Time Nick Message 01:25 paramat will merge trivial #6906 later with #6838 01:25 ShadowBot https://github.com/minetest/minetest/issues/6906 -- Various settings and docs improvements by paramat 01:25 ShadowBot https://github.com/minetest/minetest/issues/6838 -- Fix ambient occlusion and dark lines at mapblock borders by numberZero 04:44 paramat !tell lhofhansl see https://github.com/minetest/minetest/issues/6907 04:44 ShadowBot paramat: O.K. 05:41 paramat merging #6838 #6906 05:41 ShadowBot https://github.com/minetest/minetest/issues/6838 -- Fix ambient occlusion and dark lines at mapblock borders by numberZero 05:41 ShadowBot https://github.com/minetest/minetest/issues/6906 -- Various settings and docs improvements by paramat 06:01 paramat merged 07:35 nrzkt hello, pushing a tiny regression fix for #6897 07:35 ShadowBot https://github.com/minetest/minetest/issues/6897 -- Build fails without freetype 07:56 nrzkt i just pushed #6908, there is an interesting Calinou question here 07:56 ShadowBot https://github.com/minetest/minetest/issues/6908 -- Add a build step to test non freetype builds by nerzhul 12:55 nerzhul hey sfan5 are you around ? 12:56 sfan5 yes 12:57 nerzhul can you take a little amount of time to review #6908 12:57 ShadowBot https://github.com/minetest/minetest/issues/6908 -- Add a build step to test non freetype builds by nerzhul 12:57 nerzhul pleaes 12:57 sfan5 sure 12:57 nerzhul please* 12:58 sfan5 nerzhul: wasn't there some problem with clang-5.0 builds or is that fixed already? 12:59 nerzhul sfan5, what do you mean ? clang build works, is there any runtime issue ? i hope it's not the case clang 5 is used everywhere in the world 12:59 sfan5 no not at runtime 13:00 nerzhul generally i do my own tests with clang on my machine and i never see any issue with that 13:00 sfan5 https://travis-ci.org/minetest/minetest/jobs/326540973#L490 13:01 nerzhul sfan5, oh it's a provider issue 13:02 nerzhul travis is not very stable these days 13:02 nerzhul i think it's due to the meltdown problem and some AWS issues as travis runs on heroku, then it runs on AWS :) 13:04 sfan5 possibly 13:05 nerzhul sfan5, thanks i fixed the -n will merge after travis build pass 13:06 sfan5 you forgot the quotes 13:06 sfan5 they're not required I know... 13:06 nerzhul you are right :) 13:06 nerzhul i missed them and i agree it's better 14:36 nerzhul merging #6908 (macosx build doesn't want to start) thanks sfan5 for the review 14:36 ShadowBot https://github.com/minetest/minetest/issues/6908 -- Add a build step to test non freetype builds by nerzhul 18:15 lhofhansl I'm going to revert 9c66901. See #6907 18:15 ShadowBot https://github.com/minetest/minetest/issues/6907 -- Vehicle acceleration and turn are slow and jerky 18:16 lhofhansl A shame really since active objects are *very* heavy weight, and currently there's no way to reduce that load and keep responsiveness where needed. 18:18 lhofhansl They can be heavy weight (such as in NSSM) 18:29 Krock so there's no workaround? 18:39 lhofhansl Krock: None that worked satisfactory. Without that change AsyncRunStep is essentially run at full speed - only slowed by retrieving packets from clients. In mob heavy setups (like nssm) that quickly renders the server useless... Put out a few a ice-salamanders and the world stops rendering since all the time is spent in the active objects. That's what this addressed. But now of course there *is* a time budget, and it increase lat 18:39 lhofhansl cy. 18:39 lhofhansl I tried handling both players and attached objects separately but that lead to other forms of jitter when a player is attached. 18:40 rubenwardy can you prioritise by player proximity? Sorry, I haven't actually looked at the patches yet 18:41 rubenwardy I guess that replies on the entity storage system being less shit and O(N^2) 18:41 lhofhansl rubenwardy: won't help. Even when I prioritize all players and attached objects (and have a single player only) I see the jitter. 18:42 rubenwardy is that rendering or server step jitter? 18:42 lhofhansl Perhaps a less drastic way is to lower the active object internal to 0.01s (< 1/60s). That defeats some of the advantages but it will slow AOs down when they become too CPU intensive (and only then). Actually... Lemme try that. 18:42 lhofhansl server step jitter 18:46 pgimeno_ hmmm... does world generation only happen during idle time? 18:46 lhofhansl nssm has a lot of Lua map gen hooks, those get slowed down to the point of being useless. 18:47 lhofhansl perhaps I'm optimizing too much for nssm :) It just happens to be my test mod for mob heavy scenarios. 18:49 rubenwardy does NSSM use the heightmap to find good locations, or does it scan for particular nodes? 18:49 rubenwardy if the later, LVM or get_node? 19:31 lhofhansl rubenwardy: I am not entirely sure actually. 19:32 lhofhansl As expected reducing active_object_interval to 0.01 negates the aim of that change. World rendering just stops with a bunch of mobs around. But responses for attached objects are fast again. Perhaps that would be the simplest change right now. 19:43 lhofhansl OK... Best solution: active_object_interval to 0.01 and reducing moving average smoothing in ServerEnvironment... I'll create a PR. 22:33 lhofhansl reverting is best for now. 22:34 lhofhansl Do folks want PR for that or should I just go ahead and revert? 22:34 lhofhansl re #6907 22:34 ShadowBot https://github.com/minetest/minetest/issues/6907 -- Vehicle acceleration and turn are slow and jerky 23:11 lhofhansl rubenwardy: Looks like NSSM is using mobs_redo's spawn_specific, and all calls pass in neighbors, is that what you meant? 23:13 lhofhansl But these register ABMs... So I guess I do not quite understand why exactly putting a time budget on active_objects helped anything.