Time Nick Message 00:07 _Megaf needs rebase https://github.com/minetest/minetest/pull/4420 00:25 paramat it says no conflicts though 01:21 OldCoder There is no way to set the frame delay on a node animation, correct? Just for sprites? 03:56 gregorycu So 03:56 gregorycu What seems to cause a lot of jitter is processing block data inside the GUI thread 03:59 gregorycu I'm thinking of moving that to the update thread 04:01 paramat interesting. need to omnom, back in an hour 04:56 gregorycu A little bit of code churn here, but if I can get this right... 05:04 gregorycu What is a sector? 05:05 gregorycu Looks to be a vertical slice of the world 05:21 paramat a complete vertical column of mapblocks, i think 05:23 gregorycu The longer I go, the more I know this change will never get approved 05:23 gregorycu Do other people notice the jittery graphics? 05:24 gregorycu Is it a known issue? 05:31 paramat yes well known and irritating 05:32 paramat it really bothers me and many others 05:33 paramat any work on it will be very much appreciated 05:35 paramat can't find an issue but i think there's a forum thread about it 05:35 gregorycu I think I've reduced it, but I'm trying to eliminate it 05:35 gregorycu I've done the analysis, I know what causes most of it 05:35 paramat for me seems to get worse around forests: complex meshes 05:42 gregorycu I'm testing with Just Test 05:42 gregorycu Which has a lot of stuff going on 05:42 paramat Fixer has looked into this, see https://forum.minetest.net/viewtopic.php?f=6&t=13360 05:47 paramat issue #3602 05:47 ShadowBot https://github.com/minetest/minetest/issues/3602 -- Serious stuttering (large instantenious fps drop) (rendering) 06:22 gregorycu Well, it works well until it crashes 06:27 gregorycu Speed or stability, chose 1 06:29 * paramat grabs both and runs 06:39 gregorycu paramat: Did you want to have a look at my jitter changes? 06:39 gregorycu I'll revert the crashing code 06:42 paramat no need, i won't understand it, thanks though 06:44 gregorycu I meant, look at the effect, not the code :) 06:45 gregorycu Fixer is going to take a look i think 06:45 gregorycu Give me the validation I need 06:47 paramat oh, yeah i'll test it, in a day or so 07:22 gregorycu !tell Fixer I've fixed the build. I was depending on a C++11 feature. I've also included another changeset to remove some jitter when it's calculating what to draw 07:22 ShadowBot gregorycu: O.K. 07:57 nrzkt Krock, fixed the code style on #4604 thanks. A coredev can review this change please ? :) 07:57 ShadowBot https://github.com/minetest/minetest/issues/4604 -- Environment cleanup by nerzhul 08:00 Krock nrzkt, "can you fixe thoses indents" - they're fine. 08:01 Krock perfectly lined up with the one above 08:01 Krock namely "ID_soundExitButton" 08:04 nrzkt but this is spaces, strange, you talk about RUI's PR ? 08:12 Krock yes. Spaces are good for this purpose 08:13 nrzkt oki 08:22 gregorycu So, we used tabs + spaces right? 08:23 gregorycu As god intended 08:26 Krock [tab][tab]int somevar[space ..]= value; 08:26 Krock tabs in front, spaces afterwards. because tabs have no fixed size 08:28 OldCoder There is no way to set the frame delay on a node animation, correct? Just for sprites? 08:28 OldCoder So, the only way to slow down an animation is to double each frame? 08:30 Krock there's the parameter "length" in nodefed.tiles.animation 08:30 Krock and it's the time for the whole animations 08:30 Krock -s 08:30 gregorycu Krock: It's amazing how many people don't get it 08:31 gregorycu Tabs for indention, spaces for alignment 08:33 nrzkt OldCoder, #3307 is fixed no ? 08:33 ShadowBot https://github.com/minetest/minetest/issues/3307 -- 'RE-SENDING timed-out RELIABLE' causes server timeout/lockup 08:35 nrzkt merging #4605 as it's trivial fix 08:35 ShadowBot https://github.com/minetest/minetest/issues/4605 -- Remove unused parameter of GUIVolumeChange by Rui-Minetest 09:01 Krock #4606 [ @ Startup / Config / Util ] [ @ Translation ] 09:01 ShadowBot https://github.com/minetest/minetest/issues/4606 -- Add missing languages to the settings by SmallJoker 09:15 nrzkt hi Zeno` :) 09:18 Zeno` hi Krock, nrzkt 09:21 Zeno` #4551 can probably be merged since it's so trivial 09:21 ShadowBot https://github.com/minetest/minetest/issues/4551 -- Trim whitespaces from the input of the `/privs` command. by red-001 09:22 Krock we sohuld keep "name" consistent IMO 09:22 Zeno` ? 09:22 Krock well, the param "name" was renamed to "caller" 09:23 Zeno` https://github.com/minetest/minetest/pull/4551/files 09:23 Zeno` oh i see 09:24 Krock but eh, that's a small issue 09:24 Zeno` *shrug* it's all local and seems like a non-issue to me 09:24 Zeno` just trying' to close PRs where possible ;) 09:25 Krock merge it then it's closed ^^ 09:26 nrzkt Zeno`, please review #4604 :) 09:26 ShadowBot https://github.com/minetest/minetest/issues/4604 -- Environment cleanup by nerzhul 09:26 Krock 4606 too, if you're already in the mud :P 09:26 Krock or sauce, or wherever you can be in. 09:29 Zeno` I have a few things to do, but I'll look at them all when I get back ;) 09:34 nrzkt ty :) 10:16 Fixer !tell gregorycu yes, I will try it today 10:16 ShadowBot Fixer: O.K. 10:33 Fixer !tell gregorycu tried, i think it is still not smooth and stutters on chunk loading a bit 10:33 ShadowBot Fixer: O.K. 10:40 gregorycu !tell Fixer But is it any better? 10:40 ShadowBot gregorycu: O.K. 10:40 Fixer_ irc client crashed 10:41 Fixer_ gregorycu: maybe slightly better, but difference is small 10:41 gregorycu Yeah, I can still see stuttering myself 10:41 Fixer_ gregorycu: there was this warning during compilation http://pastebin.com/raw/gqmft9gr 10:42 gregorycu Oh, that's easily fixed 10:42 gregorycu Thanks 10:42 Fixer_ gregorycu: turn on F5 graphs and look at draw time, start walking and you see stuttering parts 10:42 gregorycu Yep 10:42 gregorycu It's so hard to get rid of all of them 10:42 gregorycu Without large changes 10:42 Fixer_ just now started moving it shoots up from 0.033 to 0.112 10:42 gregorycu A lot of processing is done on the main thread 10:42 Fixer_ and back to 0.033 10:50 Fixer_ gregorycu: one time stutter was close to eliminated when celeron55 made a bug in farmap PR that caused slow sending of mapblocks %) 10:51 Fixer_ it really made a difference 10:51 Fixer_ it was a bug though 10:52 gregorycu The thing is, the architecture of this game is such that the main thread doesn't only handle display and input 10:52 gregorycu It handles a lot of stuff 10:52 celeron55 the architecture of irrlicht is such 10:52 celeron55 when i measured the stuttering some years ago, i noticed that the processing was done by irrlicht when drawing newly loaded things, not when loading them 10:52 gregorycu Some stuff can't be moved out 10:52 gregorycu Like the mesh generation 10:53 gregorycu An example is receiving block data and updating the world 10:53 gregorycu Deserialisation is done on the GUI thread 10:53 gregorycu GUI thread = main thread 10:56 Fixer_ maybe load meshes in small batches, not like now 50-60... in one spike? spread it out? 10:58 gregorycu Isn't there a setting for that? 10:59 celeron55 there is a setting for that 10:59 celeron55 it's nothing new 11:00 gregorycu Maybe we need to retire irrlicht 11:01 celeron55 minecraft at least historically has had the same kind of stutter on the same hardwares that minetest has had stutter on; it could be a hardware or driver issue that isn't easily solved by switching opengl wrappers 11:01 celeron55 it would be good if somebody figured it out some day 11:02 gregorycu I vote you 11:03 celeron55 wait 11:03 celeron55 i realized there actually is no direct setting for mesh generation per frame 11:03 celeron55 and there's a reason for it 11:04 celeron55 the setting that can be used in singleplayer is max_simultaneous_block_sends_per_client 11:04 celeron55 it's server-side 11:04 celeron55 if there was a client-side limit, you would cause mesh update lag if the server sends more per frame than the setting is 11:05 gregorycu Yeah, but there are ways around that 11:05 celeron55 i don't even remember anymore but the farmap branch might have ended up having a mechanism for easing this 11:05 gregorycu I've been focusing on things that are not that 11:06 celeron55 >I vote you 11:06 celeron55 i don't have hardware that has the issue 11:06 gregorycu For instance, the non-drawing time 11:06 gregorycu How do you not have stutter? 11:07 gregorycu Do you play singleplayer? 11:07 celeron55 it's well known that not all computers have the problem 11:08 celeron55 or, well 11:08 gregorycu For instance, mainloop_other, just shot up to be above 100ms for me 11:08 gregorycu And that has nothing to do with drawing 11:08 celeron55 if i use the nvidia GPU in this laptop and cause massive amounts of mesh updates, then it can get noticeable 11:08 celeron55 in normal operation there are no issues 11:08 celeron55 and on intel, no issues no matter what 11:09 celeron55 on the laptop i originally developed minetest on, there are never any of these issues; not then, not now 11:09 gregorycu You also didn't really benefit from my shader stuff 11:10 gregorycu Actually, sorry, I think you did a little 11:10 celeron55 a shitty desktop that i stopped using for many reasons had the issue on its intel HD3000 GPU, but i don't remember if it was only on windows 11:10 celeron55 what i'm saying is, it varies, and the way it varies doesn't make any sense 11:11 gregorycu Problem is, i know nothing about graphics stuff 11:11 gregorycu I know how to speed up CPU processing 11:11 celeron55 and that's why i have zero interest in trying to figure it out 11:12 celeron55 and also, no actual graphics programmers want to look at it, because minetest is so archaic compared to any kind of respectable ways of doing modern graphics 11:13 gregorycu You mean because it uses ilight? 11:13 celeron55 i mean, just the idea of being able to run fixed pipeline makes them run right away and never come back 11:13 gregorycu See, I don't even know what those words mean 11:13 celeron55 i.e. without shaders 11:14 gregorycu We got shaders 11:14 celeron55 yes but the architecture is based on having no shaders 11:14 gregorycu Don't most games, even AAA titles allow you to turn off shaders 11:14 celeron55 a shader-based architecture is quite different 11:14 celeron55 no 11:15 celeron55 maybe 15 or 20 years ago 11:15 gregorycu What you are saying isn't exactly inspiring 11:15 celeron55 these days even 2D games *require* shaders 11:16 celeron55 nothing in this is inspiring, frankly 11:16 gregorycu So, wanna write a new game? 11:16 gregorycu Maybe a new game with a better name 11:17 celeron55 no? 11:17 gregorycu I think, together, we can write a kickarse game 11:17 gregorycu We'll get Fixer in to consult 11:18 gregorycu hmm can be the motivation 11:18 gregorycu motivator 11:18 celeron55 well, actually, i've done that, but whether they'll ever be release-worthy is questionable; and they are not minetest clones 11:18 gregorycu Fair enough 11:18 gregorycu Stick it on git so I can laugh at them 11:18 gregorycu I mean 11:18 gregorycu Work on them 11:21 celeron55 i'd kind of fancy being able to sell them if they're ever finished 11:33 Fixer_ celeron55: i disagree, I tried MC 1.10 and I have stutter only on initial map loading few seconds or in areas with loooots of redstone/chunk updates, in usual gameplay there is practically no stutter and very smooth play 11:34 Fixer_ celeron55: chunk loading in minetest causes visible stutter, in minecraft - practically no stutter 11:35 Fixer_ celeron55: iirc minecraft does not require shaders and uses OGL 2.2 or smth 11:37 Calinou OpenGL 2.0 (which is what Minecraft uses) is a shader pipeline 11:37 Calinou but they did use fixed-function OpenGL 1.2 in the past, and it worked well for them 11:38 Fixer_ gregorycu: stutter is both in singleplayer and multiplayer, occurs when at chunk load/refresh time imo 12:42 _Megaf any idea when 0.4.15 will be released? 12:46 Fixer_ _Megaf: ~December 16 or later 12:46 Fixer_ 2016* 12:46 _Megaf ok 12:51 gregorycu All this talk about pipelines makes me want to understand 12:52 gregorycu If we were to migrate to, say ogre3d, or something else 12:53 gregorycu Would that assist in us moving from a fixed-functoin pipeline to a shader pipeline 13:03 celeron55 the first question in migrating to anything is which is the lowest version of opengl that we want to support 13:03 celeron55 then you basically just code for that, or use a library that is coded for that 13:06 celeron55 it basically dictates the model of rendering and uploading and whatever you can use, and libraries are built to primarily support they way things are done in some version 13:06 nrzkt gregorycu, urho could be a better solution but there will be very very huge work on client side :) 13:07 _Megaf [14:03:16] the first question in migrating to anything is which is the lowest version of opengl that we want to support 13:07 _Megaf OpenGL 2.0 Of course 13:07 gregorycu I don't know 13:07 gregorycu We couldnt' move to a new compiler because 10 year old operating systems didn't support it 13:08 _Megaf And then use every single thing it has to offer 13:08 gregorycu (Apparently) 13:09 Calinou if you want to use a fully shader-based pipeline, you want to use OpenGL 3.3 Core Profile or later 13:09 Calinou (no deprecated APIs) 13:09 gregorycu So, it's decided then 13:10 gregorycu OpenGL 3.3 it is 13:10 celeron55 i bet even 2.0 can be a disaster as people use minetest on absolutely ancient hardware 13:10 gregorycu I'm glad this decision is locked in now 13:10 gregorycu How about we say "fuck em" 13:10 gregorycu I'm a brutal bastard 13:10 celeron55 fuck half of the userbase? well i guess so 13:11 gregorycu I'm also just a bastard 13:11 gregorycu We've been fucking over half the userbase by keeping my shader fixes on the shelf 13:12 gregorycu I think we have the potential here to make a quarter of our users happy 13:12 Calinou literally everyone has GL 3.3 nowadays 13:12 Calinou (more than people who have GLES 3.0 for example) 13:13 Calinou but people with toasters *will* complain and accuse you to be part of a conspiracy 13:13 Calinou GL 3.3 was released in like, 2010 13:13 celeron55 well i don't really mind; it would be nice if the toaster users would be able to maintain an otherwise up-to-date version for themselves alongside the modern one 13:13 Calinou even ancient hardware like GeForce 9600 GT supports it 13:13 Calinou (which is no longer supported by NVIDIA) 13:14 gregorycu That's actually a good point 13:14 gregorycu Minetest and Minetest classic 13:14 gregorycu Both compatable 13:15 sfan5 nobody wants to maintain that 13:15 celeron55 that's about twice the amount of work you're suggesting, or more 13:15 sfan5 also has anyone ever looked at gles support on android? 13:15 gregorycu It's only twice the work when it comes to graphical stuff 13:15 gregorycu If you want feature parity 13:15 Calinou sfan5: Irrlicht seems to not like GLES very much 13:16 Calinou it has only GLES 1.0 and 2.0, both are heavily out of date by now 13:16 Calinou GLES 3.0 is the shit but it was released in 2012, only 55% of Android devices support it 13:16 sfan5 if you start requiring gles 3 then say goodbye to android 13:16 gregorycu I think ogre is a bit too heavy 13:16 Calinou Android 5.0 or later supports it, sfan5 13:16 gregorycu What was the other good one? 13:16 sfan5 the android version doesn't matter 13:16 sfan5 what matters is graphics drivers 13:16 celeron55 i would have built minetest on ogre if ogre had an open enough license back then 13:16 Calinou so does the iPhone 5S and later, by the way 13:16 sfan5 and those are absolutely bad on mobile 13:17 celeron55 back then it had GPL or something like that, or some other license that i didn't like 13:17 Calinou celeron55: well you used LGPL on Minetest anyway, why would it have mattered 13:17 Calinou OGRE used to be LGPL indeed 13:17 nrzkt merging #4604 thanks sfan5 13:17 ShadowBot https://github.com/minetest/minetest/issues/4604 -- Environment cleanup by nerzhul 13:18 celeron55 well whatever, that was the only reason i went with irrlicht; i didn't know much about licenses back then and wanted to play safe 13:18 gregorycu Open Scene Graph? 13:19 celeron55 gregorycu: when doing that choice, you need to consider that irrlicht does much more than graphics for minetest; it fully does windowing, wraps input devices, does user interface stuff and even does copy-paste on windows 13:20 Calinou time to remake Minetest in Godot ;) 13:20 Fixer_ my itty lenovo laptop from 2008 has OGL 2.1 iirc 13:20 Calinou frameworks have disappointed people quite a lot, so I'm not surprised general-purpose engines are on the rise 13:20 Fixer_ with intel integrated garbage 13:20 Calinou Fixer_: all my hardware has GL 4.5 :P 13:20 Fixer_ my desktop is 4.5 13:21 gregorycu My toaster is GL 3.3 13:21 gregorycu I don't fuck around when it comes to toasters 13:21 gregorycu Anyway, I'm off to bed 13:22 celeron55 afaik many libraries that say they support 2.1 actually require some extensions not included in 2.1 13:22 celeron55 then they sometimes don't work on 2.1 hardware 13:22 celeron55 same for other opengl versions 13:23 Fixer_ i already had some weird red block below player on that OGL 13:25 celeron55 anyway, i don't really care 13:27 sfan5 _Megaf: how are you determining that a pr needs a rebase? 13:28 _Megaf sfan5: I may be mistaken, I will review my rebase assumptions in a couple of minutes 13:28 _Megaf sfan5: basically, I downloaded minetest from master and tried to apply the patch for PR 13:28 sfan5 i don't know whether you can see that but github says: 13:28 sfan5 This branch has no conflicts with the base branch 13:28 sfan5 Merging can be performed automatically. 13:28 sfan5 (for e.g. #4425) 13:28 ShadowBot https://github.com/minetest/minetest/issues/4425 -- Assertion failure: sanitize some values obtained from mods (yaw, velocity, etc.) by Rogier-5 13:28 _Megaf if the git apply .patch worked, I asusmed it was fine 13:28 _Megaf if it failed, I assumed it needs rebase 13:29 sfan5 git apply? 13:29 sfan5 don't you usually use git am for patches? 13:29 _Megaf wget url/pr.patch 13:29 _Megaf git apply pr.patch 13:29 _Megaf by pr I mean, pr number 13:29 Calinou try https://hub.github.com/ 13:29 sfan5 i always use git am ¯\_(ツ)_/¯ 13:29 _Megaf let me double check just in case 13:30 _Megaf I apologize in advance if I'm mistaken in rebase assumptions 13:33 _Megaf sfan5: http://git.megaf.info/Megaf/GitPaste/raw/master/GitApplyPatch 13:33 _Megaf thats how I do 13:34 sfan5 try git am -3 foobar.patch 13:34 _Megaf in this example it failed to apply the patch 13:34 _Megaf hm 13:34 nrzkt or patch -p0 < foobar.patch 13:34 sfan5 no 13:34 sfan5 that's not a correct way to apply a git patch 13:35 _Megaf git am -3 failed as well 13:35 sfan5 well then it definitely needs a rebase 13:36 _Megaf patch too failes with "can't find file to patch at input line 16" 13:36 _Megaf to me it clearly needs rebase 13:36 sfan5 it doesn't matter what patch says 13:36 _Megaf because something changed in master that makes it fail to get the patch 13:36 sfan5 because patch is not the correct way to apply git patches 13:37 _Megaf Ok, I undestand, is not what I use 13:37 _Megaf I use a git tool designed to apply patchs, its called, wait for it, apply 13:37 _Megaf or, I may be mistaken 13:37 * _Megaf reads the doc 13:37 _Megaf there https://git-scm.com/docs/git-apply 13:37 * _Megaf is not mistaken 13:41 Zeno` errr... I always use git am also 13:41 _Megaf How you learned about git am? 13:42 Zeno` I can't recall now 13:42 Zeno` it's just git am file.patch 13:42 _Megaf but please, do double check my assumtion that it needs rebase. It's not hard to do so... I already did the hardest part... 13:42 _Megaf xP 13:43 _Megaf and do finally merged the PRs I commented 13:43 _Megaf they are very important 13:43 _Megaf I'd say crucial 13:43 sfan5 did you actually read the docs or just link them? 13:43 sfan5 This command applies the patch but does not create a commit. Use git-am[1] to create commits from patches generated by git-format-patch[1] and/or received by email. 13:44 sfan5 if you want to merge patches you obviously need to preserve the commit metadata 13:44 sfan5 also the .patch files created by github are exactly those you'd get from git-format-patch 13:44 _Megaf "This command applies the patch but does not create a commit" 13:45 _Megaf precisely 13:45 _Megaf I'm just testing if the patch works 13:45 sfan5 you're testing whether the diff applies 13:45 _Megaf That is correct 13:45 sfan5 not whether you can create a commit based on the diff 13:46 sfan5 but probably those two are equivalent in this case 13:46 _Megaf Because IMHO you can't create a commit if the patch doesnt work. 13:47 sfan5 no but maybe you can apply the diff but not create a commit 13:47 _Megaf So? 13:47 _Megaf sfan5: I'm testing if the thing needs rebease or not. If the diff doesnt work, than I believe is safe to assume that rebase is needed. Am I correct? 13:48 _Megaf s/is/it is 13:49 _Megaf And about commiting, myself use git commit command if the git apply worked. But on my projects, I test the patch with git apply and then use merge button on the web interface to merge. 13:50 sfan5 yes yes it doesn't matter in this case 14:04 Foghrye4 Hey, right now i catch 'void LocalPlayer::setCAO(GenericCAO*): Assertion `m_cao == __null' failed.' on my game with fresh Minetest version. But it works perfectly fine yesterday. 14:04 Foghrye4 *on yesterday version of Minetest. 14:05 Krock ^ nrzkt 14:07 nrzkt when did you trigger that Foghrye4 ? i tested fresh game and remote server without esperience this 14:08 Foghrye4 Using Minetest Saturn game i'm working on. 14:08 nrzkt this i strange i didn't modify the CAO set 14:08 Foghrye4 Indeed. 14:11 Foghrye4 Here is gdb output: http://pastebin.com/saphcxDm 14:13 nrzkt ty looking for this 14:14 nrzkt okay i triggered the bug i know how, now i need to fix it 14:16 _Megaf sfan5: I know we have kinda of a music player built in now, where can I get information about that? Or how to use it 14:16 sfan5 dunno 14:17 nrzkt Foghrye4, how have you triggered the bug ? 14:17 _Megaf :S 14:18 _Megaf Can anyone give me info on the music player we have? 14:18 nrzkt the function is called at CAO initialization and link localplayer with CAO, if this occurs this mean you init player CAO twice 14:19 Foghrye4 By starting a game (Minetest Saturn). On player join event an entity spawn triggered immediately. 14:20 Foghrye4 OW! 14:20 Foghrye4 A pull request merged yesterday! 14:20 Foghrye4 My pull request. 14:21 nrzkt strange, is there any remote server doing this ? 14:21 Foghrye4 Its contain part, when parent entity attached to something initialised in area, it reinitialised all childs as well. 14:22 nrzkt are you on current master ? 14:23 nrzkt because the only commit which can change the behaviour is currently merged commit, but i didn't know how 14:23 Foghrye4 https://github.com/Foghrye4/minetest/blob/ad2c1b8cb402b2546983742b31deaa3b1ab8b095/src/content_cao.cpp#L1763 14:24 nrzkt you are not in current master, then not my commit 14:24 nrzkt :) 14:24 nrzkt https://github.com/minetest/minetest/blob/70f104be076321330a0827010704761a040d8ec7~2/src/content_cao.cpp#L665 14:25 nrzkt here is the line in current master 14:25 nrzkt can you pull rebase master and retry ? maybe this has been fixed by my patch 14:30 Foghrye4 I don't get it. I used 'git clone' on master branch a hour ago. 14:30 nrzkt Foghrye4, i don't know how your code works, but your CAO is a player CAO like the original player, then you are setting a second time the CAO attached to LocalPlayer 14:32 nrzkt i will push a missing little trivial code cleanup to master i forgot in previous commit 14:33 nrzkt Foghrye4, just pull rebase to current master and tell us if your crash is already there 14:33 fling Foghrye4: children 14:36 Foghrye4 nrzkt: You asking me to do "git pull --rebase origin master" 14:36 Foghrye4 ? 14:37 Zeno` git fetch upstream; git rebase upstream/master 14:37 Zeno` but I don't think your current repo state will allow that 14:38 Zeno` origin is (well, should be) *your* fork, so rebasing to that will just make things worse I think 14:39 Zeno` if it does anything at all 14:40 Foghrye4 There is no my code in tested version of Minetest. 14:40 Foghrye4 Except Lua code. 14:42 nrzkt Foghrye4, yes git pull --rebase origin master if origin is minetest origin repo 14:43 Foghrye4 nrzkt, done. Bug still exist. 14:43 Zeno` Foghrye4, what URL is your origin? 14:43 nrzkt okay then i'm happy to see it doesn't seems to be my PR :) 14:43 nrzkt Foghrye4, you said that the bug wasn't present before ? 14:43 Foghrye4 foghrye4@foghrye4-GA-A75-D3H:~/minetest-branches/freshiest/minetest$ git remote -v 14:43 Foghrye4 origin https://github.com/minetest/minetest.git (fetch) 14:43 Foghrye4 origin https://github.com/minetest/minetest.git (push) 14:44 _Megaf du -k ../MinetestMinSizeRel/bin/minetest 14:44 _Megaf 4556 ../MinetestMinSizeRel/bin/minetest 14:44 _Megaf du -k ../MinetestRelease/bin/minetest 14:44 _Megaf 7188 ../MinetestRelease/bin/minetest 14:44 Foghrye4 nrzkt, wasn't presented yesterday. 14:44 nrzkt did you find the problematic commit ? 14:44 nrzkt maybe do a bissect could help us 14:45 _Megaf why dont we make MinSizeRel the default? 14:52 sfan5 _Megaf: why would we? 14:55 Calinou minimal size isn't important for 99% of users 14:56 Calinou most people don't ever distribute their builds 14:56 Calinou and if they do, they should compress them anyway 15:04 nrzkt Foghrye4, can you bissect ? i'm unable to reproduce your problem 15:05 Foghrye4 I need to learn how to use bissect first. 15:06 nrzkt find the correct commit 15:06 nrzkt git bissect 15:09 Foghrye4 foghrye4@foghrye4-GA-A75-D3H:~/minetest-branches/freshiest/minetest$ git bisect start 067766e 1b45086 15:09 Foghrye4 foghrye4@foghrye4-GA-A75-D3H:~/minetest-branches/freshiest/minetest$ cmake . -DCMAKE_BUILD_TYPE=Debug -DRUN_IN_PLACE=TRUE 15:09 Foghrye4 Am i doing it right? 15:13 Foghrye4 Probably no. 15:13 nrzkt cmake command isn't useful if you already done it, just rebuild and if works git bissect good or git bissect bad if not 15:15 Krock nrzkt, it's "bisect" :) 15:17 Foghrye4 foghrye4@foghrye4-GA-A75-D3H:~/minetest-branches/freshiest/minetest$ git bisect good 067766eec213918b6cb5b2533d0c78eceb3949ec 15:17 Foghrye4 fatal: Needed a single revision 15:17 Foghrye4 Bad rev input: 067766eec213918b6cb5b2533d0c78eceb3949ec 15:17 Foghrye4 WTF? 15:17 Foghrye4 What should I input? 15:20 nrzkt you don't need to set commit id 15:21 nrzkt https://git-scm.com/book/en/v2/Git-Tools-Debugging-with-Git 15:27 Foghrye4 So, 'git bisect good stable-0.4' ? 15:27 nrzkt don't set argument after good bad 15:27 nrzkt no arg = current commit 15:30 Foghrye4 So, you tell me I should go back to certain commit first and then 'git bisect good'? How I do so? 15:30 nrzkt after start, git checkout bissection, compile, test, tell him if it's good or not 15:30 nrzkt then, after good/bad, new checkout, compile ... etc 15:31 Foghrye4 git checkout bissection 15:31 Foghrye4 error: pathspec 'bissection' did not match any file(s) known to git. 15:31 nrzkt no ! 15:31 nrzkt don't checkout yourself 15:31 nrzkt git do it for you 15:32 nrzkt git bisect start => make => test => good/bad => make test => good/bad => tec 15:32 nrzkt etc* 15:33 nrzkt then, the assertion can occur if: active object was added to environment or child object with (name = LocalPlayer name && m_is_player == true) 15:33 nrzkt i think the problem is with child objects, incorrect data was sent to client 15:35 Foghrye4 git bisect visualize 15:35 Foghrye4 You need to give me at least one good and one bad revision. 15:35 Foghrye4 I think it tells me something. 15:35 nrzkt https://git-scm.com/book/en/v2/Git-Tools-Debugging-with-Git 15:35 nrzkt look at this tutorial 15:36 Foghrye4 Yes, i read it whole. And it tells, i need to set 'git bisect good ' first. 15:37 nrzkt no 15:37 nrzkt yes 15:37 nrzkt git bisect start / git bisect bad / git bisect good 15:37 nrzkt it's the process init 15:37 _Megaf so, I need to recompile the whole thing to change from -DRUN_IN_PLACE=0 to -DRUN_IN_PLACE=1 15:37 _Megaf interesting... 15:37 nrzkt after you don't need to set commit ids anymore 15:38 Foghrye4 commit-id!=sha1 TRUE? 15:38 _Megaf can we have a flag to tell the game where the data is located? ./minetest --gamedata=./ ? 15:38 nrzkt commit id = the sha 1 15:39 sfan5 _Megaf: run_in_place doesnot than just change the location where you look for game data 15:39 sfan5 s/doesnot/does more/ 15:39 _Megaf s/game/engine 15:40 _Megaf engine files, like the directory builtin 15:43 _Megaf just got this error "2016-10-09 16:43:12: ERROR[Main]: No future without mainmenu" 15:43 _Megaf Very cool error message actually :) 15:44 _Megaf (Not a BUG) 16:04 red-001 _Megaf I have seen that error message too many times 16:05 _Megaf red-001: so you were messing with things inside builtin 16:06 red-001 yeah 16:18 Foghrye4 Hey, nrzkt, are you here? I know, what i did wrong. I cloned repository with "--depth 1". Thats why bisect did not get SHA1 as parameter. 16:18 red-001 whats the new way of dectecting if enter was pressed? 16:18 red-001 ^ rubenwardy 16:19 rubenwardy same as before, fields.key_enter 16:19 rubenwardy just now if you press enter in a field, fields.key_enter_field is sent as well with the name of the field 16:20 rubenwardy and there's also field_close_on_enter[name;enabled_bool] which you can use to disable the default behaviour of closing when enter is pressed 16:41 nrzkt Foghrye4, i see, maybe now you should find the problematic commit :) 16:42 Foghrye4 nrzkt, bissect tell me its 9978d07, but i think its ad163ee 16:42 nrzkt what is the output ? 16:43 nrzkt yes i think it's ad163ee because 9978d07 is a pure lua non related change 16:43 nrzkt you should not call initialize there in fact 16:44 nrzkt initialize iscalled by addActiveObject, doing it manually will trigger a CAO reinit, i think it's what triggers the bug you mentionned 16:44 Foghrye4 nrzkt, I will run it one more time. 16:44 Foghrye4 foghrye4@foghrye4-GA-A75-D3H:~/minetest-branches/freshiest/minetest$ git bisect good 16:44 Foghrye4 ad163ee5c3f7d6ca31e0add052fb76466a9bfcc8 is the first bad commit 16:44 Foghrye4 commit ad163ee5c3f7d6ca31e0add052fb76466a9bfcc8 16:44 Foghrye4 Author: Foghrye4 16:44 Foghrye4 Date: Sat Oct 8 16:51:25 2016 +0400 16:44 Foghrye4 Prevent attached models from disappearing during parent reload (#4128) 16:44 Foghrye4 :040000 040000 236196b3819b88db97eaea894965faf4e223e368 6d828be828a403f4d536f30173303a4f4e7884da M src 16:44 nrzkt you did all good/bad and git point this commit, right ? 16:45 nrzkt the problem is : childobj->initialize(deSerializeLongString(is)); 16:45 nrzkt you should not use it 16:45 nrzkt only ClientEnvironment should do it 16:46 nrzkt if PlayerCAO is already inited you will retrigger the init and trigger assertion, which demonstrate bad code usage, it's exactly waht you done there :( 16:48 Foghrye4 If you can't remove this commit without disturbing others, please comment this line. I will think about problem. 16:51 nrzkt this is not the wrong way, can you open a blocker issue referencing the problem ? 16:52 Foghrye4 I can open issue. 16:58 Foghrye4 nrzkt, done https://github.com/minetest/minetest/issues/4610 17:37 Foghrye4 Good news, everybody! http://pastebin.com/YBGmX4jD Using this shorten function instead of initialize will fix issue 4610 and still fix dissapearing child models! 17:38 nrzkt seems good, then only replace initliaze with refresh in your PR ? 17:38 Foghrye4 Yes. But PR is already merged, so i need to start new PR i guess? 17:39 nrzkt it's okay for me, using refresh will remove the player->setCAO(this) because it's not in reresh logic 17:39 nrzkt yes, please do a new pr and link it with previous, and bug 17:39 nrzkt also, i see refresh and initialize are very similar functions, can you factorize code ? 17:40 nrzkt initialize has only one more thing as it seems 17:40 nrzkt oh i see, in fact refresh was done by you 17:42 Foghrye4 Factorize? Using "#define blablabla" and stuff? 17:42 nrzkt no no 17:42 nrzkt don't take my comment , just do the PR we will look for the review after :) 17:42 Foghrye4 Ok. 17:48 Foghrye4_ Ready: #4611 17:48 ShadowBot https://github.com/minetest/minetest/issues/4611 -- Fix crash on attaching player to entity by Foghrye4 17:55 red-001 could someone review #4472 ? 17:55 ShadowBot https://github.com/minetest/minetest/issues/4472 -- Make serverlist searchable. by red-001 17:55 red-001 I rewrote a large part of the code 18:43 not_a_bot does the dev wiki document the latest stable version? 18:43 not_a_bot or latest dev? 18:44 paramat heh 18:45 paramat it's often very out of date 18:45 paramat very unreliable 18:46 ShadowNinja Theoretically latest dev, but it isn't really coonsistently used. I'd recommend depending on lua_api.txt instead. 18:46 ShadowNinja ^ That's also versioned with the project so you know what version it's documenting. 18:46 not_a_bot where can I get a dev wiki account? 18:54 ShadowNinja not_a_bot: You just have to ask, one sec. 18:56 ShadowNinja not_a_bot: PM me Username, Email, and (optional) Real name. 18:59 Fixer_ hmm~~~, mt have another gameplay annoyance 19:00 Fixer_ when you got to much slabs/stairs you can drop through them 19:00 sfan5 nah 19:00 sfan5 the way worse problem with stairs is the missing smooth lightning 19:00 Fixer_ yes 19:00 sfan5 *lighting 19:00 Fixer_ stairs and everything 19:00 Fixer_ nodeboxes, slabs, water 19:00 Fixer_ can use white slabs/stairs because they look like shit in presence of nearby torch 19:00 Fixer_ can't* 19:01 Fixer_ but still, it was fullblock_slab_fullblock higher kind of step and I managed to stuck in it 19:03 Fixer_ https://i.imgur.com/u7kzziZ.png example of those slabs 19:20 Fixer_ i really miss mob sounds in minetest 19:21 Fixer_ no wait, i was wrong, mobs redo has sound, it is just simple mobs 19:38 paramat game#1319 good point i might work on this 19:38 ShadowBot https://github.com/minetest/minetest_game/issues/1319 -- Disable destroying default:river_water_source by empty bucket 19:44 paramat nore sfan5 ShadowNinja any opinions on game#1308 ? 19:44 ShadowBot https://github.com/minetest/minetest_game/issues/1308 -- TNT Performance Tweaks by tenplus1 19:53 sfan5 paramat: seems useful to me 19:56 paramat the controversy is over passing 'nodename' instead of 'node' 19:56 T4im or doing any api change at all for premature optimization :) 19:57 T4im not sure it's that important to upset sofar over; there are more important things to upset him about 19:57 T4im ok, perhaps i could have phrased that a bit differently 19:58 paramat i'm still unsure about the nodename/node thing, the other 2 things done are good though 19:59 paramat so because i'm unsure i'm asking for more input 20:00 paramat perhaps for now the other 2 things can go ahead 20:02 paramat i might make a PR for the other 2 things 20:03 ShadowNinja nodename is appropriate, there isn't always a full node table available. 20:04 ShadowNinja (although I prefer node_name...) 20:05 ShadowNinja The TNT pull looks O.K., although the regular nodeupdate may be necessary for the border nodes. 20:05 paramat yeah, i thought it worth not bothering with that for performance 20:06 paramat the border can still be 1000+ nodes 20:08 paramat ok how about we merge it, it can always be tweaked later 20:08 ShadowNinja Er: local s = vector.add(pos, {x = x, y = y, z = z}) local r = vector.distance(pos, s) isn't this the same as just the 3D hypot of x, y, z? 20:10 ShadowNinja I.E., local r = vector.length({x=x,y=y,z=z}) 20:11 sfan5 nice 20:12 sfan5 yes that translates to | (pos + (x,y,z)) - pos | 20:12 sfan5 which is | (x,y,z) | obviously 20:18 paramat yeah 20:19 paramat i'll line comment 20:22 paramat ninja'd 20:22 ShadowNinja sfan5: Why does the master-server guest check need changing? 20:23 red-001 some clients call guests players 20:23 sfan5 because nobody uses Guest nicks anymore 20:23 red-001 e.g Player34762 instead of Guest34762 20:26 paramat i can't see math.hypot in the Lua manual 20:31 paramat the hypot stuff is less clear too 20:36 Fixer_ pr#3848 who remember this? :} 20:36 Fixer_ https://github.com/minetest/minetest/pull/3848 20:43 ShadowNinja sfan5: Do you mean that people are making builds with a modified guest name so that they can get in? 20:44 ShadowNinja sfan5: If so, they'll probably just change it again. We have to kill guest nicks once and for all by removing them from the client. 20:45 red-001 why hasn't anyone done that yet? 20:49 paramat wow 3848 20:50 paramat ^ est31 20:50 paramat added to milestone to be considered 21:08 paramat red the answer is obvious :] 21:09 est31 ha! ninja'd paramat by reading the IRC logs :) 21:09 paramat :] 21:10 est31 but yeah sorry I don't really have time for it 21:10 paramat ok 21:24 paramat sofar game#1285 is updated with your request, +1? 21:24 ShadowBot https://github.com/minetest/minetest_game/issues/1285 -- Destroy flammable items when in fire or lava by Ferk 21:36 red-001 in what category on the dev wiki should I put HTTPApiTable ? 21:37 red-001 objects? 22:04 sfan5 est31: how does the zstd code work without unget? 22:05 est31 well probably it should do unget at the end 22:05 est31 either way, should only happen once per stream 22:05 est31 dunno what the zlib code is doing, but unget should not be the bottleneck 22:06 sfan5 why not 22:06 est31 My guess is its the zstd context creation or something, when the array API is used it may use a static context 22:07 est31 read an issue in the zstd repo about the context creation being super slow 22:07 sfan5 that's possible 22:07 sfan5 have you re-done the benchmarks with the streaming api? 22:08 est31 only the unit tests 22:08 sfan5 those don't cover the unget requirement 22:09 est31 the unit tests scared me off doing any more tests with the streaming API 22:09 est31 :) 22:09 est31 also, the unit test framework is very bad , you cant run single unit tests 22:12 est31 sfan5, https://github.com/facebook/zstd/issues/408 22:13 sfan5 well have you tried creating only once? 22:14 est31 no not yet 22:14 sfan5 i can probably also do that for brotli 22:14 est31 thats what I meant about "fixing" the bug :) 22:14 sfan5 yeah but if you do that then your benchmarks can't be compared to anything 22:14 est31 sfan5, if you can provide general infrastructure to share a context between multiple compression calls, it would be really great 22:16 est31 I could adopt it for zstd 22:16 sfan5 first let me prove that your streaming api commit doesn't ork 22:16 sfan5 +w 22:16 est31 its not doing unget at the end of the stream, thats an obvious bug 22:18 sfan5 the fundamental problem in your streaming decompress code is that the stream ends when there's no data left 22:18 sfan5 which is a wrong assumption 22:19 est31 yes 22:19 est31 it needs to do unget 22:19 sfan5 2016-10-10 00:19:35: ERROR[Main]: decompressZstd: decompression failed: Context should be init first 22:19 sfan5 uh 22:20 est31 that means the init call was not called before using the context 22:20 est31 does that appear with my code, or have you modified it? 22:21 sfan5 your code, no modification 22:23 sfan5 hm 22:23 sfan5 (de)compress can be called from multiple different threads though 22:28 est31 mhh 22:29 est31 sorry, I have to recompile entire minetest from scratch so trying to reproduce your issue will take a bit time 22:29 est31 what exactly were you doing sfan5 ? 22:29 Fixer paramat: i wonder if this will go forward some day https://github.com/minetest/minetest/pull/2561 and https://github.com/minetest/minetest/pull/3696 or maybe kind of minecraft kind of mapgen configurator 22:29 sfan5 compile, open client, create world, join world 22:29 est31 and which commit of my branch the latest one? 22:29 sfan5 yes 22:30 paramat maybe. as always it's down to dev time 22:31 Fixer paramat: another idea, mapgen presets 22:31 paramat however, we do now have advanced settings menu 22:32 paramat so not high priority 22:32 Fixer paramat: with usual stuff like "mega ocean world with few islands", "amplified terrain", "lowered terrain", "swamp", "lava world" + single biome selection to this etcetc 22:32 est31 okay I can reproduce it 22:34 sfan5 est31: the decompress code is missing half the functionality it should have, shouldn't be hard to reproduce :P 22:34 Fixer "endless desert" 22:34 Fixer "arctic world" etc 22:37 est31 it is calling the init call, thats the weird thing about it 22:40 est31 and the init call is actually supposed to set the state at least according to zstd source code 22:41 est31 weird weird 22:42 paramat game#1320 22:42 ShadowBot https://github.com/minetest/minetest_game/issues/1320 -- Bucket: Add 'force-renew' bool to registration by paramat 22:43 paramat mapgen presets were an idea hmmmmm had, these can now be in the form of mods, as mods can now alter all mapgen parameters 22:52 est31 seems I found the cause 22:52 est31 but triggered another bug xD 23:09 est31 fixed that one, an triggering new bug 23:10 est31 and* 23:51 est31 sfan5, okay now zstd should work 23:52 est31 sfan5, also, the streaming API should be as fast as zlib if the level 2 is use 23:52 est31 d 23:52 est31 maybe it has different views on how the compression level should look like 23:52 est31 dunno 23:53 est31 sfan5, either way feel free to do the benchmark for zstd + vanessa's world + streaming api now 23:54 * est31 gotta go