Time Nick Message 00:00 Zeno` it was never committed though... it was only open for about 10 minutes heh 00:00 Zeno` maybe travis is doing it. Very strange 00:00 paramat hmm 00:00 Zeno` the only place the branch exists is in my local repo 00:00 Zeno` just checked my 'official' and it's not there so I didn't accidentally use the wrong repo 00:01 Zeno` (wehn making the PR) 00:02 Zeno` I think github have changed how things work 00:03 Zeno` I'll look at the docs later to see if my workflow needs reviewing but it's pretty standard: make branch on my repo; push to github; open pr 00:05 Zeno` ah, ok I know what happened 00:06 Zeno` I ended up not bothering to do it the "hard" way and edited the file directly using the edit button 00:06 Zeno` which, of course, would make a branch I guess 00:06 Zeno` :3 00:07 paramat aha 00:08 sofar if you 'edit' a file on the github pages it makes a branch 00:11 Zeno` makes sense now 00:13 Zeno` ok, after reading IRC logs I'm ok with #4814 now (when sfan5's request has been added) 00:13 ShadowBot https://github.com/minetest/minetest/issues/4814 -- Limit light_source in the engine by juhdanad 00:19 paramat great 00:22 Zeno` I still don't understand why https://github.com/juhdanad/minetest/blob/2455294701dac117b398b2218ad119c1e8000b1c/src/voxelalgorithms.cpp#L230 00:22 Zeno` is necessary, but I'll look later 00:25 Zeno` I mean the <= (I know there is enough space reserved), but why an extra "slot"? 00:26 paramat sofar can i merge game#1422 ? see fixer's comment 00:26 ShadowBot https://github.com/minetest/minetest_game/issues/1422 -- Fix ItemStack method call for keys. by sofar 00:27 Zeno` LIGHT_SUN (and max light) is 15 so the valid indices are [0..14]... why is there allocation for [0..15] ?? 00:30 Zeno` or have I missed something obvious? hehehe 00:36 paramat also i'll make carts rails not ground content and merge that too later 00:38 Fixer paramat: i see this https://github.com/minetest/minetest_game/pull/1424 and I have idea i thinked long before 00:38 Fixer paramat: i think I find what dig time we need for creative 00:39 Fixer paramat: it should be such dig time should much walking/fly speed (4 nodes/sec), right now it is slower - that means you need to stop periodically 00:39 Fixer crap 00:39 Fixer paramat: it should be such that dig time should much walking/fly speed (4 nodes/sec), right now it is slower - that means you need to stop periodically* 00:40 Fixer much? 00:40 Fixer match! 00:55 paramat i see 00:55 paramat i suggested faster but owners of creative servers requested no change 00:55 paramat it's too easy to accidently break a node behind 00:56 paramat i find it's about right as it is 00:56 Fixer that was my reasoning, because their reasoning was subjecting, but this one at least based on something 00:56 Fixer subjective 00:58 paramat at least now everything is dug at the 'speed of dirt' which is a little faster than the speed of light 00:59 Fixer wait, please also check rail dig speed, i feel it was very slow 01:00 Fixer at least few days ago 01:02 Fixer noticably slow at the time of cart merge 01:06 Fixer just tested, like 2x slower than stone 01:07 Fixer for all types of rail 01:10 paramat i know 01:11 paramat possibly due to 'dig immediate' 01:14 paramat so later i'll merge a fix for rail 'ground content' and games 1416 1424 01:14 Fixer joined vanessas server once more, still no 0 0 0 bug, joined another just for good luck - no 0 0 0 bug, very nice 01:14 Fixer sleep time 01:15 Fixer i will retest 4061 once devs finally review it 01:15 Fixer it was very good once I tested it before some new chanes 01:16 Fixer lava caves have life 01:18 paramat game#1425 trivial 01:18 ShadowBot https://github.com/minetest/minetest_game/issues/1425 -- Carts: Make rails 'is ground content = false' by paramat 01:22 lhofhansl Updated #4811 with last fix for zoom, should be good to go :) 01:22 ShadowBot https://github.com/minetest/minetest/issues/4811 -- Optimize/adjust blocks/ActiveObjects sent at the server based on client settings. by lhofhansl 01:22 paramat will merge games 1416 1424 1425 in a moment 01:30 paramat merging 01:34 paramat complete 01:34 paramat i hope we can get to <= 10 PRs in game 01:36 rubenwardy paramat, that would be cool 01:37 paramat well we could close game#1393 but not sure it has enough disapproval ShadowNinja ? 01:37 ShadowBot https://github.com/minetest/minetest_game/issues/1393 -- Add sample texture with cape by Rogier-5 01:59 lhofhansl There's also https://github.com/minetest-mods/playeranim/issues/9 02:00 lhofhansl At least for me playeranim is broken now. For sofar it's working fine. Can somebody double check? 02:00 lhofhansl Latest git version of playeranim 02:15 ShadowNinja paramat: I agree, wiki material. 02:16 paramat great 02:21 paramat will close it 02:27 sofar lhofhansl: perhaps you can screenshot your "wrong arm" so people can see what the bug looks like? 02:47 lhofhansl I put a screen on thread for https://github.com/minetest-mods/playeranim/issues/9 03:44 Zeno` looks normal to me 03:44 Zeno` heh 03:44 Zeno` i quite like it. maybe it could become a feature 04:27 paramat #4812 is high priority, reviews appreciated 04:27 ShadowBot https://github.com/minetest/minetest/issues/4812 -- Allow restricting detached inventories to one player by sfan5 07:29 Zeno` est31, I don't think the performance label is /really/ applicable hehe 07:30 Zeno` I'm fine with the PR now that I've looked through it and yours as well 07:30 est31 well its basically due to abuse of an engine feature 07:30 est31 detached inventories werent designed to be per player 07:31 Zeno` yeah I guess... put it back if you like... or just merge :D 07:31 Zeno` preferably just merge it I guess 07:32 Zeno` I guess it *is* performance 07:32 Zeno` but every other time I've seen the label removed it's used more for optimisations 07:32 Zeno` *shrug* 07:32 Zeno` s/removed/used 07:33 Zeno` why is travis failing that unit test... didn't I see a PR fixing that recently? 07:34 Zeno` est31, all fixed and ready to merge 07:34 Zeno` #4812 07:34 ShadowBot https://github.com/minetest/minetest/issues/4812 -- Allow restricting detached inventories to one player by sfan5 07:34 Zeno` bbiab 08:42 Zeno` merging #4814 08:42 ShadowBot https://github.com/minetest/minetest/issues/4814 -- Limit light_source in the engine by juhdanad 08:47 Zeno` finished 08:49 Zeno` for the record, I did not *insist* on the assert being changed to SANITY_CHECK, I was backing up sfan5's request (which I agreed with) 08:49 Zeno` my comment should not have been enough to stop it being merged if another core dev disagreed 08:50 Zeno` github is messed up 08:50 Zeno` I see now that the comment by sfan5 was actually no longer relevant, but it is still showing in the PR 08:51 Zeno` it makes reviewing more difficult than it should be. Stupid github 08:51 Zeno` still showing as relevant* 08:51 Zeno` anyway, no issue anyway 08:54 Zeno` will also merge #4812 08:54 ShadowBot https://github.com/minetest/minetest/issues/4812 -- Allow restricting detached inventories to one player by sfan5 08:54 Zeno` nrzkt, the change to UNORDERED_MAP can be a trivial PR/merge if you want to change it after I merge 4812 08:55 nrzkt Zeno`: i'm at work i cannot but you are free to do it :) 08:56 Zeno` nrzkt, I just mean that it should not block the PR being merged 08:56 Zeno` (I don't think) 08:56 nrzkt i don't know, but adding those things with PR adding the containers could be a good practice to prevent forget the performance gain :) 08:56 Zeno` the change to UNORDERED_MAP can be a very quick trivial (change it and merge without approval) after this 08:57 Zeno` Ok I won't merge 08:57 Zeno` sfan5, do what you feel is best and merge after you make the decision :) 08:57 Zeno` nrzkt, you have a good point 08:58 Zeno` I just think we have been getting "bogged down" with trivial things "blocking" things being merged 08:58 Zeno` e.g. see my comments about #4814 08:58 ShadowBot https://github.com/minetest/minetest/issues/4814 -- Limit light_source in the engine by juhdanad 08:58 Zeno` my comment was never meant to stop the PR being merged :/ 08:58 nrzkt Zeno`: yes i know, i'm not blocking the PR but if the change could be embeded by commiter, good point :) 08:59 Zeno` it would have been a very different question if I had said "NO DON"T MERGE THIS UNTIL it's not assert!!!!!!!!!!!!!!!" 08:59 Zeno` heh 08:59 Zeno` yep, cool 09:00 Zeno` I generally shout pretty loudly if I disagree with something strong enough that I'd be upset if it was merged 09:00 Zeno` so silly little comments are just that... comments 12:41 sfan5 merging #4812 (the UNORDERED_MAP change should be done in a different commit) 12:41 ShadowBot https://github.com/minetest/minetest/issues/4812 -- Allow restricting detached inventories to one player by sfan5 12:41 sfan5 also merging game#1413 then (counts as trivial fix) 12:41 ShadowBot https://github.com/minetest/minetest_game/issues/1413 -- Avoid "leaking" creative inventories to other players by sfan5 12:48 nrzkt sfan5: thanks for the merge 12:51 Zeno` yeah, the unordered map in a different PR is what I suggested 12:51 Zeno` but... I may have caused a larger problem 12:51 Zeno` kinda checking master now 12:53 Zeno` in my defense, it worked before! 12:53 Zeno` hmm 12:55 Zeno` init packet not recognised by server 12:55 Zeno` wtf caused that?! 12:55 Zeno` I tested the PR I merged and it was fine 12:56 Zeno` and now it's not working? 12:56 Zeno` Shara, are you awake? 12:58 Zeno` sfan5, nrzkt, can you connect to redcat? 12:59 sfan5 works fine 12:59 sfan5 as of current HEAD 12:59 Zeno` weird 13:00 Zeno` I am getting this 13:00 Zeno` http://dpaste.com/1PA8BPQ 13:00 Zeno` cleaning and rebuilding all 13:01 Zeno` before I merged everything was fine. This is weird, it's making my head explode 13:03 nrzkt redcat ? what is that 13:03 Zeno` yep, I cannot connect 13:04 Zeno` 51.254.216.93, nrzkt 13:05 nrzkt i'm at work :p 13:05 Zeno` nrzkt, go home then 13:05 Zeno` :) 13:07 Zeno` nrzkt, I just called your boss and he has given you the day off with full pay 13:13 nrzkt xD 13:49 Zeno` ok I can connect before your PR/commit sfan5 14:53 Fixer i rarely get that area even before on just test ii during high network load iirc 15:25 Fixer_ I don't have that problem reported by Zeno 16:19 sfan5 (random information for future people) this commit breaks non-ascii TTF font display with irrlicht 1.9 https://github.com/zaki/irrlicht/commit/c6fd504cf418c8a9f7e9d372aad92e2c6566f03a 17:14 Fixer impressed by those flows in caves 17:21 Fixer https://i.imgur.com/Vjcij0k.png 17:48 hmmmm it's cute but not worth the cpu time 17:48 hmmmm those caves are the worst thing to happen to minetest 17:49 hmmmm everybody's server got 50x laggier 17:49 sfan5 are those the v7 caves? 17:51 hmmmm well they were originally part of v5 but yea 17:52 sfan5 as nice as v7 might be, i have to say that i also prefer the v6 caves 17:52 hmmmm paramat added them back when re-implementing v5 and i separated it out from the mapgen so others mapgens can use it too 17:52 hmmmm so now it's being used everywhere 17:52 hmmmm there are definitely more cave algorithms out there, just that nobody really implemented any because there are so many more important things to work on 18:26 Fixer v7 18:26 Fixer hmmmm: most of people don't go that deep 18:27 Fixer ok, fine, remove caves, trees, just leave the desert and 3 blocks 18:27 Fixer not all caves have those flows 18:28 Fixer just few 18:28 Fixer max_lag was pretty good 18:29 Fixer no need to panic 18:30 Fixer that was test of flow, those long flows just stay that way after initial flow 18:31 sofar I wonder if new mapblocks can be iterated until stable so that after mapgen finishes with them they don't cause more mapblock updates? 18:32 Fixer i've played at least hour with flows, observed those mapblock updates and they were pretty low, nothing unusual 18:33 AcidNinjaFWHR salut nrzkt 18:34 Fixer i feel like caves is not worst part 18:34 nrzkt hi AcidNinjaFWHR 18:35 Fixer mapgen surface generation with those biomes feel much slower in terms of jitter, in caves it is pretty quite and no jitter 18:36 AcidNinjaFWHR hi all 18:37 hmmmm sofar, the problem is, define stable 18:37 AcidNinjaFWHR hummm I haven't tested v7 caves what's so specific about it? 18:38 hmmmm I mean if you can define that, then by all means put it into transformLiquids() - we can mark a block as being liquid stable then and any attempts to update it should get ignored in the transforming liquid queue 18:42 Fixer but it is already stable, at least from what I seen flows are stable everywhere 18:43 Fixer i mean they are flowing after mapgen, but they finish and stabilize 18:43 hmmmm don't tell me "it's already stable" 18:44 Fixer visually 18:44 hmmmm tell me the algorithm to give me a yes or no answer to the question "is it stable" 18:44 Fixer why? is 4061 not satisfiying? water takes all cpu? 18:45 hmmmm what is 4061 18:45 Fixer nevermind, eat time! 18:45 AcidNinjaFWHR #4811 is almost ready for merge :P 18:45 ShadowBot https://github.com/minetest/minetest/issues/4811 -- Optimize/adjust blocks/ActiveObjects sent at the server based on client settings. by lhofhansl 18:47 hmmmm oh no come on 18:47 hmmmm that's PR is certainly going to make things worse in terms of latency 18:49 hmmmm actually nevermind, i misread something 18:49 hmmmm looking good 18:51 Fixer wat? when I played with it feel much better especially at low vranges, less jitter 18:51 hmmmm so I guess with this PR, the client request blocks concept is officially dead 18:52 hmmmm sorta wonder how celeron feels about 4811 18:54 AcidNinjaFWHR What does mean "One approval" label on the issue? 18:55 garywhite Wait a minute, #4812 actually fixes the 0,0,0 bug? 18:55 ShadowBot https://github.com/minetest/minetest/issues/4812 -- Allow restricting detached inventories to one player by sfan5 18:55 Fixer yes 18:55 garywhite Hallelujah 18:55 Fixer so many people asking it 18:56 Wayward_One AcidNinjaFWHR, it means one dev officially approves of the PR 18:56 AcidNinjaFWHR ah ok 18:56 AcidNinjaFWHR thanks Wayward_One 18:56 Wayward_One np 18:56 sofar I didn't understand how directly it does, though, I suppose the client has a hard time with some data that it receives from the server about detached inventories? 18:58 Fixer i had big problems with this bug, wait times up to 15 minutes on some servers, due to those detached inventories 18:58 Fixer now it is ok 18:58 AcidNinjaFWHR Awesome 18:59 sofar is it perhaps receiving *every* detached inventory? 19:01 garywhite So that means that if I go pull the newest git of MT & minetest-game, that it'll be fixed? 19:01 Fixer sofar: every 19:01 Fixer sofar: not only mine but everybodies 19:01 Fixer red cat will update later 19:02 VanessaE my servers are already updated 19:02 VanessaE (as is upstream unified_inventory, which was also affected) 19:02 Wayward_One garywhite, the server will need it too 19:03 sofar well if you run this on your server, please send feedback to the github PR 19:03 garywhite Exactly, so if I get the latest minetest and minetest-game on github for my server, it will fix the issue? (I don't have it personally, but my server does lag, so I wouldn't be surprised) 19:04 Fixer garywhite: update engine & game & unified_inv 19:04 Fixer mods need fix too 19:05 garywhite So basically it'll most likely exist until all mods are corrected? 19:05 Fixer no 19:06 Fixer only some mods cause it to be that heavy 19:06 garywhite So what mods need fixing then? 19:06 Fixer sfan said: mt_game creative (fixed), armor, bags, unified_inventory (fixed) 19:07 garywhite ok 19:07 AcidNinjaFWHR I'd have to retry but I think it doesn't work with rubenwardy/email mod 19:07 Fixer i did some grepping through lots of mods and it is mostly those 19:08 Fixer garywhite: only some servers are affected, and they can easily update those mods and it will fix the problem 19:08 Fixer vanessa already fixed it 19:08 Fixer nice clean login 19:09 AcidNinjaFWHR oh thank you VanessaE :) 19:10 VanessaE you're welcome 19:52 sfan5 Fixer: bags was part of unified_inventory and thus is fixed already, stu released a new version of armor with the fix already 19:52 paramat hmmmm #4061 is almost ready you might be interested 19:52 ShadowBot https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan 19:53 Fixer sfan5: nice, i sorted that least few hours ago to see what things need check: http://pastebin.com/raw/pW8Vb5S6 19:53 paramat celeron55 we're interested in your opinion of #4811 since it addresses your issue #1088 19:53 ShadowBot https://github.com/minetest/minetest/issues/4811 -- Optimize/adjust blocks/ActiveObjects sent at the server based on client settings. by lhofhansl 19:53 ShadowBot https://github.com/minetest/minetest/issues/1088 -- Block send range is not large enough for high-end but is already unnecessarily high for low-end computers 19:53 Fixer sorted that in last few hours* 19:54 sfan5 everything with :get_player_name() definitely need a fix 19:54 sfan5 stuff like e.g. lottmobs.trader_inventory = minetest.create_detached_inventory(unique_entity_id, move_put_take) probably doesnt 19:55 paramat the worst offenders for lava flows in tunnels are mgv5 and mgvalleys as they place lava sources in tunnels, mgv7 doesn't 19:56 Fixer sfan5: does this need fixing? https://github.com/minetest-mods/global_exchange/blob/22f9f394c16dd7147d1eb2012148bb5bc5a0e9a6/exchange_machine.lua#L175 19:56 sfan5 no because it's just one 19:56 Fixer ah ok, nevermind 19:56 sfan5 (player name appears nowhere) 19:56 Fixer you can use my list if you want 19:56 paramat heh mtgame has 8 PRs 19:57 paramat thought i was in the wrong repo for a moment 20:01 Fixer is not you really need to get close to flow to activate? it is not like there millions of flows all around 20:01 paramat Fixer is game#1420 fixed now? 20:01 ShadowBot https://github.com/minetest/minetest_game/issues/1420 -- Error when digging chest with "key" (bluish one) assigned to that chest 20:02 Fixer paramat: fixed 20:03 paramat thanks 20:19 Fixer found trivial(?) bug: in creative - place boat in inventory, place it, go in a boat, remove boat from inventory, dismount it with mouse click - no boat in inventory 20:21 paramat seems not a bug 20:21 paramat unless i misunderstand 20:22 VanessaE sounds like you don't get the boat back if you don't already have one in the inventory. 20:24 Fixer yes 20:26 paramat you dismounted but didn't dig it 20:27 paramat please can anyone review #4061 ? well tested and looks good 20:27 ShadowBot https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan 20:27 Fixer while i was in boat i pointed mouse at it and left click 20:29 VanessaE paramat: how does that play alongside the liquid queue tending not to "empty" at a sane rate (ask Zeno`)? 20:31 paramat ah 20:31 paramat VE not sure 20:32 Fixer i think he had some debug output with numbers of blocks in queue 20:32 Fixer he posted them very long time ago 20:32 VanessaE https://daconcepts.com/vanessa/hobbies/minetest/stats-weekly.html Zeno` says the "sawtooth" pattern in the memory usage graph is likely the liquid queue. 20:33 VanessaE just making sure that's kept in mind. 20:33 Fixer VanessaE: why not just output the number and monitor it? 20:33 Fixer millersman knows how to do it 20:33 VanessaE Fixer: "output the number"? well, I'm sure he or someone else can cover that. 20:33 VanessaE that graph is all I personally have to go by. 20:34 Fixer VanessaE: wonder what happens if you disable flow completely and remeasure? 20:34 VanessaE and you know how Zeno` is about memory usage/leaks ;) 20:34 Fixer yeah 20:34 Fixer millersman can provide numbers 20:41 Fixer sfan5: there are other bag mod used by some servers: https://github.com/cornernote/minetest-bags 20:42 sfan5 oh 20:42 Fixer it has local bags_inv = minetest.create_detached_inventory(player:get_player_name().."_bags",{ 20:45 Fixer VanessaE: you can also try compiling it with 4061 and comparing to older results 20:53 VanessaE I'll pass for now 20:56 Fixer sfan5: can you open an issue for that mod? I have hard time writing what he needs to fix, or maybe made a howto post on forum about 4812 20:58 paramat Fixer maybe this code will fix your boat issue? https://github.com/minetest/minetest_game/commit/788ae97ba17891aea44c81adc269c88ea6f18c90 20:59 Fixer hard to say, that fix above was meant to fix increasing number of carts after each cart dig 20:59 Fixer i think 21:00 paramat it works for carts 21:01 paramat tested, your bug doesn't occur for carts 21:01 Fixer yeah, just checked too 21:02 paramat could you open an issue mentioning the tested fix? 21:02 paramat (the cart code) 21:03 paramat confirmed the boat bug 21:04 Fixer this? https://github.com/minetest/minetest_game/issues/1426 21:04 paramat thanks 21:30 Fixer sfan5: nevermind, just posted to few mods githubs, i hope i got it right 21:31 sfan5 i'm sure they'll understand 21:35 sofar paramat: another case where boat and carts don't share user interactions :) 21:35 sofar I fear we'll never make it coherent, lol 21:39 millersman paramat: Did a small update of #4061. This also fixed the last issue where nodes didn't flow away... Maybe I was adding the wrong nodes or missed a few ones 21:39 ShadowBot https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan 21:40 paramat looking 21:41 paramat what about the fact that liquids are 'floodable = false'? reflowscan.cpp line 99 21:42 paramat if a node is floodable it won't be a liquid source 21:43 millersman this was the issue that i fixed 21:44 paramat that line still seems to have a check for a liquid source, seems not needed 21:45 paramat see my line cooments 21:45 paramat (comments) 21:51 millersman ah sorry my fault, missed the git add before commiting, pushed again 21:51 paramat ahh 21:52 millersman the test is now wheter it is floodable (which worked before) or it is liquid flowing (which obviously wasn't but i thought that it would be) 21:55 paramat i see, your latest change isn't showing up yet in github 21:56 garywhite Hi Tmanyo 21:56 Tmanyo hi 22:02 paramat ok i see the changes, it checks for floodable AND liquid flowing, always false 22:04 millersman paramat: sorry, i did something horribly wrong when commiting, will fix this 22:06 paramat ok 22:08 millersman for some reason, having it always false works better in some situations :( 22:10 milllersman grrr, i hate my connection 22:10 paramat heh 22:11 milllersman i'll look into the whole issue again tomorrow when i'm more rested 22:13 paramat ok 22:36 milllersman paramat: I think I found the reason why some columns aren't properly updated, it is in fact a problem of the world: some columns consist of two flowing-nodes above each other with both having a very low level (probably zero), adding the upper one removes it but the lower one doesn't get updated 22:37 milllersman not sure whether i should test for such bugs in the world or just ignore them 22:37 paramat don't worry this doesn't have to be perfect 22:38 paramat that situation would be rare i guess 22:38 milllersman normally those columns disappear when they are loaded a second time as then the topmost node was already gone 22:39 Fixer i was already impressed with flows ingame, i hope those changes don't ruin anything 22:42 milllersman i've decided to remove the or is_flowing liquid for the following reason (correct me if i'm worng, i'm already very tired): if the node itself is a flowing liquid it will be directly added and the test will be never executed, if the node itself is a source node and the neighbour is a flowing node the neighbour is added as it will be a flowing node on top of another column and the test results only in unnecessary overhead if the 22:42 milllersman neighoubring node isn't the top node it shouldn't have a lower level so there is either no need to add it or there is something broken in the world 22:42 Fixer thanks to milllersman i'm now testing with std::cout << m_liquid_queue->size() << std::endl; to see size of queue 22:43 milllersman ^^ paramat, sounds my reasoning correct? i'm not sure if i miss something 22:44 paramat i'll have to think about it 22:49 Fixer on fresh world i got mostly below 1000 22:51 Fixer below 500 most of the time 22:53 Fixer anyone wants this data? i can record into debug.txt and plot in excel to see value distribution 22:55 paramat milllersman your reasoning seems correct, but i could be wrong 22:56 paramat we'd have to test the new code 22:56 Fixer now? 22:56 Fixer or new changes planned? 22:56 paramat could be tested after merge 22:56 Fixer i test todays revision before this very latest changes 22:58 paramat wwell, the current code viewable at github has an error, reflowscan.cpp L100 22:58 milllersman i've tested it locally, just double-checking that i don't push some debug code 22:58 paramat ok 22:59 Fixer yes, i'm staying at previous version before those OR changes 23:00 milllersman Yes the OR changes just introduce overhead in the queue that won't result in actual changes in the behavior (or at least shouldn't) 23:01 paramat yeah 23:05 milllersman pushed the new changes 23:09 Fixer can't not share this https://i.imgur.com/MCSH5BV.png 23:11 milllersman Fixer: wow, this is a nice place 23:12 Fixer in the middle of ocean 23:12 Fixer were i test right now 23:12 sofar Fixer: screenshot thread on forum :) 23:16 milllersman paramat: Tested it again, for me it looks good 23:17 paramat good 23:19 milllersman so that is enough for today, bye 23:26 paramat ok the new code is up and looks good 23:27 Fixer did some measuring over ocean https://i.imgur.com/mzLlwib.png 23:27 Fixer don't take it very seriously 23:28 paramat the 2 code changes today actually make no difference to behaviour, they just remove an unnecessary check, so your testing is still valid 23:30 paramat but some of that may be caused by mapgen? 23:30 Fixer what exactly? 23:30 paramat are you measuring size of liquid queue? 23:31 Fixer yes, i was riding in ocean -> caves under ocean with opening into it -> flow activated -> recorded queue sizes 23:31 Fixer oceans have lots of cave entrances 23:31 Fixer if I walk over land, it is much less I believe 23:31 paramat well, most of this may be liquid queue due to mapgen, not reflow scan 23:32 Fixer i mean it outputs data each time reflow function is called 23:32 Fixer not every second 23:32 Fixer it is good enough 23:37 Fixer below 500 most of the time, shoots up to 5000 on huuuuuge lava basin and goes down rapidly 23:37 Fixer below 1000 now 23:37 paramat ah 23:39 paramat so you're measuring the number of nodes per mapblock added to liquid queue by reflowscan? 23:40 Fixer paramat: std::cout << m_liquid_queue->size() << std::endl; inside that function to update numbers 23:41 paramat ok, queue size 23:41 Fixer i'm flying like crazy and found very big lava cluster which boosted it to 12000 for short time and went down fast to 2000 23:41 Fixer and declined to <1000 23:42 paramat newly generated world? 23:42 Fixer yes 23:42 Fixer https://i.imgur.com/ug2zZvB.png 23:44 Fixer i will record numbers for deep caves tommorrow but from what I see it is below 3000 and often <1000, you need to be lucky to boost it higer 23:44 Fixer higher 23:45 Fixer and i have fly and fast, so thats kinda worsens it 23:46 paramat this isn't very relevant to the PR though, you're just measuring liquid queue due to mapgen, which will obviously be large 23:46 Fixer yes, but it also reflow along the way 23:46 Fixer in some cases 23:47 Fixer it has tendency to go down to 0 with time 23:48 Fixer paramat: i think hmmm m requested this numbers from him long time ago, so i wanted to see it too 23:49 Fixer if just standing it can read 0, if move mouse a bit around bumping to 500 around those lava basins 23:52 paramat the important number is 'number of nodes per mapblock added to liquid queue by reflowscan in already generated world' 23:56 Fixer i can do /emergeblock 1000x1000x1000 and just walk a little in it? 23:56 Fixer numbers should be really low