Time Nick Message 03:01 hmmmm yikes 03:02 hmmmm so i'm giving mapgen_v6.cpp 'the treatment' (you know, just clean code up and what not) and i am getting like 2x speed improvements on several components 03:02 hmmmm for example i sped up the base rock generation up from ~3400us to 1800 03:02 hmmmm i mean sure that's not much, but it's just demonstrating how doing things the right way can make things better 03:07 hmmmm can't really wait to sink my teeth into updateLighting() 03:07 hmmmm flowMud() is going to be another big one 03:35 RealBadAngel rewriting code x times always brings benefits 03:35 RealBadAngel i know that from demoscene times 03:36 RealBadAngel each time you can save a few cycles more 03:36 hmmmm this isn't rewriting code, this is just cleaning what already exists 03:37 hmmmm and it's not a few cycles, it's a lot 03:37 RealBadAngel but you got the meaning :) 03:37 hmmmm sure 03:37 RealBadAngel btw i think ive a bug 03:38 RealBadAngel formspec callback to handle fields doesnt send caller formname 03:38 hmmmm and it's supposed to? 03:38 RealBadAngel so every registered callback is called with formname = nil 03:38 hmmmm nobody's noticed it until now, so i wonder how useful formname is... 03:39 RealBadAngel well, if you give fields other names it will still work 03:39 RealBadAngel but if youre trying to do there some extra code youre fucked 03:40 RealBadAngel i noticed that because my callback was called even before it could be 03:40 RealBadAngel it was on_rightclick one 03:41 RealBadAngel and was called when i used inventory 03:41 RealBadAngel node wasnt placed on the ground so obviously values were nil 03:42 RealBadAngel started to dig wtf, and found that issue 03:42 hmmmm i see.... did you find the offending code? 03:42 RealBadAngel not yet 03:42 hmmmm ahhhh we have a lot of bugfixes to do 03:43 hmmmm by the way, is the 6d facedir thing going well? 03:43 RealBadAngel i just defined what exactly is wrong with it 03:43 RealBadAngel i need to polish it a bit more, thought it will be ready by weekend 03:43 RealBadAngel but got stuck in other project and bugs 03:44 RealBadAngel this last one took me a few hours to hunt 03:45 RealBadAngel im doing stargates transportation system for servers, and got now almost everything ready 03:47 RealBadAngel http://realbadangel.imgur.com/all/ 03:47 RealBadAngel oops 03:47 RealBadAngel http://i.imgur.com/C5c6uDZ.jpg and http://i.imgur.com/BjqkAF6.png 03:48 hmmmm those do look pretty sweet 03:48 hmmmm so where do they teleport you 03:48 RealBadAngel to another stargate 03:48 hmmmm that one right there? 03:48 RealBadAngel which you can pick from list of your own 03:48 hmmmm you can't have two stargates that close, the wormhole won't connect 03:49 RealBadAngel or others which are marked as public 03:49 hmmmm so i take it you have a naquadah ore? 03:50 RealBadAngel i think i will replace naquadah with mithril :) 03:51 RealBadAngel this system is meant for server transport, bigger (4x4) will be used for inter-server travelling 03:52 RealBadAngel wb VanessaE 03:52 VanessaE hey 04:02 RealBadAngel bbl, cya 04:02 VanessaE cya 08:41 celeron55 crap, finding something from the scriptapi implementation in github's source view just became about impossible 08:42 celeron55 the split is not logical enough, ctrl+f is useless and github doesn't have such code search 10:01 celeron55 http://forum.minetest.net/viewtopic.php?id=5059 10:02 celeron55 it shouldn't need any of that if this is done: http://dev.minetest.net/Releasing_Minetest#Tweak_Windows_package_a_bit 10:02 celeron55 so i ask: y u make broken packages? 10:38 thexyz oh crap 10:38 thexyz i forgot wrap_oal.dll 10:39 thexyz i'll repackage it in a moment 10:41 thexyz done 10:41 thexyz so, are we migrating to stl? 10:43 celeron55 i wonder what could be done to these kinds of things that would need a bit of testing before putting upstream 10:43 celeron55 they always seem to be a pain 10:45 celeron55 i vote for just merging it, it has been hanging around for too long already 11:37 thexyz why should we >Avoid iterators like the plague? 12:43 Taoki Is the GIT dead? There haven't been updates in 2 weeks 12:54 proller 8) 12:55 proller moved to https://github.com/minetest/minetest.git 13:10 Taoki Yeah, fixed it 13:33 celeron55 thexyz: who says that? 13:39 thexyz celeron55: http://dev.minetest.net/Code_style_guidelines 13:40 thexyz hmmmm does 13:44 celeron55 that's quite vague 13:44 celeron55 i don't know why it even is there 13:44 celeron55 by the way, one thing i disagree with in that is "with the exception that cases in switch statements are indented a level" 13:45 celeron55 the linux kernel style is what minetest's code has always used 13:45 celeron55 also, one thing that minetest's code mostly does is use m_ prefix for member variables; it isn't mentioned in there 13:47 celeron55 actually, these days i code so that if it's a class, most of it's state is private and has m_, if a thing is a struct, most of it's state is public and it won't have any prefixes; i'm not sure how well the code might conform to that 13:50 celeron55 one thing i have bitched in the past is whitespace between "if" and "(", and ")" nad "{", but these days i don't even care, as long as it's either zero or one space 13:59 thexyz hmmmm: i think we should "merge and pray" my STL commit 14:00 thexyz it's not like anyone is going to review it 14:24 Taoki BTW, I have a suggestion regarding the Creative inventory menu: Can it be made so blocks are filtered by mods? Would make keeping it organized a bit easier 14:24 Taoki eg: Separating stuff from Technic mod and HomeDecor mod, etc 14:35 RealBadAngel hi all 14:36 RealBadAngel taoki: its easy apply filter with mod name 14:36 Taoki ok. I'm using the default creative inventory menu so that's probably why I didn't see 14:37 RealBadAngel delete it and use UI 14:37 Taoki Also, I noticed there's a customized creative menu in one of the mods. But it goes away and reverts to the old one after clicking the first button 14:37 thexyz RealBadAngel: where can I download your "Stargate" mod? 14:37 RealBadAngel thexyz: its part of technic but its not finished 14:38 RealBadAngel im polishing it right now 14:38 thexyz RealBadAngel: so it can't be used without technic, can it? 14:38 RealBadAngel it can be 14:38 thexyz great then 14:38 RealBadAngel it is indpendent mod, but share same space 14:40 RealBadAngel taoki, that behaviour is when u havent deleted default creative 14:40 RealBadAngel such overhauls need creative to be deleted 14:40 Taoki ok, I probably will then. Though I still use it in a world where I disable mods 14:41 RealBadAngel have you seen latest UI? 14:41 RealBadAngel and hear it? 14:41 Taoki Only gave it a short test. It looks pretty awesome though :) 14:41 RealBadAngel http://i.imgur.com/NMvhjbM.png 14:42 RealBadAngel curent version is nicer 14:42 RealBadAngel it has also hotbar higlighted 14:43 Taoki Yeah, nice stuff 14:43 Taoki If only the item hotbar could also be themed like that 14:43 RealBadAngel sooner or later 14:43 RealBadAngel its not that hard 14:43 RealBadAngel it is that we are doing many things at the time 14:44 RealBadAngel and we cannot split ourselves 14:44 RealBadAngel to code more 14:44 tW4r O, um... Hi guys :) 14:44 RealBadAngel hi, you? 14:45 Taoki RealBadAngel: When it's done, I hope HUD elements will be moved to LUA too, and players allowed to define their own drawables 14:46 Taoki But yeah, it is true 14:46 RealBadAngel ive seen my next goal 14:46 RealBadAngel hud related 14:46 RealBadAngel minimap 14:47 RealBadAngel one is working on lua version 14:47 thexyz https://github.com/minetest/minetest/pull/520 14:47 RealBadAngel theres no minimap 14:47 thexyz but hud can be defined from lua there 14:48 RealBadAngel you think lua can handle minimap? 14:48 RealBadAngel i doubt so 14:48 thexyz i didn't say that 14:48 Taoki Interesting 14:48 Taoki Nah, no way to do a minimap in lua YET 14:48 Taoki I see animation blending there though. I hope that is indeed working 14:49 RealBadAngel thexyz, you have said you tested luajit, right? 14:49 thexyz i wonder why's he implemented another language for hud definition 14:49 thexyz RealBadAngel: i did 14:49 RealBadAngel thexyz, but can you say what mods have you tested with it? 14:50 thexyz hm... 14:50 thexyz well 14:50 thexyz RealBadAngel: why not test it yourself? 14:50 RealBadAngel i already know the answer 14:50 thexyz i can't remember everything 14:51 thexyz i think i tested animals + some other mods 14:51 thexyz but i cannot be sure 14:51 RealBadAngel you havent tested mods that require calculations. all over 14:51 thexyz and according to profiler report I've got slight perfomance decrease 14:51 RealBadAngel mesecons, technic 14:51 thexyz probably 14:51 thexyz test it yourself then 14:52 RealBadAngel we are using heavy maths there 14:52 thexyz like, multiplying numbers? :P 14:52 thexyz what do you use, actually? 14:53 RealBadAngel no, deep first search with remembering parent vertice 14:53 thexyz how's that "heavy math"? 14:53 RealBadAngel familiar with it? 14:53 thexyz of course i am 14:54 RealBadAngel so you know remembering parent is not part of regular algorithm 14:54 thexyz i wonder what should be called "regular algorithm" 14:55 RealBadAngel those defined 14:55 thexyz DFS is just DFS, no matter what 14:55 RealBadAngel i added my own modifications to it 14:55 thexyz you may remember entry/exit times and it's still DFS 14:56 RealBadAngel im aware some did the same propably 14:56 thexyz you may color vertices, it's still DFS 14:56 RealBadAngel but i needed very specific way 14:57 RealBadAngel regular dfs wont tell you way back to the point of origin 14:57 thexyz where can I look at your code? 14:57 RealBadAngel or let you replay it 14:57 RealBadAngel its for months in technic 14:57 thexyz it depends on what're you calling "regular dfs" 14:58 thexyz there is no regular implementation i think 14:58 RealBadAngel keepin wireing alive is using it 14:58 RealBadAngel but but but 14:59 RealBadAngel no matter what we should agree at another point 14:59 RealBadAngel Lua is not made for such things 14:59 thexyz fine, check it with luajit then 15:00 RealBadAngel i will 15:00 thexyz i don't get how language may be "not made for such things" though 15:00 RealBadAngel its not the language name, or something 15:01 RealBadAngel way of execution 15:01 RealBadAngel strict Lua version needed several seconds to spawn big oak 15:02 thexyz I'm not sure that was caused by Lua slowness 15:02 RealBadAngel c++ version is instant (point of user view) 15:02 thexyz looks more like lua<->minetest slowness 15:03 RealBadAngel it is also possible 15:03 RealBadAngel but not in such degree 15:04 RealBadAngel ive read a lot bout luajit and learned that benefits with heavy calculations 15:04 RealBadAngel not easy steps, but hard loops 15:33 Taoki http://forum.minetest.net/viewtopic.php?id=5072 Very curious what others think of this idea, and if it can be done currently. 15:37 Taoki BBL 16:02 jin_xi hey all, little rambling coming up :) 16:03 jin_xi i've started working on taking the turtle system out of treegen to make something more general 16:04 jin_xi i think such a system paired with logo/forth/some dsl could be very powerful for generating all kinds of structures 16:04 jin_xi the branch is here: https://github.com/obneq/minetest/commits/turtle 16:06 celeron55 Taoki: it's Lua, not LUA 16:07 jin_xi here is some lua to use it: http://paste.ubuntu.com/5605147/ 16:08 jin_xi i am looking for help and ideas on how to proceed, pls let me know what you think about the idea, kthxbai 16:23 thexyz inb4 jin_xi reimplements lua as "more advanced" turtle system 17:18 PilzAdam hmmmm, http://www.zimg.eu/i/64030040 17:19 jin_xi i think surface dungeons are intentional (and intentionally left open) from reading the code 17:22 VanessaE but the non-reflowed water? 17:22 VanessaE that's a bug for sure 17:23 PilzAdam the abm by proller forces an update after a while 17:30 VanessaE what about with non-finite water? 18:13 Jeija I need some help concerning the packet format of minetest, does TOCLIENT_INIT look like that: 18:13 Jeija 4 bytes protocol id | 2 bytes server peer id | 1 byte channel | 1 byte TYPE_ORIGINAL | 2 bytes TOCLIENT_INIT | data 18:13 Jeija Is that correct? 18:19 Jeija ok, I just checked it and it worked 18:19 jin_xi https://github.com/celeron55/minetest/blob/master/doc/protocol.txt 18:24 Exio minetest/minetest 18:25 rubenwardy so https://github.com/minetest/minetest/blob/master/doc/protocol.txt 18:26 jin_xi oops yes 18:29 Jeija thx 19:49 Taoki http://i45.tinypic.com/an1lj4.png I like how this looks (done manually tho) 19:50 thexyz Taoki: I love the second block in your inventory 19:51 thexyz it hurts my eyes, yet i still love it 19:51 Taoki Yeah, haven't really placed it. It's called the frame or something, part of technic 19:52 Taoki Probably hurts the eyes cuz it creates the illusion of being inside out. Or 4D :) 20:30 hmmmm PlizAdam, yes? 20:31 hmmmm i didn't touch the transforming_liquids - that's not my fault at all 20:31 hmmmm and i am aware that it does that at times 20:32 PilzAdam I actually wanted to point you to dungeons being generated at surface 20:32 hmmmm besides, i see water_flowing blocks coming from the lake. 20:32 PilzAdam but I heard that its intentonal, so nvm 20:32 hmmmm actually, that's 100% intentional and good 20:39 hmmmm [09:50 AM] one thing i have bitched in the past is whitespace between "if" and "(", and ")" nad "{", but these days i don't even care, as long as it's either zero or one space 20:39 hmmmm this------^ why 20:39 hmmmm i have been fixing those no-spaces for some time 20:40 hmmmm if(you_do_this) you're+a+hacker(4/5+3,11,v2s16(x,y)); 20:41 hmmmm while(you_look_at_how_condensed_my_code_is){this_is_killing_your_eyes=4+52-0*look_at_how_leet_i_am(m_some_stupid_member_variable); } 20:42 hmmmm like christ.... control statements keywords are not functions, they're control statement keywords 20:42 hmmmm and that is most definitely _NOT_ the linux kernel coding style 20:43 hmmmm the style that was used for the longest time was some bastard child of GNU and leet_h4x0r 20:44 thexyz hmmmm: any idea on what to do with STL patch? 20:44 thexyz celeron55 agreed to merge it 20:44 thexyz so i think it's fine 20:44 hmmmm i'll merge it, i just hope it doesn't add any bugs 20:44 hmmmm this needs to be done really soon 20:45 thexyz ok 20:46 hmmmm avoid iterators because they're worthless invention that serves to do nothing but attempt to hide pointers because pointers are "so horrible" and introduce subtle bugs 20:46 hmmmm they're a worthless* 20:46 hmmmm bloaty syntax 20:47 hmmmm like what makes an iterator so much better than for (int i = 0; i != foo.size(); i++) {? 20:47 hmmmm can anybody explain to me why that's inferior? 20:47 hmmmm no, it's simple, it works, and it's done the right way, but C++ had to come along and fuck it up 20:47 thexyz hm.. 20:48 thexyz doesn't *i look simplier than foo[i]? 20:48 hmmmm there's no reason to do that though when you have a non-C++ equivalent that is even more clear 20:49 hmmmm the only time i'd use iterators is when dealing with std::map. that's all. 20:49 thexyz std::set 20:49 thexyz std::list 20:49 thexyz what else? 20:50 hmmmm std::set is now only used in that one circumstance 20:50 hmmmm std::list doesn't require the use of iterators 20:50 hmmmm unless you're using find(), but in that case you'd probably be better off using std::map if this is something you needed to search 20:51 thexyz hmmmm: how are you going to iterate std::list then? 20:51 hmmmm oh, the linked list. yeah, you need to use it there. do we use a std::list at all though? 20:52 thexyz we do 20:52 thexyz everywhere 20:52 sapier1 any chance to get this merged: https://github.com/minetest/minetest/pull/531 20:52 hmmmm haven't noticed 20:52 hmmmm well yeah, i'll do that later 20:52 hmmmm gotta merge some things.. 20:53 sapier this commit just moves the function where it belongs 23:09 hmmmm thexyz, wait, are you ilya zhuravlev? 23:09 hmmmm when I cherry picked your STL migration thing that's what comes up as the author 23:24 hmmmm also, nice one sapier, the get_all_craft_recipes move doesn't even compile 23:29 RealBadAngel lol 23:29 RealBadAngel funny to see migration of own code ;) 23:30 RealBadAngel propably missing .h 23:31 hmmmm yeah i already did that 23:31 sapier it did when I issued the pull request 23:31 hmmmm oh crap 23:32 RealBadAngel what? 23:32 sapier btw what happened to the build bot? 23:32 hmmmm which means there's a duplicate prototype somewhere else 23:32 hmmmm ugh i don't care 23:32 sapier leave it out I'll try to fix it with latest github version tomorrow 23:33 hmmmm IT'S ALREADY BEEN FIXED jeez 23:33 sapier what was the problem? 23:33 RealBadAngel hmmm remember that missing formname bug i mentioned? 23:33 hmmmm what do you guys make of this https://github.com/minetest/minetest/issues/534 23:33 hmmmm the function prototype was missing from scriptapi_craft.h 23:33 hmmmm RBA, yeah? 23:34 RealBadAngel i got back from work and its gone 23:34 hmmmm hm? 23:34 hmmmm that's not good 23:34 RealBadAngel the variable is there 23:34 RealBadAngel i havent changed the sources 23:34 RealBadAngel dunno wtf 23:35 RealBadAngel something is screwed there definitely 23:35 sapier hmm sound's like i missed to commit the header ... sorry my fault 23:36 RealBadAngel sapier, before pulling do clone 23:36 RealBadAngel and compile 23:36 RealBadAngel it catches such mistakes 23:36 sapier yes but requires lots and lots of time 23:37 sapier and won't fix errors on update of pull requests 23:37 RealBadAngel but will catch stupid mistakes 23:37 RealBadAngel like missing file or header 23:39 sapier I know but on the other hands using 5 minutes 100 times to catch a fault fixed in 30 seconds isn't quite efficient 23:39 sapier and yes I know bugs like that are anoying and I try to avoid them wherever possible. 23:40 sapier 534 seams to occur on windows only is this correct? 23:42 hmmmm i guess, but there's something more interesting about it 23:42 hmmmm he says that happens on startup 23:42 hmmmm clearly, line 1802 is only executed on shutdown 23:43 sapier isn't 1802 the catchall exception handler? 23:44 hmmmm line 1802 is actually } catch (std::exception &e) { 23:44 hmmmm so actually that's only executing because there was an exception that happened which was caught by that exception handler 23:44 hmmmm and it somehow segfaults 23:45 sapier address=0 ? do we use function pointers somewhere? 23:46 hmmmm no, but we use virtual functions 23:46 hmmmm hmm 23:46 sapier member functions normaly have at least an offset 23:46 sapier maybe a constructor doesn't have an offset 23:46 hmmmm i'm saying that maybe that field was initialized to 0 when the object was allocated 23:47 hmmmm the vtable isn't filled until after the constructor 23:47 sapier sounds reasonable 23:47 hmmmm that's one way that could've gotten there 23:47 hmmmm also stack overflow 23:47 sapier does minetest run within valgrind? 23:48 hmmmm no 23:48 sapier let me be more precise can minetest be run within valgrind ;-) 23:48 hmmmm i mean you can try but it probably won't work out very well this time either 23:49 hmmmm erm but nevermind that whole theory of yours 23:49 hmmmm notice it says address is 0, not the faulting address 23:49 hmmmm the faulting address is 0x6954AC8E, which attempted a write of 0 at address 0 (NULL) 23:49 hmmmm so if this guy had debug symbols we'd have a chance at tracking what that is. 23:50 sapier at least if he can provide the binary 23:50 hmmmm look at how high up that address is, i'm willing to bet that the segfault happened in a DLL 23:51 sapier this is windows ... maybe we already have the binary? 23:51 Exio sapier: you can run it, you will get between 1 FPM to 2~ 23:51 Exio (frames per minute) 23:51 sapier there aren't many ppl out ther compiling itself 23:51 hmmmm so, what libraries are dynamically linked against with windows? irrlicht, openal, other things? 23:51 hmmmm sapier, the thing is, his OS decides what goes at that address which is not necessarily in the binary 23:52 sapier yes but we could make absolutely sure it's not within minetest itself 23:52 hmmmm i'm 98% sure that it's not within minetest 23:52 hmmmm my money is on OpenAL, personally. 23:52 sapier if this guy used a precompiled version most dlls are included within this package 23:53 sapier strange I thought of openal too once you suggested dll's ;-) 23:53 hmmmm maybe if those DLLs had a preferred load address, you'd need a PE file viewer in order to see though 23:55 sapier unless we know which version he did use we can only guess ... I'm asking him to provide more information 23:59 hmmmm ugh, git stash apply totally screwed up what i was working on 23:59 hmmmm what the hell do i even do now