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IRC log for #minetest-dev, 2018-08-06

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All times shown according to UTC.

Time Nick Message
00:56 ANAND joined #minetest-dev
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11:23 Krock contains_item is faster than dumping & string find
11:23 Krock wrong channel
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13:59 Krock rebased #7569
13:59 ShadowBot https://github.com/minetest/minetest/issues/7569 -- Send custom floats (log2) by SmallJoker
14:01 Krock ^ should be considered for 5.0 to finally have a proper network forat
14:01 Krock *format
14:02 Krock backwards compatibility is rather annoying in this case - due to the resulting additional overhead to decide which type it has to send
14:11 nerzhul Krock for me it's a blocker for 5.0
14:11 nerzhul it's the last chance before many time to fix it
14:11 nerzhul backward compat has no sense on the network part, the min protocol version is already raised
14:20 Krock Right, it would be the right chance to do it
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15:35 hecks so I found the offending function for my light bug
15:36 hecks unsurprisingly, the player simply has a half-node Y bias added to the light query position, and other objectrefs don't
15:37 rubenwardy ?
15:37 Krock -> new object property
15:37 hecks now if someone would be kind enough to tell me how do I add a lua property for this, and read it in said function
15:38 Krock https://github.com/minetest/minetest/blob/master/src/object_properties.cpp
15:38 Krock https://github.com/minetest/minetest/blob/master/src/script/common/c_content.cpp#L184
15:38 Krock https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L724
15:39 hecks the content_cao.cpp bit I've already found
15:39 Krock I think that's all. Only docs would be needed
15:39 hecks I'll see what I can hack here
15:39 Krock should be fairly easy compared to the other bugs
15:39 hecks which is why I picked it
16:15 hecks does adding a new object property mean that the protocol version will need a bump?
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16:20 rubenwardy No
16:23 Krock add a try catch around
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16:23 Krock or read garbage from the network packet
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18:47 hecks are build times always this horrible or would it be better on an actual machine
18:47 Krock make -j4
18:48 Krock ^ could make use of 4 cores at best
18:49 hecks thanks
18:49 hecks from my experience the optimal thread count for a program isn't exactly the number of CPUs, but more if there's any IO overhead
18:50 hecks about 1.5x on average
18:50 p_gimeno I believe 'make -j' should use as many cores as you have
18:51 hecks man says it simply won't limit the number of jobs, so who knows
18:51 Krock ($nproc) or something like that would work too IIRC
18:52 hecks oh I see now, the script had it pegged at 2 jobs
18:53 sfan5 make -j will continue spawning processes until either 1) it's finished or 2) you run out of memory
18:53 Krock I don't see profit there
18:54 Krock * make -j$(nproc)
18:54 hecks so the manpage tells it true then
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21:05 hecks Is the name light_offset used for something?
21:06 hecks because my thing broke when I used that exact name for the light anchor thing
21:07 hecks using light_offset made every object fullbright, but light_pos is fine
21:12 hecks okay, never mind, that's not it
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21:46 hecks https://a.uguu.se/uk3XUmMKROk3_fixed.png
21:47 hecks had some trouble with BS coordinates but it's all good now
21:48 hecks the new property is called light_anchor and it's in the object's local space
21:48 nerzhul sfan5 did you see that: https://www.zdnet.com/article/windows-apps-made-on-linux-hit-by-security-fail/ ?
21:48 hecks default is 0.5 Y just like the old hardcoded offset for the player
21:55 hecks also, you can force ASLR on windows
21:56 nerzhul not if the program doesn't support it
21:57 hecks the workaround seems simple enough
21:57 nerzhul simple but not user friendly :)
22:00 hecks I mean the code patch in the advisory linked on that page
22:00 hecks just add the line, I guess
22:00 hecks it does make a slightly bigger executable, beyond that I'm not sure how to check
22:00 hecks basically they say to add __declspec(dllexport) before main
22:13 hecks but it doesn't seem to work, procexp says aslr is still off
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