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IRC log for #minetest-dev, 2017-04-26

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All times shown according to UTC.

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01:30 paramat +1 for #4524 ,tested. sofar perhaps you could check the updated PR?
01:30 ShadowBot https://github.com/minetest/minetest/issues/4524 -- Clouds api by bendeutsch
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05:04 nerzhul i think i will refactor client event ugly union at a point... to use inheritance, this will permit to reduce memory usage on events
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05:11 nerzhul and after release, prepare a new session model, RemotePlayer is really a strange object, mixing Session, Player, SAO parts, it's not clear :(
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05:14 nerzhul sfan5, are you fine with #5658 ?
05:14 ShadowBot https://github.com/minetest/minetest/issues/5658 -- Fix #5655 by red-001
05:16 nerzhul merging #5659 in 5 min
05:16 ShadowBot https://github.com/minetest/minetest/issues/5659 -- Tiny documentation fix. by BluebirdGreycoat
05:24 nerzhul merged
05:53 sofar I've got one major beef with that cloud API PR
05:53 sofar see the PR thread
05:53 sofar #4524
05:53 ShadowBot https://github.com/minetest/minetest/issues/4524 -- Clouds api by bendeutsch
05:53 sofar videos posted of what I think it should do
06:07 sofar https://www.youtube.com/watch?v=aiGSZR-q6AM fwiw
06:12 sofar honestly I don't know noise2d_perlin() well enough to understand what the constant seed factor should be here
06:12 sofar paramat: if you have time, please check
06:13 nerzhul seed is used in every perlin noise calculator to generate noise
06:14 sofar well yeah, but why does the constant m_seed value (it doesn't change) not do anything?
06:14 sofar if I seed it with x,z derivative values it works as expected, just watch the video
06:15 sofar well, it sometimes jumps (probably because a value rolls over once in a while)
06:15 sofar without my patches, every time I call set_clouds() the entire sky is wiped and reseeded
06:16 sofar with my patch, the clouds are behaving as I would expect them to
06:16 sofar anyway, too tired to think, I'm off to bed
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17:50 Krock Does any dev agree on closing #3515 ? He's inactive on Github and the pull is, as paramat already said, partially replaced.
17:50 ShadowBot https://github.com/minetest/minetest/issues/3515 -- Improve waving definitions by BlockMen
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18:18 sofar Krock: fine with me, obviously
18:19 nerzhul Krock, okay for me
18:20 Krock good, thanks.
18:21 nerzhul i will merge #5658 in 1h
18:21 ShadowBot https://github.com/minetest/minetest/issues/5658 -- Fix`TOSERVER_RECEIVED_MEDIA` handling. by red-001
19:10 nerzhul merging #5658
19:10 ShadowBot https://github.com/minetest/minetest/issues/5658 -- Fix`TOSERVER_RECEIVED_MEDIA` handling. by red-001
19:10 nerzhul done
19:11 nerzhul i also push Android.mk fix, ShadowNinja broke it when renaming files
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20:13 Hijiri #5612
20:13 ShadowBot https://github.com/minetest/minetest/issues/5612 -- Allow overriding tool capabilities through itemstack metadata by raymoo
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21:34 paramat game#1712 seems pointless?
21:34 ShadowBot https://github.com/minetest​/minetest_game/issues/1712 -- Ownable Doors are useless, i can just destroy the blocks around it
21:36 sfan5 yes
21:38 benrob0329 Perhaps seperating steel doors from.locked doors would help (aka adding a lock tool)
21:38 benrob0329 Then you don't have to have a steel door be a locked door
21:39 paramat nice idea, separate issue though
21:39 benrob0329 Yeah, realised that after I posted it
21:39 paramat :]
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21:44 Fixer nerzhul: i confirm log writing can slow down or even freeze entire game
21:45 Fixer if thousands of errors are written
21:46 red-002 ^
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21:46 Fixer 1712 is almost pointless in singleplayer, but you can mitigate it by using walls out of locked trapdoors or chests
21:46 nerzhul Fixer, oh you read my issue :p
21:46 Fixer yes
21:47 Fixer there was a bug in one PR i tested that printed like few thousands message per minute, and it was _very noticable_
21:47 Fixer horrendous stutter
21:47 nerzhul maybe i should talk about it on saturday, and decide if we do it for 0.4.16 or not, not sure if it's critical
21:47 nerzhul (in regular cases i mean)
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22:08 Fixer please save my middle scroll wheal from breaking, introduce faster crafting of whole stack
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22:26 Taoki paramat: Please see my last comment. Both #5666 and #3496 are now closed. This is only shutting down the discussion again. Could you keep either of the two open please?
22:26 ShadowBot https://github.com/minetest/minetest/issues/5666 -- Extruded drawtypes
22:26 ShadowBot https://github.com/minetest/minetest/issues/3496 -- Add 3d_plantlike optional drawtype by RealBadAngel
22:26 Taoki You closed my issue saying it's a duplicate of another issue which is also closed. Fair enough there... but that makes both issues closed.
22:26 paramat oh hmm ..
22:27 paramat will reopen
22:27 Taoki Thanks. Just yeah, think it should at least be rediscussed... hard for that to happen if everything stays closed.
22:27 paramat it just seems the discussion is ongoing in 3496 so didn't see a good reason to duplicate it
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22:27 paramat but ok
22:28 Taoki #3496 has been dead for over an year, so doubt it can still count
22:28 ShadowBot https://github.com/minetest/minetest/issues/3496 -- Add 3d_plantlike optional drawtype by RealBadAngel
22:29 Taoki Also posted another comment in mine, explaining why I definitely think this is good as a separate feature and using mesh won't do (way way way less flexible and more limited)
22:29 Taoki Thanks
22:29 Taoki (saw it's open now)
22:36 kilbith no definitely not this
22:36 kilbith if you have an image of 512px, this will a shitload of vertices to render
22:37 kilbith *will be
22:37 paramat yes see my comment, RBA's implementation is unusable
22:38 paramat and nodeboxes and meshes will soon wave
22:38 paramat even with 16px textures all those pixel cubes will be too much
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22:40 kilbith I agree
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23:03 Fixer I have very serious question
23:04 Fixer I'm trying to backtrace a crash, so I'm playing via gdb and debug build
23:04 Fixer catched something amazing
23:04 Fixer when someone very far away explodes large TNT claster, I see this https://i.imgur.com/AY6tQ84.png
23:05 Fixer both server and client are at 0.4.15-dev
23:05 Fixer this is very strange
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23:05 Fixer explosion was _very_ far away and my v_range was 100 at most
23:06 paramat mainloop dtime spike > 1s
23:06 Fixer paramat: during very far huge TNT explosion by other person
23:06 paramat mainloop_other near 1s
23:06 Fixer paramat: this is debug though, it was at 80fps during test
23:06 Fixer but when they exploded TNT it went crazy
23:06 paramat interesting
23:06 Fixer WTFFF????????
23:07 Fixer I receive block updates for their explosions???
23:07 Fixer i see network packets
23:07 Fixer 157...
23:07 Fixer explosion was at -700
23:07 Fixer deep
23:07 Fixer far from me
23:07 Fixer notice how other people say Lag
23:07 Fixer this is not coincidence and I seen this many times on it
23:08 paramat 'fell off my cloud' hehe
23:08 Taoki <kilbith> if you have an image of 512px, this will a shitload of vertices to render
23:08 Taoki Yes, this shouldn't be abused for overly high-res textures. Then again, the same can be done for wielditems already. Perhaps in addition, a customizable texture size limitation for extrusion wold make sense.
23:08 paramat worth an issue
23:08 Fixer yes
23:08 Fixer very very strange
23:08 Fixer and serious
23:08 paramat Taoki even 16px is a problem
23:09 Fixer debug.txt was clear
23:09 Taoki Anyway, automated extrusion is the only way to have this feature for multiple textures, without making it a nightmare. Manually modeling in the cubes is difficult and requires changing the model with each update. I'd say this is the most important reason why it shouldn't be shot down but considered.
23:09 paramat and think about how a few thousand nodeboxes affect performance
23:09 Taoki I can see that... obviously it's a setting, doesn't even need to be on by default.
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23:10 Taoki Technically normal cube voxels affect performance too. Though actually, nodeboxes don't merge with one another AFAIK, so they're worse.
23:10 paramat almost no-one's system would cope even with 16px
23:10 Taoki Would be awesome if overlapping flat faces in neighboring nodeboxes could be detected, to remove unneeded surfaces and optimize them.
23:11 Taoki I'd be willing to try it :P Depends on how much grass the biome spawns also.
23:11 paramat so anyway the individual pixel cubes are not doable, but a continuous waving mesh is
23:11 paramat looks better too
23:12 paramat best would be to automatically extrude a texture and convert it into the existing meshnode format, as nodeboxes are
23:13 paramat so a completely new implementation is needed
23:14 Fixer holy shit
23:14 Fixer confirmed on nondebug
23:15 Fixer you won't believe how nice it looks
23:15 Fixer https://i.imgur.com/ychuKNX.png nondebug
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23:19 Taoki Individual pixel cubes can go, that's fine by me. I'm more interested in simple extrusion like for the wielditem.
23:22 paramat does it depend on whether you are facing the explosion?
23:23 Fixer paramat: explosion was like 1000 nodes away
23:23 Fixer paramat: i had vrange at 100 and 160 facing in different directions, and i was still spammed with net packets during explosion
23:23 Fixer this is worrying
23:23 Fixer paramat: amazing part is other people confirmed this
23:24 Fixer paramat: back then I tested that strange fps drop bug, and when it suddenly kicked it - i observed sudden and persistent fps drop and ... other person saying "lag" "low fps" in chat
23:24 paramat did the first test freeze your FPS for a second? do these affect FPS?
23:25 Fixer paramat: yes
23:25 paramat weird
23:25 Fixer paramat: in debug build it went from 80 to 8
23:25 Fixer and back
23:25 Fixer non debug build it went from 10ms to 59ms, Carl
23:25 Fixer mainloop_dtime spike
23:26 Fixer this is very strange, since explosion was at -770 deep, and i was at different area on sea level
23:26 paramat so dtime determines FPS?
23:27 paramat it's almost like you are seeing stuff you should not
23:27 Fixer mainloop_draw
23:27 Fixer is for drawing iirc
23:27 paramat ok
23:27 Fixer need to read that explanation again
23:27 Fixer paramat: mainloop_dtime is draw + other lags
23:30 paramat in your 1st test 'other' was relatively huge, 2nd, relatively small, but peaks align
23:30 Fixer yes, that was on debug build, that is slower
23:30 paramat i see
23:31 Fixer it went from 80 to 8 fps... game almost freezed
23:31 Fixer the question is why? i'm just a client, wth I receive some packets from some very far event
23:37 Fixer https://github.com/minetest/minetest/issues/5667
23:37 paramat affecting FPS too. c55 will be interested in this
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23:39 paramat celeron55 this is interesting https://github.com/minetest/minetest/issues/5667
23:39 paramat (for when he awakes)
23:46 Fixer paramat: guy did >30 tnt explosion -10000 deep, result https://i.imgur.com/n6Try2g.png
23:46 Fixer almost 100ms spike
23:46 Fixer wtfuck
23:47 VanessaE Fixer: did you by chance visit that "1000 nodes away" location recently, before the explosion test?
23:47 Fixer VanessaE: no
23:47 Fixer NO
23:47 VanessaE like went there, came back to there you are now, then told the other guy to set off the TNT?
23:47 Fixer VanessaE: _NO_
23:47 VanessaE ok ok
23:48 Fixer i logined to my home, put minimum vrange, he blows up TNT >10 000 nodes away from me, huge spike appears
23:48 VanessaE ok
23:50 Fixer i have some data from verbose debug
23:51 Fixer 2017-04-27 02:44:46: INFO[Main]: cmd 70 count 85
23:51 Fixer 2017-04-27 02:44:46: INFO[Main]: cmd 71 count 275
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23:54 Fixer updated
23:58 Fixer good night @ have fun figuring this out since this seems like having a big implications

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