Time Nick Message 02:49 hmmmm trying something totally new *crosses fingers* 02:50 VanessaE uh oh. 06:19 celeron55 23:35:37 < sapier> celeron setmetatabe is used for all register functions therefore it doesn't seem to be easy to disable 06:19 celeron55 i already said how you do it 07:18 thexyz wait, are you going to disable setmetatable for security reasons? 07:52 celeron55 yes; in lua you need to do that in order to sandbox anything 07:52 celeron55 anything that allows it is incapable of sandboxing 07:56 celeron55 or, well; i am not exactly sure if it always makes a security hole, but it definitely always allows to at least crash other code 08:47 thexyz bad, stress won't work without it 08:47 thexyz or, well, anything oop 08:49 thexyz not "anything" though 08:49 thexyz but it'll look dirtier 08:56 thexyz being unable to redefine operators is bad too 09:04 RealBadAngel i just replaced lualib.a with luajit, and got some error in serialization tests 09:05 RealBadAngel its safe to skip those tests? 09:06 RealBadAngel https://github.com/minetest/minetest/blob/master/builtin/serialize.lua#L200 09:06 RealBadAngel this line is the problem 09:07 thexyz just comment it out 09:10 RealBadAngel first impressions: no lag at start, with old lua i had 4-5fps at start then slowly it was raising 09:10 RealBadAngel now it is 50fps from the very start 09:11 RealBadAngel world is generating faster (moreores, technic worldgen, moretrees, plantib here) 09:14 RealBadAngel i need to compare now execution time of some technic routines 09:27 RealBadAngel well, it is several times faster at least 09:44 RealBadAngel maybe not several times, but way faster 09:50 RealBadAngel http://pastebin.com/B16s5um7 09:51 RealBadAngel comparision of Lua and LuaJit with search alorithms 09:51 RealBadAngel execution of search repeated 100x, measured 20 times 09:52 RealBadAngel end of story, luaJIT IS way faster 10:48 thexyz wtf 10:48 thexyz 100 nodes, run 100 times - 1s? 10:49 thexyz that's like 10^4 times slower than same in C i guess 10:50 celeron55 that text doesn't tell anything about what it's actually doing 10:50 thexyz hm, yes 10:50 thexyz i don't think it's that slow 10:50 celeron55 maybe it's depth of 100 in three dimensions, being 100^3? 8) can't know; RBA needs to tell 10:51 thexyz well, assuming he used dfs and knowing dfs is O(N) 10:56 RealBadAngel http://en.wikipedia.org/wiki/Breadth-first_search 10:57 RealBadAngel it is forced to identify and find 100 connected nodes 10:57 RealBadAngel and reapeat it 100 times in one abm call 11:02 thexyz looks more like O(n^3) then 11:03 thexyz so, 10^8 operations are done in ~1s which is fast 11:03 RealBadAngel screenshot of what it is doin on its way 11:05 RealBadAngel http://i.imgur.com/XitsGs4.jpg 11:05 celeron55 RealBadAngel: put a counter in it to count how many it actually checks 11:05 RealBadAngel starting from battery box, find all the wire nodes, and all connected to it devices 11:05 RealBadAngel store them in a table 11:06 RealBadAngel instead of 1 time per abm call i repeat it 100 times for measuring purposes 11:07 celeron55 so doing that thing takes 14 or 40ms 11:07 celeron55 quite reasonable 11:08 celeron55 do you have good ways of invalidating the cache? 11:10 RealBadAngel what do you mean exactly? 11:11 celeron55 i guess you only need to check the type of a modified node to know if you need to recalculate the cached wire network 11:11 RealBadAngel it is not cached, it is live 11:12 RealBadAngel table is created each time from scratch 11:12 RealBadAngel so if i connect 2nd batbox to it, break the circuit somwhere, it will create 2 separate circuits 11:13 celeron55 that'll be quite wasteful if you make a few times larger circuit 11:13 RealBadAngel no need to create such big circuits 11:13 RealBadAngel and 100 is hardcoded max of a graph 11:14 RealBadAngel something like mesecons losing signal after some distance 11:16 RealBadAngel thx to it it is recalculated each time, devices just works on plug in and circuit is responding live on player actions 11:17 RealBadAngel but back to measures, they show how much faster is luajit for such things 11:18 RealBadAngel when everythin to get more than twice as fast code is to replace one lib i think its worth it 11:26 thexyz yeah, but serialize is broken 11:27 thexyz or maybe escape sequences work differently 11:32 RealBadAngel its not broken 11:32 RealBadAngel stargates working just fine 11:32 RealBadAngel and they use serialize to store tables on disk 11:34 thexyz yes, i mean, something is wrong with escape sequences 11:34 thexyz i guess that's not important at all 11:34 RealBadAngel i googled something about using % instead of / 11:34 thexyz i wonder how should we include luajit 11:35 thexyz like a git submodule maybe? 11:35 RealBadAngel i just did it your way, compiled and renamed library to liblua.a 11:35 thexyz do they have public git repo? 11:35 thexyz that's great, but we need saner way to include it into minetesr 11:36 RealBadAngel http://luajit.org/download.html 11:38 thexyz good 11:46 RealBadAngel tested stargates a bit more, seems that serialize/deserialize workin just fine 11:54 thexyz yeah, that seems logical 11:59 RealBadAngel i tested all my code that is using serialize, no problems at all 12:02 RealBadAngel thexyz, btw if you want to test stargates: https://github.com/RealBadAngel/technic 12:02 RealBadAngel theyre almost finished 12:02 RealBadAngel need to add a few simple and easy pieces just 13:33 RealBadAngel hi hmmmm 13:34 RealBadAngel ive tested luajit and it is faster than lua 13:36 ecube it would be hard to switch to luajit 13:37 RealBadAngel not really 13:37 RealBadAngel im switchin now there and back by copying one file and linking binaries again 13:38 RealBadAngel ive compiled luajit and renamed the library to liblua.a 13:40 RealBadAngel https://github.com/minetest/minetest/blob/master/builtin/serialize.lua#L200 13:40 RealBadAngel only this line has to be fixed for luajit to work 14:21 celeron55 you should see what causes the problem on that line 14:32 RealBadAngel unittest_input = {escapechars="\n\r\t\v\\\"\'\[\]", noneuropean="θשׁ٩∂"} 14:32 RealBadAngel problem is \[ and \] 14:33 RealBadAngel brackets in general 14:34 RealBadAngel http://lua.2524044.n2.nabble.com/LuaJIT-2-0-0-beta9-and-Lua-5-1-4-different-behavior-td7175550.html 15:16 RealBadAngel celeron55, do we need that feature? 15:21 celeron55 ah so the \[\] thing are invalid escape sequences 15:21 celeron55 remove them from there 15:22 RealBadAngel i made it here, about replacing whole lua sources with luajit im not sure how to do that 15:23 RealBadAngel i compiled luajit in another directory and replaced compiled .a 15:41 celeron55 lol Taoki is just silly; first goes to make jumping harder, and then wants to bloat up everything with partial blocks in order to make moving less hard: http://forum.minetest.net/viewtopic.php?id=5072 15:41 celeron55 8D 15:41 * celeron55 does not approve 16:29 VanessaE I've been testing luajit per realbadangel's instructions. The speedup under minetest (e.g. with moretrees) is significant. 16:29 VanessaE it ain't the silver bullet, but it's definitely faster. 16:32 VanessaE my server now runs this luajit build for those who want to check that out. 16:36 Calinou *electricity company frowns at VanessaE* 16:36 VanessaE lol 16:57 khonkhortisan Hi RealBadAngel. Where did 6d facedir go? 16:57 RealBadAngel will be there this weekend 16:58 khonkhortisan okay 16:58 RealBadAngel i just finished workin on stargates, tested luajit 16:58 RealBadAngel now i can go back to 6d facedir 18:23 PilzAdam why do we have the movement and on_demand_item_visuals branch still hanging arround in minetest/minetest 18:50 rubenwardy can someone make me a cmakelists.txt that compiles main 18:50 rubenwardy meh 18:50 MiJyn compiles main? 18:50 MiJyn what do you mean? 18:50 rubenwardy can someone make me a cmakelists.txt that compiles src/main.cpp and outputs it to bin/game.exe? 18:51 rubenwardy sorry mis-enter 18:51 MiJyn uhhh, isn't this just the default cmakelists.txt 18:51 rubenwardy no, for enougher project 18:51 rubenwardy another 18:52 MiJyn (btw, I think this should be posted on #minetest-delta) 18:52 rubenwardy ok... 20:38 hmmmm ugh 20:39 hmmmm partial blocks would be tough to implement too, since you need to take direction into account for everything 20:41 hmmmm if he wants to do this, seriously, just freaking fork minetest.. you're basically changing the game 20:42 hmmmm as for the minetest.after thing, i'll merge that later, i still need to do some stuff such as pass out on the couch and eat dinner 20:46 Jordach hmmmm, tell that to Taoki 20:47 Taoki hmmmm: I don't think this would break the purpose of minetest. Slabs are basically half-voxels. It is true direction would need to be changed to do it fully, but IMO it's only needed for the ground 20:47 Taoki Either way it can be done as an optional mod. I don't think we should be afraid to add things MineCraft never had however 20:49 RealBadAngel hi all 20:50 hmmmm oh taoki you're mirceakitsune? 20:50 Taoki yep 20:50 Taoki RealBadAngel: Hi 20:50 hmmmm just curious, what email did you want on the credits page? 20:51 hmmmm i used your yahoo account but 20:51 hmmmm maybe there's something else that you'd want to be seen 20:51 RealBadAngel tryin to compile luajit together with minetest now 20:52 Taoki I guess any is ok. I think I'd prefer mirceakitsune@gmail.com though 20:54 RealBadAngel shit, no luck at all 20:54 RealBadAngel im not familiar with it 21:35 sapier1 https://github.com/minetest/minetest/pull/495 next try, I disabled metatable and raw access too 21:40 sapier1 And something completely different: https://github.com/minetest/minetest/pull/548 21:41 PilzAdam why do you change -O1 to -O0? 21:42 sapier1 oops I'll remove it ... -O1 is not debug friendly in my opinion but celeron wants it that way 21:43 RealBadAngel somebody here knows how to compile luajit together with minetest? 21:43 sapier1 currently this code might run on linux only (not because of features but because of timing calcultation) does anyone know how to get ns timings on windows? 21:43 sapier1 no but I assume luajit doesn't help that much 21:43 RealBadAngel ? 21:44 RealBadAngel its more as twice as fast comparing to lua 21:44 sapier1 no it may even be slower 21:44 RealBadAngel wanna bet? 21:44 RealBadAngel i do have luajit workin here 21:44 sapier1 I've even precompiled mobf 21:45 sapier1 it even slowed down mobf 21:45 RealBadAngel technic search algorithms works more twice as fast 21:45 RealBadAngel all is faster 21:45 sapier1 maybe that's a usecase where precombiling helps but this isn't true for everything 21:45 RealBadAngel join vanessae server, its workin on jit 21:46 sapier1 I believe it may help for some cases 21:46 RealBadAngel overall game performance is better 21:47 sapier1 that's not true in general 21:47 RealBadAngel idk what tests have you done to be slower :) 21:47 RealBadAngel it is 21:47 RealBadAngel i can see and measure it 21:47 sapier1 its true for some(many) cases but not ALL 21:47 sapier1 ok then plz remove all mods add mobf and measure again if this is true for mobf too I don't think so 21:47 RealBadAngel http://pastebin.com/B16s5um7 21:48 sapier1 as precompiled code should be even better 21:48 RealBadAngel its bfs repeated 100 times (technic batbox with 100 wire nodes) 21:49 sapier1 good god ... you take the worst thing to do in lua find out that in this scenario jit helps and guess it's helping for everything? 21:49 RealBadAngel worst scenario? 21:49 RealBadAngel i can see 60fps again 21:49 sapier1 search algorithms in lua ;-) 21:49 sapier1 is worst thing you can do 21:49 RealBadAngel because game is faster, mapgen stuff 21:50 sapier1 what about debugging jitted code? 21:50 sapier1 does it work? 21:51 RealBadAngel idk, im just testing it 21:51 RealBadAngel game works as usual but faster 21:51 sapier :-) I'd be glad if you succeed 21:52 sapier but searching in lua isn't worth any optimization 21:52 sapier you discovered yourself with treegen 21:52 sapier I just noticed same for pathfinding ... 30s lua 100 ms c++ 21:53 RealBadAngel but moving everythin to engine is also not an option 21:53 sapier true but maybe some generic search algorithms what exactly istechnic searching? 21:54 RealBadAngel its bfs with some additions 21:54 sapier bfs? 21:54 RealBadAngel http://en.wikipedia.org/wiki/Breadth-first_search 21:55 RealBadAngel im using 2 variants of this, 2nd with remembering parent vertice 21:56 sapier seams to be a simple binary search 21:56 RealBadAngel yes 21:57 sapier what exactly is technic doing with this? 21:57 RealBadAngel wireing 21:58 RealBadAngel 2nd is used to map connected tubes and get path for items travelling in them 21:58 sapier hmm what do you think about adding trees to api? 21:59 sapier nodes and linkage within core datastructures and each node has a configurable pointer to a lua object 22:00 RealBadAngel i want to add such things to core anyway 22:00 sapier if you do it plz do it in a very generic way 22:01 sapier so arbitrary search algorithms could be implemented on top of it 22:01 RealBadAngel but still, simply replacing lualib.a with libluajit.a and getting code working twice as fast... 22:01 sapier is only usefull if it doesn't make debugging impossible 22:02 RealBadAngel what kind of debugging? 22:02 RealBadAngel game works as usual 22:03 sapier debugging as of get usefull crash information if a mod crashes on a server running luajit 22:03 RealBadAngel it crashes usual way 22:03 RealBadAngel with all the reports 22:03 sapier ok that's been what I was wondering ;-) 22:03 RealBadAngel just try it for yourself 22:04 sapier how difficult is it to get luajit running? 22:04 RealBadAngel grab the sources, compile, take .a, rename it to liblua.a 22:04 RealBadAngel overwrite it on already compiled minetest sources 22:04 sapier I'll wait until you get it included ;-) 22:04 RealBadAngel erase executables 22:05 RealBadAngel and make again to force link with replaced lua lib 22:05 RealBadAngel takes 2 minutes to do that 22:05 RealBadAngel and you can switch to jit and back in no time 22:06 sapier last time I tried to do it that easy I gave up after a day ;-) maybe I downloaded wrong luajit version or whatever 22:06 RealBadAngel http://luajit.org/download/LuaJIT-2.0.1.tar.gz 22:06 RealBadAngel open, go to /src and make 22:07 RealBadAngel you will get libluajit.a 22:07 RealBadAngel rename it to liblua.a 22:08 RealBadAngel and overwrite the one in minetest /src/lua/build 22:11 RealBadAngel game is workin smoother, way faster with my usual set of mods. plantlife, moretrees, technic, mesecons, moreores etc 22:12 RealBadAngel i dont have lags on startup anymore (like a few fps freeze for half a minute) 22:13 sapier hmm sounds great 22:13 RealBadAngel VanessaE server is workin on jit for several hours already 22:13 sapier almost to great to be true ;-) 22:14 RealBadAngel just test it out 22:14 sapier I don't have time for comprehensive testing but I'll try 22:15 RealBadAngel ah, one more thing 22:15 RealBadAngel builtin/serialize.lua line#200 invalid escape chars have to be removed /[ and /] 22:16 RealBadAngel luajit doesnt allow them 22:17 RealBadAngel otherwise you will see debug in action ;) lol 22:17 sapier hmmm 22:17 sapier hopfully this won't make integration of security addons even more difficult 22:18 RealBadAngel luajit is workin as generic lua but faster 22:18 RealBadAngel those you were afraid of were precompiled binaries 22:19 sapier you just told an exapmle where it doesn't work as generic lua 22:19 sapier yes precompiled binarys are a big problem too 22:20 RealBadAngel also luajit comes with bitwise library 22:21 sapier still I'm close to giving up adding security as there is next to noone supporting it 22:22 RealBadAngel some1 will in the future 22:22 sapier yes once something very bad happened 22:22 RealBadAngel i made backgrounds for formspec and first mods using this popped up half a year later ;) 22:23 RealBadAngel now even minetest-game uses them lol 22:23 sapier but it was added ;-P and formspecs got only really usefull after they could be shown by lua function call ;-) 22:24 RealBadAngel yeah 22:24 RealBadAngel stargates are using that too 22:25 jin_xi RealBadAngel: multimaterial turtle stuff: http://i.imgur.com/LbcIJj6.png 22:26 RealBadAngel saw the picture already, looks great :) 22:26 sapier what exactly do did you mean with the escape sequences? 22:26 RealBadAngel hold on 22:27 RealBadAngel unittest_input = {escapechars="\n\r\t\v\\\"\'", noneuropean="θשׁ٩∂"} 22:27 jin_xi i'm now using lua to generate turtle programs. its nice being lua and all, but i dont know how to randomize stuff this way 22:27 sapier and how to fix it? 22:27 RealBadAngel libjua is just more strict 22:27 RealBadAngel its not a bug 22:28 sapier how to fix it? 22:28 jin_xi can lua stuff run when map is generated? 22:28 RealBadAngel what for do you need such escape chars? 22:28 sapier on_generated 22:29 * jin_xi checks 22:29 RealBadAngel if you want them use % instead of / 22:29 RealBadAngel i mean \ 22:29 sapier for formspecs maybe? 22:30 RealBadAngel so use % 22:32 RealBadAngel %93 will give you [ 22:32 RealBadAngel lua was just ignoring \ 22:32 RealBadAngel luajit says it is invalid escapechar 22:33 sapier if it didn't work before it's no problem but I'm not sure about that 22:33 RealBadAngel i dont think its a problem at all 22:34 sapier anything that did work before and is not working now is a problem ;-) 22:34 RealBadAngel only thing not workin is just this test line 22:34 RealBadAngel copied and brougth to minetest from some strange place 22:35 RealBadAngel it is not minetest code at all 22:35 RealBadAngel and even not a part of the original serialize.lua file 22:35 sapier as I said if it didn't work before either it's no problem ;-) 22:36 RealBadAngel some1 merged to minetest modified version of it 22:36 RealBadAngel which can be also found on net 22:36 RealBadAngel googled for this today 22:39 RealBadAngel anyway, im not familiar with cmake files 22:39 RealBadAngel some1 will have to do that 22:41 sapier ok seams to work at least it didn't crash on trying 22:42 RealBadAngel i havent noticed any crash related to change yet 22:45 RealBadAngel now you can test it 22:46 sapier currently i wonder why i don't have minetest.settings_save ... hmm 22:47 RealBadAngel i got an idea 22:47 RealBadAngel lemme try it :) 22:47 sapier thought this was merged some time ago but can't find it anymore 22:58 sapier ahhh found the function 23:04 RealBadAngel better test luajit ;) 23:05 sapier I don't have any performance problems I fixed it by doing things a more smart way ;-) 23:07 RealBadAngel for lower end machines such performance gain is huuuge 23:08 RealBadAngel im testing now more generic stuff 23:08 RealBadAngel wonder bout the results 23:17 hmmmm ugh again for the 1000th time, it's definitely worth adding in luajit, it really does help, people should be able to actually do things in lua without a helper API in the core 23:17 hmmmm besides, let's suppose it didn't help for most things: still, why would you not use luajit? 23:18 sapier can someone plz start a consistent project development guidline? about 6 months ago when I suggested adding luajit the suggestion was taken down by everyone 23:18 sapier still if it helps and doesn't break anythin I support adding it 23:20 RealBadAngel with generic stuff luajit and lua are equal 23:20 sapier this is a limitation again is it equal or not 23:21 sapier wait lets be precise ... do you know of any limitations? 23:21 RealBadAngel http://pastebin.com/6zzUCwas 23:21 RealBadAngel timings and testcode 23:22 sapier ok you're talking about performance atm 23:22 jin_xi 23:22 jin_xi . 23:23 jin_xi oops 23:23 hmmmm 23:23 hmmmm , 23:23 RealBadAngel with lotsa operation on tables it is definitely faster 23:23 sapier ; 23:23 hmmmm sapier, you mean like what i'm doing? 23:23 hmmmm :3 23:24 jin_xi its my cat rubbing her head at the side of the keyboard with numberblock 23:24 sapier not exactly I want to know where minetest is heading to ... 1.5 years ago everything needed to be moved to lua 23:24 hmmmm 6 months ago somebody else was in charge and they apparently liked Lua to be weak 23:24 sapier 0.5 years ago everyone started adding everything to core 23:24 sapier and now it seems to move back to lua again 23:24 hmmmm well 23:24 sapier at least thats my ipression 23:24 RealBadAngel not really 23:25 RealBadAngel some thing definitely have to be made in core 23:25 RealBadAngel like common algorithms 23:25 hmmmm don't want to move 'everything' to lua like people wanted, things that are necessary are still made in the core, but we want people to be able to actually use lua without having to add things to the core 23:25 hmmmm because otherwise you'd just have to add a new feature to the core every time you want to do something interesting with a mod 23:26 RealBadAngel find node near is example of core thingy 23:26 hmmmm at which point you'd be wondering why you don't just have the whole thing in the core 23:26 RealBadAngel find all connected nodes can be another 23:26 sapier I think I may have a very good testcase for lua <-> luajit <-> core dijkstra pathfinding is a very heavy operation containing lua<->c interaction as well as array operations 23:26 sapier and I have same code in lua and c++ almost ready 23:26 sapier I'll do some tests 23:27 RealBadAngel i do have trees in lua and core 23:27 RealBadAngel theres nothing to compare 23:27 hmmmm the pathfinding algorithm is a good candidate for the core, but not *everything* needs to be in the core 23:27 RealBadAngel blink or 30s 23:27 sapier pathfinding can only be done in core at all ... first measurements gave 10s for small paths in lua 23:27 sapier in core it's < 10ms 23:28 RealBadAngel finite water was another example 23:29 RealBadAngel now lets wait for some1 makin shaders in lua ;) 23:30 hmmmm pffff speaking of shading 23:31 hmmmm i think i'm dumping the pseudo-ray-tracing algorithm for lighting calculations i made 23:31 sapier btw as there are lots of core developers in here, what do you think about the idea making lua thread safe? 23:31 hmmmm it's tough 23:31 hmmmm you need to fix a lot of other things first 23:32 sapier yes it can't be done at once but it's not as big as you may think 23:32 RealBadAngel http://www.youtube.com/watch?v=uDiJyRTPF7g 23:32 RealBadAngel make something like this 23:32 hmmmm you need to be envlocked and conlocked while doing lua anything, so we'd be well into one of the main TODOs 23:32 sapier no you don't 23:33 hmmmm to call any of the lua apis you do 23:33 sapier fore some operations you need env for others con lock 23:33 hmmmm yeah but you don't know which ones need con and env 23:33 sapier and of course there may not be multiple threads working on lua stack same time 23:34 hmmmm if you're considering locking what's needed in every single api.... just try it and see how well that works 23:34 sapier yes but you may not need to know callbacks are done using scriptapi* functions 23:34 sapier those calling this already have lock (at least those examples I looked at) 23:35 sapier hmm locking what is needed only is the only way to gain reall performance benefit of multicore architectures 23:35 hmmmm well, try it :) 23:36 hmmmm if it works out, that's awesome and we win 23:36 hmmmm i'm just saying it's going to be a lot tougher than you think 23:36 sapier It's not a task to be done at once 23:36 sapier my suggestion is as started in the pull request separating lua from core more than it is atm 23:37 RealBadAngel if everything would be easy, it wont bring any satisfaction when done 23:37 sapier so those places where someone requires lua stack the stack will be locked 23:37 sapier and freed as soon as possible 23:38 RealBadAngel hmmmm, and what do you think about luajit stuff? 23:38 sapier this will help e.g. jeijas download modification too as he doesn't need to busy wait or lock stack forever 23:39 hmmmm realbadangel, what do you think? i wrote "we should use luajit" in the todo list 23:39 hmmmm lol 23:40 RealBadAngel so it works 23:40 RealBadAngel whos able to change cmake files then? :) 23:40 sapier I assume noone did find anything bad by now 23:40 sapier It's always the one asking ;-) 23:41 RealBadAngel idk nothin bout cmake and compiling for different env 23:42 sapier I only can add or remove files ;-) not enough for completely adding cmake support 23:43 RealBadAngel i found luajit distro with cmake files, but it started to make unecesary objects in /bin like minilua etc 23:44 RealBadAngel https://github.com/LuaDist/luajit 23:52 RealBadAngel thexyz, will you be able to do that? 23:54 RealBadAngel VanessaE's server already runnin jit for 7hrs28min ;) 23:55 sapier by the way does anyone have an idea what to do with a pathfinding algorithm? 23:55 hmmmm what to do with it?? 23:55 hmmmm what do you mean 23:56 RealBadAngel write? 23:56 sapier I've written it because I thought I could do something with it but now I see I have not even a real testcase 23:57 RealBadAngel beacause of jit? 23:57 hmmmm what? of course, there are mobs 23:57 sapier no completely unrelated ... just to get a list of points representing waypoints between two positions isn't quite a usefull feature 23:57 hmmmm mobs? 23:57 sapier normal mobs don't need pathfinding 23:58 sapier maybe guard mobs could use it but even here it's not really important 23:58 RealBadAngel items in tubes need 23:58 hmmmm shrug 23:58 RealBadAngel electricity, mesecons 23:58 sapier pathfinding does only work on loaded blocks that's quite a limitation 23:58 sapier doesn't work 23:58 sapier pathfinding finds ways in world not in graphs 23:59 RealBadAngel ofc it works only on loaded ones 23:59 RealBadAngel way is a graph 23:59 sapier not exactly 23:59 sapier world is a special case