to change your detection of a unordered_map supported compiler 12:45 nrzkt hi gregorycu, what do you want to do ? 12:45 gregorycu Microsoft only increment __cplusplus once the standard is FULLY supported 12:45 nrzkt is there any problem with M$hit ? 12:46 nrzkt gregorycu, it's normal, C++17 norm and lesser define it 12:46 nrzkt the feature more will only be added after C++17 12:46 nrzkt mode* 12:46 nrzkt but if you want to check if type exists, okay for me, PR :) 12:46 gregorycu Well, I was going to do an explicit compiler check 12:47 nrzkt perfect 12:47 gregorycu #if _MSC_VER >= 1800 12:47 nrzkt MSC VER or __cplusplus should do the trick then 12:48 gregorycu Nice work by the way 12:48 PR4530 a lot of changes lately, compiling new version to play 12:48 nrzkt gregorycu, it's a little change, but i started to implement it on the code step by step, verifying the behaviour of each 12:48 gregorycu Early profiling indicated a bit of a speedup with a few things 12:49 nrzkt gregorycu, be careful, we have same check on unittests to disable the output of std::unordered_map because the string output is not order guarantee 12:49 nrzkt yes, generally i notices 5-15% perf improvement on those areas 12:49 gregorycu For the Emerge Thread, you get a 25% improvement 12:50 nrzkt gregorycu, nice :) 12:50 nrzkt it's an improvement on windows ? i do my measurements on BSD/Linux 12:50 gregorycu Yes, improvement on Windows 12:50 nrzkt good to take then :) 12:51 nrzkt Zeno`, merging #4128 now all changes has been done 12:51 ShadowBot https://github.com/minetest/minetest/issues/4128 -- Prevent attached models from disappearing during parent reload by Foghrye4 12:52 nrzkt sfan5, it seems the unit tests coredumps on C++11 :( 12:52 nrzkt on threading tests 12:52 nrzkt strange 12:53 gregorycu Which test? 12:53 Zeno` cheers nrzkt 12:54 Zeno` ok, two merged... 1.3 million to go! 12:54 nrzkt Zeno`, okay with #4596 ? 12:54 ShadowBot https://github.com/minetest/minetest/issues/4596 -- Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 of X) by nerzhul 12:55 nrzkt i'm trying to cleanup the client/server code dependency to have flexible things server & client side 12:55 nrzkt when cleanups will be done, i will work on cleanup attributes from player class because many should be server side in playersao and client side in localplayer 12:55 Zeno` RemotePlayer* ServerEnvironment::getPlayer(const u16 peer_id) <--- should be RemotePlayer *ServerEnvironment::getPlayer(const u16 peer_id) 12:56 Zeno` same with const char* name (should be const char *name) 12:56 rubenwardy nrzkt: are you happy with #4566 now? 12:56 ShadowBot https://github.com/minetest/minetest/issues/4566 -- Fix backwards compatibility issue introduced by close_on_enter by rubenwardy 12:56 rubenwardy one tests pass 12:56 Zeno` just style things that stood out 12:57 nrzkt okay, i look at the pointers markers i forget to set properly 12:57 Zeno` nrzkt, what does this PR change significantly? It seems pretty straightforward 12:58 nrzkt i mark difference between client & server by using the real object instead of its parent 12:58 nrzkt if you look at Player base class there are many attributes which are dup of playersao or which should be in playersao server side (conceptually) 12:59 nrzkt yaw, position, ... it's SAO attributes 12:59 Zeno` well, at a glance it looks fine apart from minor style issues 13:00 nrzkt thanks 13:01 _Megaf Hi, any dev here who wants to contribute to our halloween mod? https://github.com/Megaf/halloween_mod/issues/1 13:01 gregorycu nrzkt: #4597 13:01 ShadowBot https://github.com/minetest/minetest/issues/4597 -- Ensure std::unordered_ will be used on supported MSVC compilers by gregorycu 13:05 nrzkt gregorycu, nice 13:05 nrzkt as it's trivial merging 13:05 rubenwardy it's annoying how travis takes 28 minutes to run 13:06 nrzkt rubenwardy, because we use only 1 core and we have many deps to build on windows/macOSX 13:06 rubenwardy yeah 13:06 rubenwardy any it builds the project 6 times 13:06 rubenwardy ~math calc 28/6 13:06 ShadowBot rubenwardy: 4.666666666666667 13:07 nrzkt rubenwardy, because we have many versions, but in 10 years we could remove windows macosx and c++03 builds because there will be only C++25 and linux :p 13:07 Krock lol 13:08 rubenwardy true 13:08 nrzkt Zeno`, i didn't understand the style comment on Player * getPlayer ? the legacy space i kept ? 13:08 gregorycu In 25 years, we may be on C++11 13:09 Zeno` nrzkt, yeah. I think it should be Player *getPlayer(u16 peer_id); 13:09 Zeno` as per the guidelines 13:09 Zeno` other than that, +1 13:10 Zeno` well, C++11 could be soon 13:11 gregorycu nrzkt: #4598 13:11 ShadowBot https://github.com/minetest/minetest/issues/4598 -- Speed up emerge thread by using unordered map in a few places. by gregorycu 13:11 nrzkt okay i fix this space 13:11 nrzkt gregorycu, you are so fact :p 13:11 nrzkt gregorycu, you are just test owner ? 13:11 Krock it's maikerumine IIRC 13:12 Zeno` I haven't recently checked the long-term releases that major releases still don't have c++11 support but compared to a year ago I think there are not many left that people are actually using for minetest 13:12 gregorycu No, Fixer gave me a copy of the world 13:12 Zeno` major distros* 13:12 gregorycu I use it to test cause it's pretty busy 13:12 Zeno` so the reasons I had a year ago for not moving to c++11 are probably not valid anymore 13:13 gregorycu I had a few changes lined up, so yeah, had a couple of PRs ready to go 13:13 Zeno` nrzkt, i'm ok with that PR 13:14 Zeno` #4598 seems fine as well 13:14 ShadowBot https://github.com/minetest/minetest/issues/4598 -- Speed up emerge thread by using unordered map in a few places. by gregorycu 13:15 Zeno` ssh rpi 13:15 Zeno` err 13:17 Zeno` so, 4598 and 4596 can be merged if you agree nrzkt 13:25 Krock uhm.. I have unordered maps on MSVC 2010, that's funny 13:25 Krock since it doesn't support C++11 13:27 gregorycu Really? 13:27 gregorycu lol, ok 13:27 Krock testing with Minetest now 13:27 gregorycu Well, feel free to reduce that number down 13:27 Krock not sure if 2010 is 1000 or something different 13:27 gregorycu I was going to do research, but I wasn't prepared to expose it to a VS version I couldn't test 13:28 PR4530 gregorycu: great to see you here again 13:28 gregorycu Thanks... 13:28 gregorycu um 13:28 Krock The CXX compiler identification is MSVC 16.0.30319.1 13:28 gregorycu I thought I left you in the gutter 13:29 gregorycu that's strange 13:29 Krock compiling Minetest to make sure it's not a strange error caused from my long time experiments 13:30 gregorycu 2010 is _MSC_VER == 1600 13:30 Krock eeks. a lot of liner errors 13:30 Krock *linker 13:31 gregorycu undo undo 13:35 Krock trying to fix these errors now: http://pastebin.com/25sFxk8u 13:39 Krock false alert. it was an incremental build fault 13:40 gregorycu Projekt 13:40 gregorycu Maybe a spelling error? 13:40 Krock hmm.. no. I'm getting an access violation error now when joining a world :'( 13:41 Krock maybe it requires a build from scratch? not sure 13:48 Zeno` hmm I keep forgetting about VS 13:50 Krock it's working 13:50 Krock fuck yeah! 13:51 Krock took four attempts to compile 13:52 Krock gregorycu, do you want to make another pull to set it down to 1600? :P 13:53 gregorycu Or you could :P 13:53 Zeno` this is what happens when you use fringe compilers/IDEs like VS :P 13:53 gregorycu I'm in the middle of something at the moment Krock, I'll do it later if you don't 13:54 Krock the only good thing about VS is, that the M$ guys known how to make native shit 13:54 Krock gregorycu, no problem, I'll do it ;) 13:54 Zeno` shit being the perfect adjective :D 13:55 Krock ^^ 13:55 Zeno` back to getting the timing (interrupts) working better for my ZenoBlaster(TM)(R) soundcard 13:57 Zeno` I'm upgrading it from 2 channel 8-bit to 2 channel 16-bit :-o 13:57 nrzkt back, sorry :) 13:57 Krock Zeno`, what exactly are you doing? 13:57 Zeno` Krock, making a soundcard 13:57 nrzkt Zeno`, merged #4598 and #4596 13:57 ShadowBot https://github.com/minetest/minetest/issues/4598 -- Speed up emerge thread by using unordered map in a few places. by gregorycu 13:57 ShadowBot https://github.com/minetest/minetest/issues/4596 -- Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 of X) by nerzhul 13:58 Krock but not with soldering, right? 13:58 Zeno` playing wav and mod files using ardunio and raspberrypi 13:58 Zeno` yeah, with soldering 13:58 Krock uuh nice 13:58 Zeno` well, not at this instant. It's on a breadboard atm 14:06 Zeno` gregorycu, why can't you fix it? 14:06 Zeno` gregorycu, it is/was your PR 14:06 Zeno` I can't see why it should be left to Krock to fix it 14:06 PR4530 compiling new build 14:07 Krock Zeno`, for low frequencies it's the best you can have to design circuits :) 14:07 gregorycu 1. Nothing wrong with the PR 14:07 Krock 2. Not my beer 14:07 gregorycu 2. Why does it matter who fixes it 14:07 Krock 3. Profit 14:08 gregorycu 3. As I said, i would fix it if he didn't, but I'm in the middle of something at the moment 14:08 Krock and I have the time, so who cares? \o/ 14:09 gregorycu I think we know the answer to that one 14:09 nrzkt what'es the problem guys ? 14:09 Zeno` Krock, it plays back fine at 44100Hz so I think the circuit is fine :) 14:09 gregorycu Not sure nrzkt, I think it's imagined 14:11 Krock Zeno`, yeah, it's very good for sound but when you go above 100 kHz it gets a pain with it :/ 14:12 Zeno` Krock, but humans cannot hear sounds at 100kHz! 14:12 Krock Zeno`, I'm aware of that. Just for the case you'd try to build an AM radio reciever or similar 14:13 Zeno` ah I see. I dunno if I wanna do that 14:21 Krock #4600 is that one-liner fix. There's one small issue with std::move with unordered sets(/maps?) but can be ignored 14:21 ShadowBot https://github.com/minetest/minetest/issues/4600 -- Ensure std::unordered_ be used on MSVC 2010 too by SmallJoker 14:22 gregorycu Huh? 14:22 gregorycu What's the std::move issue? 14:22 Krock http://stackoverflow.com/questions/12787229/vc10-unordered-set-map-move-constructor-bug 14:23 gregorycu lol 14:23 gregorycu Fucking retards 14:23 Krock but only in the constructor, nowhere else can this bug be found 14:23 Krock hello rubenwardy 14:24 gregorycu btw, that PR is a performance thing, not a bugfix 14:24 Zeno` what PR? 14:24 Krock then one you laballed 14:24 gregorycu #4600 14:24 ShadowBot https://github.com/minetest/minetest/issues/4600 -- Ensure std::unordered_ be used on MSVC 2010 too by SmallJoker 14:24 Zeno` no it's not. It fixes a build doesn't it? 14:24 gregorycu No 14:25 Zeno` ok fixed 14:25 Krock no, it extends the use of these containers 14:25 PR4530 i will try playing on new build now, there were a lot of changes 14:25 Zeno` I see now 14:25 Zeno` merging 14:25 Krock not sure if minetest conpiles on MSVC 2008 .. so we could check this version too 14:26 Krock but there can be more bugs be expected than this single one 14:27 Zeno` who will support these bugs? :( 14:27 gregorycu Microsoft did, they fixed them in the next version of the compiler 14:28 gregorycu Well, I don't know that, but if they fucked up std::move with unordered map, I would that that's a priority 14:28 Krock * fucked up std::move with unordered map in its constructor 14:29 gregorycu std::unordered_map(std::unordered_map&&) ? 14:30 gregorycu Oh 14:30 gregorycu Just read the doc carefully 14:30 gregorycu That's a pretty bad fuckup 14:31 nrzkt Zeno`, i will push the last PR which set properly the Remote/Local player without affecting common parts. 14:32 Zeno` ? 14:32 nrzkt Zeno`, #4601 14:32 ShadowBot https://github.com/minetest/minetest/issues/4601 -- More code cleanup (UNORDERED + RemotePlayer/LocalPlayer) by nerzhul 14:33 Zeno` yeah ok 14:51 nrzkt Zeno`, i will add two commits to this PR which are unrelated but follow the same commit timeline 14:51 nrzkt first is already published, a little optimization on getPlayerNames by only having const ref return instead of copy 14:51 nrzkt the second is a cleanup on player class because i see many attributes which are local to LocalPlayer 15:18 Matrix89 Hi, is there an event listener for when player switches his item in chand? 15:19 Foghrye4 Matrix89, hello. Never heard or saw any. 15:20 Krock Matrix89, no. but you can get the item after x milliseconds/server steps 15:20 Krock s/after/all/ 15:21 Matrix89 ok, thanks for quick response 15:22 Krock !next 15:22 ShadowBot Another satisfied customer. Next! 15:41 gregorycu Fixer: So, I've bene playing around with Jitter 15:41 gregorycu Trying to reduce it, and all that 15:41 gregorycu I think I've made some improvements 15:41 gregorycu At the expense of graphical artifacts 15:42 PR4530 gregorycu: cool 15:42 PR4530 gregorycu: you mean with lazy chunk loading? 15:43 gregorycu What is lazy chunk loading? 15:47 PR4530 gregorycu: it loads chunks slower to decrease stutter 15:47 PR4530 gregorycu: but maybe there are other ways to avoid stutter 15:47 gregorycu Ahh, it's similar 15:47 PR4530 gregorycu: what are those artifacts? 15:48 gregorycu I've moved more of the chunk processing out of the main thread 15:48 PR4530 is it ready? can i try it? 15:48 gregorycu Let me commit 15:48 gregorycu It's not ready, I have to investigate the artifacts 15:48 gregorycu But you can have a look 15:48 PR4530 yes 15:48 PR4530 i will compile now 15:49 PR4530 i'm also playing with superflous shaders PR for around 3 weeks and it works great for me 15:49 PR4530 it is added to 0.4.15 milestone 15:53 gregorycu The branch is called "Jitter" 15:53 gregorycu Cause I'm great at naming 15:53 PR4530 i remember 15:53 gregorycu I'm also going to bed in 15 min 15:54 gregorycu So, if you want to give me immediate feedback... you have 15 min :) 15:54 PR4530 so i need to apply "Move copying of map data" and "Smooth out mesh destruction" 15:54 PR4530 gregorycu: i will try, compiling will take about 10 min 15:57 PR4530 gregorycu: compiling 15:57 gregorycu Yep, those two 15:57 gregorycu I haven't tested with sss 15:57 gregorycu To see what it's like 15:57 gregorycu Should be beneficial with or without 15:58 gregorycu I'm gunna jump into bed, but I'll keep an eye on the irc logs for 15 minutes 15:58 gregorycu Thanks Fixer 16:00 PR4530 hmmm 16:03 PR4530 gregorycu: building error on mingw64 cross-compilation: http://pastebin.com/raw/5pBv18Uj 16:03 rubenwardy #2566 16:03 ShadowBot https://github.com/minetest/minetest/issues/2566 -- Inventory manipulation on multiplayer server is very slow/laggy 16:03 rubenwardy #4566 16:03 ShadowBot https://github.com/minetest/minetest/issues/4566 -- Fix backwards compatibility issue introduced by close_on_enter by rubenwardy 16:06 PR4530 rubenwardy: still a problem? 16:06 PR4530 rubenwardy: i think 2 or 3 sec inventory lag was finally fixed some time ago 16:06 rubenwardy the first one was a mistake... 16:07 rubenwardy notice similar issue numbers 16:10 PR4530 ah 16:32 PR4530 i've seen this strange chunk loading at seas for long time, really weird - https://i.imgur.com/kXYKz1s.png 16:33 PR4530 ocean buttom rendering is problematic 16:55 nrzkt rubenwardy, looked for your PR and add my +1 16:56 rubenwardy est also approved earlier 16:57 nrzkt on the PR it's in require approval state for est 16:58 nrzkt but yes rubenwardy 16:58 nrzkt it's was after changes, i think he forgot 16:58 nrzkt i merge it 16:58 nrzkt rubenwardy, you are coredev on which part ? 17:04 rubenwardy both I think, but mainly doing mtg 17:05 rubenwardy game#1317 17:05 ShadowBot https://github.com/minetest/minetest_game/issues/1317 -- Creative: Use element instead of parameter to disable close on enter by rubenwardy 17:05 rubenwardy almost completely trivial 17:07 nrzkt sorry cannot valide mtgame, not my part :) 17:08 PR4530 rubenwardy: you seem to like fixing those formspec problem, can you look at take bones after death problem? basicly you press respawn button and dig bone right away while it lags 17:10 nrzkt rubenwardy, if you get time, can you review #4601 ? i suggest you to look at each commit separately, i will not squash this changeset because there is some different changes requiring changes before 17:10 ShadowBot https://github.com/minetest/minetest/issues/4601 -- More code cleanup (UNORDERED + RemotePlayer/LocalPlayer) by nerzhul 17:10 rubenwardy that's more of a networking problem really 17:10 nrzkt Zeno`, if you get time or sfan5 :) 17:10 PR4530 rubenwardy: or maybe just add some kind of wait time for formspec to wait before dude is actually respawns 17:11 rubenwardy that would be a weird edge case 17:11 rubenwardy better would be to stay in a dead mode and not be able to move or interact until the server says you can 17:11 rubenwardy after you teleport 17:12 rubenwardy I'd have to look into the protocol around that etc 17:13 PR4530 as of right now survival in minetest is hacky, you can take your bones, you can avoid fall damage, invulnerability in boats/carts 17:13 rubenwardy for full anti-cheat you'd need to check server side that the player is allowed to access the bones 17:17 nrzkt rubenwardy, it's already done in mod 17:49 nrzkt thanks for the review rubenwardy i fixed the two code style problems you mentionned in 4th commit. 17:50 nrzkt Zeno`, sfan5, sofar, nore if you get time for #4601 please ? to be sure :) 17:50 ShadowBot https://github.com/minetest/minetest/issues/4601 -- Player class code cleanup + some performance fix by nerzhul 18:13 nrzkt waiting 2 hours if someone want review, i done extensive tests it works properly as expected. 18:13 nrzkt after this delay i will merge this refactor 18:31 paramat PR4530 seabed below y = -16 becomes visible later than thesurroundings because there's a deliberate bias against showing completely dark areas (which should probably be removed) 18:32 paramat so it becomes visible only when you're much closer to it 18:32 paramat maybe it's to effectively cull caves 18:33 paramat btw rubenwardy is core dev for engine and game 18:40 rubenwardy paramat, game#1317 18:40 ShadowBot https://github.com/minetest/minetest_game/issues/1317 -- Creative: Use element instead of parameter to disable close on enter by rubenwardy 18:40 paramat will look 18:41 paramat i'm hopeless with formspec, if tested i think you could merge it 18:41 rubenwardy okay, merging... 18:42 paramat since it's trivial 18:43 rubenwardy it's the most trivial you can get without being a just comment change 18:43 rubenwardy or a variable rename 18:43 rubenwardy merged 18:43 paramat was there a corresponding issue? 18:44 rubenwardy it was related to #4566 18:44 ShadowBot https://github.com/minetest/minetest/issues/4566 -- Fix backwards compatibility issue introduced by close_on_enter by rubenwardy 18:44 paramat i see 19:32 Krock Why does Travis not know about the function nodeupdate_single ? It's in builtin/game/falling.lua and works, just the check fails there: https://travis-ci.org/minetest/minetest_game/builds/166094869 20:24 rubenwardy because it's a linter 20:24 rubenwardy it doesn't run the code 20:24 rubenwardy there will be a list somewhere of valid global variables 20:27 nrzkt now merging 4601 20:33 OldCoder 20:33 OldCoder Hm 20:33 OldCoder Is #minetest broken? I can't send to channel 20:34 OldCoder Hm 20:34 OldCoder celeron55_, ShadowNinja, sfan5, sofar, nore, nrzkt May I ask if anybody knows what happened to my privs in #minetest ? 20:35 sfan5 no idea 20:35 OldCoder Hm 20:35 OldCoder sfan5, are you an op there? Able to check my privs? 20:36 nrzkt seems to work 20:36 sfan5 nothing happened 20:36 sfan5 -ChanServ- 3 OldCoder +Aeiorstv [modified 3y 48w 2d ago] 20:36 OldCoder Hm. I get "can't send to channel". nrzkt are you an op there? 20:36 nrzkt no 20:36 sfan5 o.O 20:37 OldCoder Are both of you able to talk there? Excuse off-topic, but other channel seems broken for me 20:37 Calinou OldCoder: check your server buffer log 20:37 OldCoder R 20:37 sfan5 nothing on the ban list or quiet list either 20:37 OldCoder Netsplit issue? 20:38 OldCoder I'll try restarting the connection 20:38 sfan5 would be unusual 20:42 OldCoder Excuse previous interruption. Probably a netsplit related identity glitch. 20:42 OldCoder #minetest isn't moderated, so it isn't clear why I couldn't send to channel 20:42 OldCoder Thought it was significant enough to mention 20:44 OldCoder sfan5 has explained, for benefit of others, that issue occurs when znc is combined with a netsplit 20:44 sfan5 ...and a channel redirection on rejoin 20:45 OldCoder sfan5, thank you again! 20:57 PR4530 https://forum.minetest.net/viewtopic.php?f=14&t=15643 this is impressive 20:57 PR4530 gonna try it, newtonian gravity, spherical kind of minetest 20:58 Krock it's a doghnut world, not a sphere 21:00 PR4530 yeah, using shaders 21:15 nrzkt if someone get a little bit more time i pushed a last commit to cleanup environment from old dead or wrong code 21:15 nrzkt #4604 21:15 ShadowBot https://github.com/minetest/minetest/issues/4604 -- Environment cleanup by nerzhul 21:16 nrzkt wrong design because obsolete code to be precise 21:19 nrzkt the change is not very huge, move player object list to server env, use a localplayer pointer on client and remove dead code 21:20 nrzkt sofar, sfan5 if you have time, don't hesitate :) 21:22 sofar working on a merged version of boost_cart atm 21:23 sofar should have an initial PR for review soon 21:23 nrzkt boost_cart ? what is this ? 21:24 PR4530 nrzkt: improved version of mushroomsman carts mod 21:27 nrzkt the non very well working old cart mod ? 21:27 Krock nrzkt, why can you omit "player->move(dtime, this, 100*BS);"? Is it not required? 21:27 nrzkt because on the ClientENvironment atm we only have in fact LocalPlayer in list 21:27 nrzkt the only client env->addPlayer call add LocalPlayer to list 21:28 nrzkt then the code is dead because this loop is for non local player in list, but there is no non local player in list, never. Players are not Player in client, but CAO (except the local player) 21:29 Krock ah, so they're moved somewhere else 21:29 nrzkt since very long time players are not known as Player object in cleint but only CAO like every objects 21:31 Krock ah okay. Thanks :) 21:32 PR4530 nrzkt: it is much more improved, much better one 21:32 PR4530 you can ride them without epilepsy now 21:42 paramat so we need the linter to accept nodeupdate_single(pos), t4im any ideas? 21:43 paramat perhaps now is the time to bring it into minetest namespace then 21:46 paramat ah it's in .luacheckrc 21:46 Krock paramat, I already added that in the TNT pull 21:46 paramat ok 21:46 Krock can undo if you want to move it into your pull 21:46 paramat not sure yet 21:46 paramat hm 21:48 paramat sfan5 sofar rubenwardy shall we go ahead and bring nodeupdate() into minetest namespace? 21:48 paramat i could work on this soon 21:48 sfan5 sounds good to me 21:48 paramat i'm +1 btw 21:49 Krock we already add other lua functions into that namespace so it's fine 21:50 Krock minetest.nodeupdate = nodeupdate (or the other way) also keeps compatibility with the mods 21:50 Krock this function is used quite often for that it's not documented 21:51 sofar game#1318 21:51 ShadowBot https://github.com/minetest/minetest_game/issues/1318 -- Merge boost_cart as "carts" mod. (WIP) by sofar 21:51 paramat cool 21:51 sofar paramat: +1 on minetest.nodeupdate (self-evident to me, really) 21:52 paramat ok i'll try to work on it soon 21:52 paramat the issue for it is #3639 21:52 ShadowBot https://github.com/minetest/minetest/issues/3639 -- Make nodeupdate(pos) and nodeupdate_single(pos) part of the API 21:57 rubenwardy makes sense 21:57 red-001 could someone review #4554 21:57 ShadowBot https://github.com/minetest/minetest/issues/4554 -- Add /grantme command by red-001 21:58 red-001 or #4551 21:58 ShadowBot https://github.com/minetest/minetest/issues/4551 -- Trim whitespaces from the input of the `/privs` command. by red-001 22:04 paramat looking at 4554 22:50 paramat i'm happy with game#1308 now +1 22:50 ShadowBot https://github.com/minetest/minetest_game/issues/1308 -- TNT Performance Tweaks by tenplus1 23:02 nrzkt sofar, can you look at #4604 please ? i will fix code style after 23:02 ShadowBot https://github.com/minetest/minetest/issues/4604 -- Environment cleanup by nerzhul 23:16 PR4530 !seen Millersman 23:16 ShadowBot PR4530: I haven't seen Millersman in #minetest-dev. 23:16 PR4530 !seen MillersMan 23:16 ShadowBot PR4530: I saw MillersMan in #minetest-dev 14 weeks, 0 days, 0 hours, and 8 seconds ago saying "Maybe the wrong time to ask this but: Is there any interest in having a generic base-implementation for mapgens that work similar to my Canyon mapgen?" 23:17 PR4530 damned 23:17 PR4530 waterflow PR rekt 23:17 paramat tag author in the PR? 23:17 PR4530 yes, will do 23:17 PR4530 #4061 23:17 ShadowBot https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan 23:18 PR4530 this is bug of the century for minetest... stuck liquids 23:20 PR4530 that was horrible bug on pre 0.4.14 worlds, anarchy servers got stuck water all over the place with lots of stuck water, with that horrible blinking and funs everywhere in air, now it at least does not spread out 23:26 red-001 water still needs a lot of work 23:27 PR4530 that PR has only one downside, I already explained it much earlier, author said he will look into it 23:28 PR4530 paramat: i think gups is the only big issue that I reported, he had some more ideas but then he disappeared 23:31 PR4530 paramat: gaps appear on very long columns when mapblocks load in not good order, some small gap appears, it flows down on some slopes and can causes unnecessary calculation (probably) 23:31 PR4530 cause* 23:31 PR4530 since on slope gap will cause water to die down and then again water above will start filling and spreading at it again 23:34 paramat mhm 23:35 PR4530 paramat: wonder how rare this is > https://i.imgur.com/nND2msv.jpg (pines+apples surrounded by jungle on valleys cpp mapgen) 23:35 PR4530 paramat: is it concern? 23:36 PR4530 https://i.imgur.com/EfSddGo.jpg with seed and location / valleys c++ 23:36 paramat no that's just noise in action 23:37 paramat a small dip in temperature 23:39 sfan5 btw i sometimes see interesting articles about generating terrain on /r/gamedev 23:39 sfan5 but because i have no clue about that i can just look at it say 'wow' and go on 23:39 sfan5 but maybe someone could make use of them for mt 23:40 paramat ah reddit 23:41 paramat i don't read much gamedev stuff currently 23:46 PR3900 wasn't there an article on culling cave in voxel games? 23:47 paramat https://github.com/minetest/minetest/issues/4553#issuecomment-250942104 23:51 _Megaf why things like https://github.com/minetest/minetest/pull/4370 are not merged? 23:51 _Megaf !title 23:51 ShadowBot Builtin item: Tidy up the code by SmallJoker · Pull Request #4370 · minetest/minetest · GitHub 23:51 _Megaf there are so many good PRs 23:52 paramat dev time 23:55 Hijiri speaking of PRs, I don't think I've shilled my PR today yet #4409 23:55 ShadowBot https://github.com/minetest/minetest/issues/4409 -- Attached Particle Spawners by raymoo 23:56 sfan5 ^