Time |
Nick |
Message |
00:09 |
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dexter0 joined #minetest-dev |
00:58 |
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dexter0 joined #minetest-dev |
01:16 |
Exio |
https://github.com/minetest/minetest/pull/754 |
01:16 |
Exio |
"added" utf-8 support to the console |
01:17 |
Exio |
it is working for me, can anyone try it? |
01:47 |
kaeza |
Exio, so you can type unicode chars with that? |
01:47 |
Exio |
you can already type unicode chars in the "chat window" (T or /) |
01:48 |
Exio |
with freetype enabled; with that change you can type unicode chars in the console with and without freetype enabled |
01:48 |
kaeza |
ah |
01:48 |
Exio |
(for what i've checked locally, but i need testers) |
01:48 |
* Exio |
stares at kaeza |
02:10 |
VanessaE_ |
Is there any (easy) way to iterate through a map and delete certain items from all chests, inventories, etc. found therein? |
02:23 |
Exio |
is it "losses" or "loses"? |
02:23 |
Exio |
"Close console when it <> focus but is still on screen" |
02:24 |
VanessaE |
loses. |
02:24 |
VanessaE |
losses = a count of things you have lost. |
02:24 |
VanessaE |
loses = to misplace something |
02:24 |
VanessaE |
looses = to make something not tight |
02:50 |
ShadowNinja |
loosens? |
02:56 |
VanessaE |
er, yeah |
02:56 |
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02:56 |
VanessaE |
don't mind me, I'm tired :) |
02:57 |
Anchakor |
VanessaE: your client eats ~5.5GB? |
02:57 |
VanessaE |
yep, due to my using HDX 512px. |
02:57 |
Anchakor |
even considering that, it's crazy :) |
02:57 |
VanessaE |
my server has close to 4000 defined nodes and the texture pack has well over 4000 images. Do the math :) |
02:58 |
Anchakor |
and the textures are stored in memory as uncompressed bitmaps? :) |
02:58 |
VanessaE |
I assume so actually. |
02:58 |
VanessaE |
(they are mostly JPG, with PNG used where alpha is needed) |
02:58 |
ShadowNinja |
6 sides times 4000 times size... |
02:59 |
Anchakor |
wrong math ShadowNinja |
02:59 |
Anchakor |
rendering 6 sides != stored 6x in memory |
03:00 |
Exio |
some nodes have more than 2 textures per "node" |
03:00 |
ShadowNinja |
Anchakor: Each side having a different texture. |
03:01 |
Anchakor |
ok |
03:01 |
ShadowNinja |
Although the actual count would be much lower. |
03:04 |
VanessaE |
I assume a large part of the memory used is for the extruded meshes (for wield) |
03:10 |
VanessaE |
(insert random whine-piss-moan routine about that particular chunk of code ;) ) |
03:11 |
Anchakor |
I would prefer a simple sprite instead of extruded sword etc. |
03:11 |
VanessaE |
as would I |
03:12 |
VanessaE |
at least, if the image is bigger than some reasonable size (maybe 64px), it should be drawn flat |
03:12 |
ShadowNinja |
VanessaE: Or just fix the code... |
03:15 |
VanessaE |
`that would help, but I have to wonder how much of it can be "fixed" |
03:15 |
VanessaE |
I do know of one huge bottleneck, but no idea how to fix it |
03:16 |
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03:17 |
kahrl |
I tried the sprite before I wrote the extruder, it looked really crappy |
03:18 |
VanessaE |
the closer an image is to having half of its pixels transparent and half opaque, the slower the extrude routine is. |
03:18 |
VanessaE |
ah, so you're the one to blame ;) |
03:19 |
VanessaE |
maybe try my suggestion of only extruding if the texture size is less than 64px or so |
03:19 |
VanessaE |
(that way default users see no change) |
03:19 |
kahrl |
git already blames me for that particular code |
03:19 |
VanessaE |
then one can simply perform their own extrude-and-render on their images and actually store them that way |
03:20 |
VanessaE |
it's fake, but it can be made to look good with some effort, I'm sure |
03:20 |
VanessaE |
or better yet, |
03:20 |
VanessaE |
cache the extruded models |
03:20 |
VanessaE |
instead of just the images used to generate them |
03:21 |
kahrl |
so you mean checking for <wieldimage>.x and loading that as the wieldmesh? |
03:21 |
kahrl |
or how |
03:22 |
VanessaE |
mmm, well yeah something like that |
03:22 |
VanessaE |
surely it's faster to just reload a cached mesh than it is to extrude every time it's needed. |
03:22 |
Anchakor |
nothing like running a profiler |
03:23 |
kahrl |
could be a waste of hardware space in the default case |
03:23 |
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03:23 |
VanessaE |
meh, storage is cheap |
03:23 |
VanessaE |
what's the worst case, 10 GB of disk for a really detailed setup with meshes from several servers? |
03:24 |
kahrl |
10 GB just for a cache is too much for sure |
03:24 |
VanessaE |
pehaps |
03:24 |
VanessaE |
perhaps |
03:25 |
VanessaE |
but fast startup is worth spending a few gigs of disk space. |
03:25 |
Anchakor |
if it takes more then 100MB it is too much |
03:25 |
VanessaE |
especially if it allows one to eliminate that damn render-on-demand feature entirely. |
03:27 |
VanessaE |
ultimately, let the user decide if they want to cache the models |
03:29 |
kahrl |
or just optimize the routine to make it as fast as loading a model from disk |
03:29 |
VanessaE |
perhaps |
03:29 |
VanessaE |
but the question then is, *can* it be optimized? |
03:29 |
kaeza |
well, I could see an use for non-extruded sprites |
03:29 |
kahrl |
I'm sure it can be optimized |
03:29 |
kaeza |
better quality wielditems |
03:29 |
kahrl |
I spent literally zero time on that when I wrote it |
03:30 |
VanessaE |
lemme rephrase that - can it be optimized to be as fast as you predict? |
03:30 |
kahrl |
I don't know |
03:30 |
VanessaE |
(my system, fwiw, can load data at 220 MB/sec, and that's slow as SSD's go) |
03:30 |
Anchakor |
what about custom wieldmeshes? |
03:30 |
kaeza |
you just pre-render some 3d model, and you have a better looking wielditem than an extruded thing |
03:30 |
kaeza |
Anchakor, +1 |
03:30 |
Anchakor |
like a real proper sword mesh |
03:31 |
VanessaE |
Anchakor: you mean a completely custom model? |
03:31 |
VanessaE |
hrm |
03:31 |
Anchakor |
yep |
03:35 |
ShadowNinja |
That makes making a nice looking weildable item a lot harder. |
03:36 |
VanessaE |
well it could surely be optinal |
03:36 |
VanessaE |
optional* |
03:36 |
NakedFury |
a sword model that looks like an extruded texture if you want to stay classical |
03:37 |
ShadowNinja |
...And takes up more space. |
03:37 |
VanessaE |
again, let the user decide, via checkboxes or config file options, whether to have those things at all |
03:38 |
NakedFury |
yes |
03:38 |
VanessaE |
(texture pack support aside) |
03:39 |
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03:39 |
VanessaE |
kaeza: done yet? ;) |
03:39 |
VanessaE |
kahrl: ^^ |
03:40 |
VanessaE |
stupid tab complete - do what I am thinking, damn it :) |
03:41 |
kahrl |
this would also solve the problem of how to make the wieldmesh of a craftitem or tool something other than an extruded sprite |
03:42 |
VanessaE |
well that's easily done by setting the wield_scale Z coord to 1 (or 0, whichever it was) |
03:42 |
VanessaE |
doesn't keep the code from running though |
03:43 |
VanessaE |
wscale = {x=1,y=1,z=1} |
03:43 |
VanessaE |
makes it look like a flat sprite |
03:43 |
VanessaE |
er, make that wscale = {x=1,y=1,z=0.01} |
03:44 |
Anchakor |
yeah, have option for extruded meshes: { disabled, enabled, override } (override using extruded even when custom one exists) |
03:44 |
Anchakor |
VanessaE: that doesn't optimize anything though :) |
03:44 |
VanessaE |
I know |
03:46 |
kahrl |
I would say no config option, just look for wield_<itemname>.x or whatever |
03:46 |
kahrl |
and tell mod authors to not provide custom models by default unless absolutely necessary |
03:46 |
VanessaE |
so the user would need to delete whatever .x files they don't want to use then |
03:46 |
kahrl |
texture packs can provide them if the user wants |
03:47 |
VanessaE |
HDX will continue to be just (a shitload of) images, since I'm too lazy to learn blender :) |
03:47 |
Anchakor |
kaeza: the options is needed at least to disable extrusion on old system and to just use the flat sprite |
03:47 |
Anchakor |
kahrl: ^ |
03:47 |
diemartin |
:) |
03:47 |
VanessaE |
lol |
03:47 |
kahrl |
hmm |
03:47 |
Anchakor |
sorry diemartin :) |
03:48 |
kahrl |
old systems use 16x16 textures, is extrusion really a problem in that case? |
03:48 |
Anchakor |
well it is a matter of taste if the extrusion is nice and it takes system resources... |
03:48 |
VanessaE |
kahrl: not *too* much of a problem, but with lots and lots of textures, the extrude time does still add up |
03:48 |
Anchakor |
a simple disable option shouldn't be a problem to have |
03:49 |
VanessaE |
so optimize first, and provide a disable option at the same time. |
03:49 |
VanessaE |
c55's idea originally was to render wield items as flat sprites, and cubes/models as full models |
03:49 |
kahrl |
the problem with giving the option is that every time you make a small adjustment to the camera code, you need to check it without extrusion to see if it still looks good |
03:49 |
VanessaE |
yeah, but is that really so hard? |
03:50 |
kahrl |
there are already too many combinations of options to test |
03:50 |
VanessaE |
true |
03:50 |
Anchakor |
if it looks bad people would complain |
03:50 |
VanessaE |
at that point you have to rely on users to report bugs (HAH!) |
03:50 |
Anchakor |
test the intended default |
03:52 |
kahrl |
perhaps just make it skip the extrusion code if wield_scale.z = 0 |
03:52 |
VanessaE |
naw |
03:52 |
VanessaE |
that would require too much cooperation from all the mod authors |
03:52 |
kahrl |
that way it makes it clear that this configuration is not really supported |
03:52 |
kahrl |
and you could change the defaults, can't you? |
03:53 |
VanessaE |
wscale is set on a per-node basis |
03:53 |
VanessaE |
(per item, etc) |
03:53 |
Anchakor |
wait, this option to disable the extrusion should be for user, not the mod maker |
03:53 |
VanessaE |
so yeah, the user should be the one to decide, not just the mod author |
03:54 |
VanessaE |
now, if the mod author sets wscale.z=0 then sure, skip the extrusion code anyway |
03:54 |
VanessaE |
but if the user says "I don't want extruded textures regardless", then wscale.z should be ignored. |
03:54 |
kahrl |
set it in minetest.{node,tool,craftitem}def_default |
03:55 |
Anchakor |
VanessaE: exactly |
03:56 |
VanessaE |
(or rather, forced to 0 no matter what the mod says) |
03:56 |
VanessaE |
now, how do we allow for a texture pack author to tell the engine "don't ever extrude these foo, bar, baz, ... textures" ? |
03:57 |
VanessaE |
(e.g. if the textures are pre-rendered images rather than models) |
03:57 |
kahrl |
this is all getting too complicated for my tastes :P |
03:57 |
VanessaE |
heh |
03:58 |
VanessaE |
ok, then let's just make it simple: a checkbox that enables texture extrusion (enabled by default) |
03:58 |
VanessaE |
if unchecked, never run the extrude code |
03:59 |
kahrl |
I wouldn't expose it in the GUI |
03:59 |
kahrl |
as it makes the HUD look really crappy in many people's eyes |
03:59 |
VanessaE |
well maybe so |
03:59 |
Anchakor |
make an "advanced" config window |
03:59 |
VanessaE |
ok, so a config option at any rate. |
04:00 |
Anchakor |
I know more people who favour many many config options then those who don't :) |
04:00 |
kahrl |
as long as these people don't complain when their particular combination doesn't work ;) |
04:00 |
VanessaE |
heh |
04:00 |
VanessaE |
fine by me :) |
04:01 |
VanessaE |
put a disclaimer somewhere, "Weird, stupid combinations are not supported, and you're an idiot for even trying." |
04:01 |
VanessaE |
:D |
04:07 |
* diemartin |
runs with non-smooth lights, opaque water, flat clouds, and non-fancy leaves |
04:07 |
VanessaE |
smooth lighting, there's another major issue |
04:07 |
VanessaE |
if it ain't a cube, it ain't smoothly lit |
04:07 |
diemartin |
exactly |
04:07 |
diemartin |
that's why I don't like them |
04:08 |
VanessaE |
which looks horrible across large swaths of slabs, flat sign/rail-like nodes, etc. |
04:08 |
diemartin |
(and because it gives more the feel of a blocky world without them) |
04:09 |
VanessaE |
https://github.com/minetest/minetest/issues/104 |
04:11 |
kahrl |
now that the engine supports shaders, maybe they can be used to emulate extruded meshes? |
04:11 |
kahrl |
without actually requiring to generate the meshes on the CPU |
04:12 |
VanessaE |
there, fixed thebroken screenshot in that report. |
04:12 |
VanessaE |
is that possible? |
04:13 |
kahrl |
it doesn't seem easy, maybe impossible, but I've seen people do funky stuff with shaders |
04:13 |
Anchakor |
I don't think you can do that without geometry shaders |
04:13 |
VanessaE |
hm |
04:13 |
Anchakor |
which are very new thing |
04:14 |
VanessaE |
probably better to not use shaders for that, at least not yet |
04:14 |
Anchakor |
introduced in Direct3D 10 and OpenGL 3.2 |
04:14 |
kahrl |
and geometry shaders are "not designed for large-scale amplification of vertex data" |
04:14 |
kahrl |
so tesselation shaders would be more appropriate I guess? |
04:14 |
kahrl |
and irrlicht doesn't even support those |
04:16 |
kahrl |
but maybe a fragment shader could somehow look for the appropriate pixel in the base texture |
04:17 |
Anchakor |
and do what with it? |
04:17 |
Anchakor |
if it would just blur it to the left-right that would look weird |
04:17 |
VanessaE |
if we were to do this with shaders, we would *definitely* need options to disable/enable individual shader routines |
04:17 |
Anchakor |
esp when swinging |
04:18 |
kahrl |
Anchakor: make it look the same the current meshes. Not sure if that's possible, probably not |
04:19 |
kahrl |
VanessaE: why? |
04:19 |
VanessaE |
kahrl: so that you don't have to have, say, the bumpmap shader (RBA's fork) just to have the 3d extrude or the brighter-on-top shaders |
04:20 |
kahrl |
of course, but that's for when the bumpmap shader is merged |
04:20 |
VanessaE |
e.g. so the user can find a good balance between what they want to see and what their video card can actually do |
04:20 |
VanessaE |
yes, of course |
04:20 |
VanessaE |
just thinking ahead is all. |
04:22 |
kahrl |
another option for high-resolution textures would be to use marching squares instead of looking at every pixel |
04:23 |
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04:23 |
diemartin |
weren't the ugly shadows-out-of-nowhere fixed already? |
04:23 |
VanessaE |
*looks up marching squares* |
04:35 |
VanessaE |
*whoosh* |
04:39 |
ShadowNinja |
So it finds the outline? |
04:40 |
VanessaE |
that's what I first thought, but I must be too tired to really understand it |
04:43 |
Anchakor |
it's a way to remove jagged edges resulting from pixels being square :) |
04:44 |
kahrl |
http://www.cs.uni-paderborn.de/fileadmin/Informatik/AG-Domik/medicine/Real-Time_Marching_Cubes_on_the_Vertex_Shader__EG_2005_.pdf |
04:44 |
kahrl |
if they can do marching cubes then marching squares should be possible, no? |
04:46 |
VanessaE |
possibly |
04:55 |
diemartin |
ZOMG http://forum.minetest.net/viewtopic.php?pid=93383#p93383 |
04:55 |
diemartin |
wrong chan |
04:55 |
diemartin |
sorry |
04:55 |
VanessaE |
neat |
04:59 |
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06:29 |
VanessaE |
bbl |
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12:08 |
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12:15 |
proller |
<VanessaE_> can someone please PLEASE fix the horrible CPU usage of the liquid flowing code? -- for finite or old code? |
12:17 |
VanessaE |
fr the old code. |
12:17 |
VanessaE |
for* |
12:18 |
VanessaE |
I don't use finite liquids, not sure how those would have behaved in the same situation |
12:19 |
celeron55 |
so what was the situation? |
12:20 |
VanessaE |
celeron55: large (say 20x20 block) lava/water fountains lag the server to the point of requiring me to temporarily comment-out the node defs in default/nodes.lua just so that I could edit them out of the map |
12:21 |
VanessaE |
(they got to that size because of that bug where flowing liquids spread out on the "surface" of not-yet-generated/loaded blocks) |
12:21 |
VanessaE |
s/20x20 block/20x20 node/ |
12:21 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2006042013%20-%2008:11:11%20PM.png |
12:22 |
VanessaE |
this started out as one each of lava and water source nodes at the top of a tower |
12:22 |
celeron55 |
lol, that's slightly larger than anyone could imagine a fountain to be |
12:22 |
VanessaE |
I know, but because of the CPU usage of such a structure, it makes for an effective griefing vector :-/ |
12:22 |
VanessaE |
(or I should say, a DoS attack basically) |
12:22 |
celeron55 |
is the water actually moving or is it just staying still and jamming the server? |
12:22 |
VanessaE |
it was moving. |
12:22 |
VanessaE |
as was the lava |
12:22 |
VanessaE |
for a while anyway |
12:23 |
celeron55 |
how is memory consumption? |
12:23 |
VanessaE |
then the server would lag out and eventually just crash (no error) |
12:23 |
VanessaE |
couple hundred megs I think, nothing spectactular. |
12:23 |
VanessaE |
spectacular( |
12:23 |
celeron55 |
but does it eat up more and more? |
12:23 |
VanessaE |
not that I noticed, but it didn't stay up long enough between tries for it to use up much if it could have |
12:25 |
celeron55 |
you should run the server in gdb and break it once it lags because of that and get a backtrace (continue it a few times and repeat) |
12:25 |
VanessaE |
I may try later |
12:25 |
celeron55 |
a full backtrace so that it has a chance of containing loop variables and such |
12:25 |
proller |
VanessaE, in finite - spreading fixed |
12:25 |
VanessaE |
but that ^^^^ structure was enough to make the server simply use 100% CPU for as long as the structure existed. |
12:26 |
proller |
lag because old code process 10k blocks per cycle |
12:26 |
proller |
finite only 1k |
12:27 |
VanessaE |
a cycle is...how long? |
12:27 |
celeron55 |
a single update cycle; when i last checked it was 1s |
12:27 |
VanessaE |
eek |
12:27 |
celeron55 |
that's not really much but i guess the algorithm is quite heavy then |
12:28 |
celeron55 |
inb4 hmmmm gets sidetracked to optimize it |
12:28 |
VanessaE |
lol |
12:28 |
VanessaE |
actually this is one I might expect kahrl to attack :) |
12:29 |
proller |
i think finite + falling water will fix 90% of lag |
12:30 |
VanessaE |
possibly, but the way my server is arranged and used, finite liquids would be problematic (nothing you guys need to worry about though) |
12:32 |
VanessaE |
what might be a good idea is a limit to how far liquids can fall from a source node |
12:33 |
VanessaE |
maybe 48 nodes/three mapblocks or something else |
12:35 |
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12:35 |
VanessaE |
well that wouldn't help actually, someone will just place more sources to get around that |
12:35 |
PilzAdam |
does anyone else experience problems with buttons in formspecs? I currently have the problem that one button is not clickable in 800x600, but it works fine in 1920x1080 |
12:35 |
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12:36 |
VanessaE |
PilzAdam: I had that same issue with Unified Inventory at one time |
12:36 |
proller |
VanessaE, counting distance is expensive |
12:36 |
VanessaE |
not sure if it still persists. |
12:36 |
PilzAdam |
any proper way to fix it? |
12:36 |
VanessaE |
proller: hence my abandoning that idea |
12:37 |
kaeza |
PilzAdam, maybe related to chat blocking formspecs? |
12:37 |
PilzAdam |
kaeza, nope |
12:38 |
VanessaE |
proller: maybe a dynamic CPU limiter (vary the number of node updates per cycle based on overall server CPU load) |
12:39 |
proller |
good idea, but based on idle between cycles |
12:39 |
VanessaE |
hm, indeed the buttons issue still exists in Unified Inventory, just checked. |
12:39 |
celeron55 |
but how does one limit it? |
12:39 |
celeron55 |
it doesn't make sense to limit it to other than just under 100% |
12:40 |
VanessaE |
PilzAdam, kaeza actually if there is chat text overlaying the formspec, even if the buttons you click aren't obscured, they still can't be clicked. |
12:40 |
kaeza |
yep |
12:40 |
VanessaE |
celeron55: the problem is that you don't want to allow for a high enough limit that the server spends all its time doing nothing else but the liquid flowing |
12:41 |
celeron55 |
yes, so it should just be able to throttle it in order to fully continue doing more important stuff |
12:41 |
VanessaE |
right |
12:41 |
VanessaE |
that's what I'm suggesting |
12:41 |
celeron55 |
a simple version of such is used for ABMs |
12:41 |
VanessaE |
but with a hard limit (perhaps configurable) |
12:42 |
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12:49 |
VanessaE |
the problem of entities being duplicated needs fixed before 0.4.7 if at all possible |
12:50 |
celeron55 |
it was attempted to be fixed, IIRC |
12:50 |
celeron55 |
by sapier |
12:51 |
VanessaE |
I guess the attempt wasn't entirely successful :) |
13:00 |
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PilzAdam |
celeron55, it was a possible side effect of sapier's patch to fix duplication |
13:41 |
PilzAdam |
but it seems it doesnt fix it |
13:41 |
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18:58 |
kahrl |
hey everyone |
18:58 |
PilzAdam |
hey |
18:58 |
kahrl |
is there anything big left that needs to be done for 0.4.7? |
19:00 |
kahrl |
(I'd have liked to fixed the mesh update thread bug but it doesn't seem like a way to reproduce it will be found in time) |
19:01 |
Exio |
and my bugfix for the console? |
19:01 |
Exio |
not big but :P |
19:01 |
kahrl |
#756? |
19:01 |
Exio |
yep |
19:02 |
kahrl |
I will test it |
19:02 |
Exio |
kk |
19:02 |
kahrl |
one question that was going through my mind was whether it is a good idea to take the focus away from under the user |
19:03 |
Exio |
"from under"? |
19:03 |
kahrl |
like right now a mod can essentially prevent a user from using the console |
19:03 |
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19:03 |
kahrl |
but a mod can also prevent a user from moving around and stuff by showing formspec, so it's not really something unique |
19:04 |
PilzAdam |
mods can annoy in many ways |
19:04 |
PilzAdam |
its not really possible to turn that off |
19:04 |
PilzAdam |
so just let users remove the mod if they are annoyed by its behaviour |
19:05 |
kahrl |
does a formspec overtake the pause menu when shown? |
19:05 |
kahrl |
of all the menus I'd say that one should not be overridable |
19:05 |
Exio |
i don't know; but i guess it is possible |
19:06 |
Exio |
like with the console |
19:06 |
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19:09 |
kahrl |
#756 seems to work fine |
19:09 |
Exio |
PilzAdam: may you try it? :P |
19:09 |
PilzAdam |
I trust you that it works ;-) |
19:10 |
kahrl |
huh, weird thing when a formspec is shown above the pause menu, after you press esc to go back to the pause menu it won't take another esc (although clicking 'Continue' works) |
19:13 |
kahrl |
I'll merge #756 then |
19:14 |
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19:17 |
kahrl |
what about #754? I can't test that one because I build without freetype |
19:18 |
PilzAdam |
Ill test it |
19:19 |
PilzAdam |
kahrl, you can test it with ä |
19:20 |
PilzAdam |
yep, works with ö, ä and ü |
19:20 |
PilzAdam |
should I merge it? |
19:20 |
PilzAdam |
(these dont work without the patch) |
19:21 |
Exio |
i need someone with irrlicht 1.7.x to try |
19:22 |
kahrl |
also it seems like one of the things that must be tested on all platforms |
19:22 |
* PilzAdam |
has Irrlicht 1.7.3 |
19:22 |
PilzAdam |
I can test a win build in wine |
19:22 |
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19:25 |
PilzAdam |
it doesnt work in wine |
19:25 |
Exio |
what irrlicht version? |
19:25 |
PilzAdam |
1.7.2 |
19:25 |
PilzAdam |
"ä" is just "_" |
19:26 |
Exio |
ok, so it doesn't seem to work with anything older than 1.8 |
19:26 |
PilzAdam |
1.7.3 on Linux works |
19:27 |
Exio |
hm k |
19:27 |
Exio |
with 1.7.2 it didn't work (kaeza's ubuntu( |
19:27 |
Exio |
) * |
19:31 |
kahrl |
I'm inclined to wait until after 0.4.7 for that one |
19:31 |
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19:32 |
kahrl |
huh, when did that break |
19:32 |
kahrl |
I remember umlauts used to work for me |
19:32 |
kahrl |
unless I'm misremembering |
19:32 |
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19:35 |
PilzAdam |
kahrl, they work in the normal chat dialog |
19:35 |
kahrl |
I can confirm that the patch fixes ä, ö, ü (irrlicht 1.8) |
19:35 |
kahrl |
PilzAdam: I thought they used to work in the console |
19:36 |
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19:37 |
sfan5 |
Well... Is "Add SHA1 interface to ScriptApi" #753 going to get merged? |
19:37 |
sfan5 |
anyone disagree with it? |
19:38 |
kahrl |
PilzAdam: is it broken without the patch with irrlicht 1.7.2? |
19:38 |
kahrl |
sfan5: feature freeze disagrees with it |
19:38 |
sfan5 |
:/ |
19:39 |
sfan5 |
since when is the feature freeze going on? |
19:39 |
PilzAdam |
kahrl, actually no |
19:39 |
PilzAdam |
just tested my latest win build in wine |
19:40 |
kahrl |
sfan5: a week or thereabouts |
19:40 |
16WAAGGVQ |
so, it works on windows, no? |
19:40 |
sfan5 |
i'm sure I discussed this more than a week ago with celeron.55 |
19:41 |
16WAAGGVQ |
god damnit when i got this nick |
19:41 |
sfan5 |
Exio: netsplit |
19:41 |
Exio |
yep, but i just reconnected |
19:41 |
Exio |
and went away a bit :P |
19:42 |
kahrl |
sfan5: a lot of old feature requests / pull requests are on hiatus right now |
19:43 |
sfan5 |
kahrl: A SHA1 lua api is not able to break/hinder any things |
19:43 |
Exio |
still, it is the "feature" freeze, that is why the "hud bug/feature" isn't added, either |
19:44 |
celeron55 |
nobody fucks with feature freezes |
19:45 |
Exio |
wat |
19:45 |
celeron55 |
8) |
19:45 |
Calinou |
mark shuttle worth approves |
19:48 |
celeron55 |
sfan5: also, i didn't really agree with it; i was left with the impression that there is no good use for it |
19:50 |
sfan5 |
anyway.. if you release a stable version and then many of the waiting pulls are merged, thats kind of pointless |
19:51 |
celeron55 |
it is as far as pointless as it can get |
19:51 |
PilzAdam |
you cant call the stable release "stable" if you throw in many things without testing |
19:51 |
celeron55 |
what part of "stable" do you not understand? |
19:52 |
sfan5 |
umm |
19:52 |
sfan5 |
okay, that solution would probably leave bugs |
19:53 |
sfan5 |
my point was making a release and then putting in new features that _could_(<- this means could, only could) have been in the release |
19:53 |
celeron55 |
that means you're just aiming for the next release then |
19:54 |
celeron55 |
and aiming for getting it out faster |
19:54 |
Exio |
PilzAdam: does utf8 work on windows without "fixes"? |
19:55 |
celeron55 |
sfan5: you need to think it from the perspective of a user who uses only stable versions |
19:55 |
sfan5 |
celeron55: just a thought, i'm not requesting anyone to put in any feature now/before 0.4.7 |
19:55 |
PilzAdam |
Exio, yes, it works without your patch |
19:55 |
celeron55 |
he doesn't care the tiniest bit whatever of current development is added to it; he cares that he gets the stuff that was added to the development version during the months after the previous stable |
19:56 |
hmmmm |
june 5th now? |
19:56 |
sfan5 |
but theres also the modders that would like to have things available in a stable version of minetest(I'm not taking the sha1 thing as an example) |
19:56 |
hmmmm |
who keeps pushing this date back |
19:57 |
kahrl |
hmmmm: it was pushed back once |
19:57 |
hmmmm |
no feature adding, seriously |
19:57 |
hmmmm |
the SHA1 thing is clearly a feature |
19:57 |
PilzAdam |
sfan5, stability is the most important part of a stable release |
19:57 |
hmmmm |
and it's not really necessary either |
19:57 |
sfan5 |
PilzAdam: i know |
19:58 |
PilzAdam |
modders already get many other stuff |
19:58 |
celeron55 |
sfan5: having a delay in features between the development version and the stable version makes it possible to kill bugs very effectively; it would be a total waste to not use that opportunity as it makes so little loss from the user's perspective |
19:58 |
sfan5 |
hmmmm: I didn't say that |
19:58 |
Exio |
hmmmm: you are in some bsd, no? can you try if utf8 works for you in the console? |
19:59 |
hmmmm |
not really, i'd need to have some sort of utf8 character to display on the console |
19:59 |
Exio |
if it works, i'll make the "workaround" only work on linux |
19:59 |
hmmmm |
last time i checked though everything worked perfectly fine |
19:59 |
Exio |
setxkbmap es press ; setxkbmap us? |
19:59 |
Exio |
kk |
19:59 |
hmmmm |
testñ |
19:59 |
hmmmm |
whoa |
20:00 |
hmmmm |
ññññ |
20:00 |
hmmmm |
i actually never did this before to be honest |
20:00 |
celeron55 |
"whoa i'm so unicode" |
20:00 |
hmmmm |
ñ isnt unicode though, itś high ascii |
20:00 |
hmmmm |
test; |
20:00 |
celeron55 |
there's no such thing as "high ascii" |
20:00 |
hmmmm |
what's 128-255 then |
20:01 |
celeron55 |
it depends on the encoding; ascii does not define them |
20:01 |
hmmmm |
extended ascii |
20:01 |
celeron55 |
it can be eg. latin1 |
20:01 |
celeron55 |
aka iso8859-1 |
20:01 |
celeron55 |
or microsoft's cp1252 or so |
20:02 |
Anchakor |
sfan5: what is the sha1 thing for? |
20:02 |
kahrl |
of course microsoft's version is slightly incompatible, as always |
20:02 |
PilzAdam |
Anchakor, its compeltly useless :-p |
20:02 |
celeron55 |
Anchakor: that's what everyone wants to know 8) |
20:02 |
sfan5 |
Anchakor: I planned to write a mod that searches the mod folders for media files and puts them into the client/cache/ folder |
20:03 |
sfan5 |
but it could also be used for other purposes |
20:03 |
celeron55 |
that is something to write in C++, thus you need to provide an another purpose |
20:03 |
celeron55 |
(this was said previously too) |
20:03 |
hmmmm |
so when a modder wants to do something a mod isn't supposed to do, he wants the engine to support it so that he can do it |
20:03 |
hmmmm |
great precedent :I |
20:04 |
hmmmm |
(well it'd be a precedent if we allowed it) |
20:04 |
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20:05 |
hmmmm |
on an unrelated note, i kind of hope for the lua api to become stable around the time we hit 0.5.0 |
20:05 |
celeron55 |
it is stable in the sense that we maintain compatibility |
20:06 |
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20:06 |
celeron55 |
what do you mean? |
20:06 |
hmmmm |
it's like every release there's 4000 more apis that people added because they thought it'd be cool if their specific mod can do something |
20:06 |
hmmmm |
err nevermind that last part actually |
20:07 |
celeron55 |
but being stable doesn't disallow adding things |
20:07 |
hmmmm |
everybody seems to have a different idea of what stable means |
20:07 |
hmmmm |
i guess, what i'm looking for more precisely, is for the lua api adding to slow down |
20:08 |
Exio |
"workaround here" https://github.com/EXio4/minetest/commit/815f101748ad581be7756488eafbf478773e3182 |
20:09 |
PilzAdam |
Exio, is this really related to windows or is it just Irrlicht 1.7.2? |
20:09 |
kahrl |
also what about bsd? |
20:09 |
kahrl |
and other unices |
20:09 |
hmmmm |
exio, now wait a minute, what did you want me to test? |
20:10 |
hmmmm |
i just updated minetest |
20:10 |
Exio |
hmmmm: if "utf8/unicode/whatever" works in the console |
20:10 |
hmmmm |
as of the current upstream |
20:10 |
hmmmm |
or your workaround |
20:11 |
* hmmmm |
blinks |
20:11 |
VanessaE |
good afternoon. |
20:11 |
Exio |
PilzAdam: https://github.com/minetest/minetest/commit/b24b8de00b7ab5f81b0e0255509af3f10f6e2514#L16R9 |
20:11 |
Exio |
hmmmm: upstream |
20:11 |
Exio |
hi VanessaE :P |
20:12 |
hmmmm |
hmmm |
20:12 |
kahrl |
also I don't think mbtowc is strictly correct |
20:12 |
hmmmm |
who objects to adding -Wno-type-limits |
20:12 |
kahrl |
CIrrDeviceLinux uses XLookupString which documented to return latin1 |
20:13 |
kahrl |
it would have to use something like XmbLookupString or Xutf8LookupString |
20:13 |
kahrl |
which is documented* |
20:14 |
Exio |
afaik "that" is how the actual chat works with freetype (the code i used is just "what got added") |
20:17 |
hmmmm |
exio, seems iḿ able to type ñ perfectly fine in the F10 console |
20:18 |
Exio |
without patches? |
20:18 |
hmmmm |
without patches, yeah |
20:18 |
Exio |
what irrlicht version? |
20:18 |
hmmmm |
and this is 1.7.2 |
20:18 |
hmmmm |
1.7.3 i meant |
20:19 |
VanessaE |
does that with with X11 compose? |
20:20 |
Exio |
if you can't already use it with the chat+freetype, it won't work with the 'fixed console' |
20:20 |
kahrl |
Exio, I see the code in intlGUIEditBox now |
20:20 |
hmmmm |
wow been a while since iǘe started up minetset |
20:20 |
kahrl |
so in any case with the patch it will at least be consistent |
20:20 |
hmmmm |
i've* |
20:21 |
Exio |
hmmmm: setxkbmap us! :P |
20:21 |
Exio |
kahrl: yep |
20:21 |
VanessaE |
work with* |
20:22 |
hmmmm |
i've been getting so distracted with complete nonsense, need to laser focus on what i'm currently working on |
20:22 |
hmmmm |
it's already 4:20 and i honestly haven't done anything much productive today |
20:22 |
VanessaE |
nothing wrong with being a little distracted or taking a break |
20:23 |
kahrl |
4:20? have some brownies :P |
20:23 |
hmmmm |
it's a chronic problem though |
20:23 |
hmmmm |
hah.... hah... i did not intend to make a pun there |
20:24 |
VanessaE |
lol |
20:24 |
VanessaE |
I'd say you just need to get your mind...out of the weeds? :) |
20:25 |
hmmmm |
i'm probably the last person to ever do any sort of drugs |
20:25 |
Exio |
my only drug is the coca cola next to the desktop |
20:25 |
Exio |
:P |
20:49 |
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20:49 |
hmmmm |
freenode is acting pretty weird today |
20:49 |
Exio |
it is getting DDoSed |
20:49 |
VanessaE |
DDoS. |
20:49 |
VanessaE |
again. |
20:50 |
hmmmm |
don't really understand why somebody would ddos freenode |
20:51 |
Exio |
"we are very cool, see, we are ddosing freenode hahahahahahahahahaa very funny haha" |
20:51 |
Exio |
that is why ^ |
20:51 |
VanessaE |
pft |
20:52 |
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20:59 |
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21:02 |
VanessaE |
does anyone have a solution to this occasional lockup of the map loader? |
21:03 |
Exio |
maploader = emergethread? |
21:06 |
VanessaE |
not sure which part. clients stop receiving map data and the server stops executing commands, but packets are coming in slowly, people can move around, chat works. |
21:07 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2006052013%20-%2005:07:10%20PM.png |
21:08 |
VanessaE |
I'm standing at the edge of a loaded area, overlooking a long-since-generated-but-not-yet-loaded section of the map; note the packet flow at the bottom left. |
21:09 |
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21:09 |
VanessaE |
At this point, lua doesn't seem to be running (the gate in my hand can be placed but doesn't operate, for example) |
21:09 |
VanessaE |
and the server did not respond when I ordered it to shut down. |
21:10 |
PilzAdam |
I guess a "while true do end" in a mod |
21:10 |
VanessaE |
I can sign out and back in perfectly fine, and when I come back, I'm not in the same place I was at when I signed out. |
21:10 |
VanessaE |
and I see an "unknown" in the server's userlist. |
21:10 |
VanessaE |
(/status) |
21:11 |
VanessaE |
PilzAdam: when I sign back in, I'm able to run to and past the area that wouldn't load before, so its not Lua doing it. |
21:13 |
VanessaE |
looking at the server's log, my two attempts at /shutdown were ignored completely (last restart was 20 mins ago for a different reason) |
21:13 |
VanessaE |
so the client was not sending my commands,. |
21:24 |
kahrl |
VanessaE: maybe the connection's queue of unacknowledged reliable packets was full |
21:25 |
VanessaE |
I suppose anything is possible - note that everyone on the server was having trouble until each signed off/on |
21:28 |
VanessaE |
finally had to kill the server - it stopped responding to connections |
21:36 |
VanessaE |
G*D damn it |
21:36 |
VanessaE |
now the client is crashing at startup |
21:37 |
kahrl |
this doesn't sound like a stable release :D |
21:37 |
VanessaE |
segmentation fault.. figures :-/ |
21:38 |
* VanessaE |
makes a debug build... |
21:43 |
Anchakor |
on april 1st make a 1.0.0 stable release containing a jpeg files of MLP ponies |
21:43 |
VanessaE |
you're evil. :) |
21:45 |
VanessaE |
all right, let's try this again...with gdb+debug build |
21:45 |
VanessaE |
hah! GOTCHYA! |
21:46 |
VanessaE |
http://pastebin.com/St7vNixA |
21:47 |
VanessaE |
segfaults as soon as it shows the world (logging into my server as usual) |
21:47 |
VanessaE |
most recent change that probably triggered it: I updated two textures in my HDX (thus, presumably, triggering some cache bgu) |
21:47 |
VanessaE |
(bug*) |
21:49 |
VanessaE |
(though, oddly, the engine was somewhere in the 'coloredwood' mod at the time of crash...) |
21:49 |
VanessaE |
(which is not what I was working on) |
21:50 |
VanessaE |
I still have the crashed client loaded in gdb, is anything else needed? |
21:51 |
kahrl |
how does this even happen |
21:51 |
VanessaE |
what do you mean? |
21:51 |
kahrl |
the assertion means some thread unlocked a mutex that another thread locked |
21:51 |
VanessaE |
oh |
21:51 |
kahrl |
I think |
21:51 |
kahrl |
but how does that happen with JMutexAutoLock |
21:52 |
VanessaE |
(I try to read this stuff but the terminology/language in use mostly goes over my head) |
21:55 |
VanessaE |
wait, wtf? why are coloredwood textures being passed through ^[transformR90 ? I didn't do that in my mod. |
21:56 |
kahrl |
drawtype=fencelike does that |
21:56 |
VanessaE |
ahhh |
21:56 |
VanessaE |
indeed, coloredwood does have fences. |
21:58 |
VanessaE |
btw, the client starts fine in singleplayer mode. |
21:58 |
VanessaE |
(different map, of course) |
22:00 |
VanessaE |
if you've got ~640 MB disk and 6GB of RAM to spare, use this texture pack for your local tests: https://github.com/VanessaE/hdx-512 |
22:02 |
kahrl |
is this reproducible? |
22:03 |
VanessaE |
yep |
22:03 |
VanessaE |
just tried again. four crashes in a row. |
22:03 |
kahrl |
all maps or just a specific one? |
22:03 |
kahrl |
worlds* |
22:04 |
VanessaE |
for now, I'm just testing it on my server |
22:04 |
VanessaE |
note that this last time, someone managed to say 'hi' before I crashed. |
22:05 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2006052013%20-%2006:04:39%20PM.png |
22:06 |
VanessaE |
(the terminal window is a ghost left over after briefly raising it and then lowering it again; it unintentionally hides the names of the two players currently on the server |
22:06 |
VanessaE |
that is, the names that float above their player models) |
22:07 |
kahrl |
why is the chat showing in the media download phase? |
22:07 |
VanessaE |
that was the moment it crashes, the media download bar hadn't disappeared yet. |
22:07 |
kahrl |
ah |
22:07 |
VanessaE |
although I don't know the normal order of graphic operations that it goes through at that spot |
22:07 |
VanessaE |
crashed* |
22:08 |
kahrl |
well normally it should write to a background buffer and only switch to that buffer when it is fully rendered |
22:08 |
VanessaE |
leave it to me to come up with the most obscure possible bugs :D |
22:09 |
kahrl |
does using just the hdx texture pack trigger it? without extra mods? |
22:09 |
kahrl |
brb |
22:10 |
VanessaE |
it varies. |
22:10 |
VanessaE |
sometimes it crashes, sometimes it doesn't. |
22:10 |
VanessaE |
there will be periods of a few weeks to a couple of months where I just can't use it |
22:11 |
VanessaE |
then something random in the engine changes just enough to let the 512px size work again |
22:11 |
VanessaE |
(256px always works) |
22:11 |
VanessaE |
(same number of textures, they're just smaller) |
22:19 |
kahrl |
I hate to say it but I don't think I can fix this |
22:20 |
VanessaE |
*sigh* |
22:20 |
kahrl |
I don't even know where to start, as I said the assert shouldn't even happen |
22:20 |
kahrl |
so far memory corruption is the only plausible explanation, and that's almost impossible to find |
22:21 |
kahrl |
possibly not even in minetest code but irrlicht / graphics drivers / whatever |
22:21 |
kahrl |
although it likely is caused by minetest code |
22:21 |
VanessaE |
trying an experiment now |
22:21 |
VanessaE |
preloading item visuals (usually I don't) |
22:21 |
* Exio |
gets the glasses |
22:22 |
Exio |
;P |
22:22 |
Exio |
for protection, in case everything explodes i won't lost my eyes :P |
22:22 |
VanessaE |
and... |
22:22 |
VanessaE |
that works! |
22:22 |
VanessaE |
ok, that's somewhere for you to look maybe? |
22:23 |
VanessaE |
and as an aside, the two textures I had just updated look better :P |
22:24 |
kahrl |
I think preload item visuals just causes the timing of the texture request queue to be different |
22:24 |
kahrl |
different enough to not trigger the bug |
22:26 |
VanessaE |
hrm |
22:29 |
VanessaE |
well at least this is a workaround for now |
22:31 |
kahrl |
so, we have 90 minutes of feature freeze left |
22:31 |
Exio |
kahrl: did anyone even try the utf8 thing? |
22:31 |
kahrl |
what's the current plan? |
22:31 |
VanessaE |
I suggest extending it. |
22:32 |
kahrl |
Exio: I did and I thought some others too |
22:32 |
Exio |
VanessaE: what irrlicht version do you have? |
22:32 |
Exio |
i'd like someone with irrlicht 1.7.2 to try it |
22:32 |
Exio |
(linux) |
22:32 |
kahrl |
VanessaE: why extend it again? |
22:32 |
VanessaE |
Exio: 1.7.3 |
22:33 |
VanessaE |
kahrl: well I guess if that crash isn't enough, then don't extend it |
22:33 |
kahrl |
we could extend it by a week and probably wouldn't find a fix for the bug |
22:34 |
kahrl |
and those who use hdx texture packs shouldn't be afraid to use git if a fix is ever found |
22:35 |
VanessaE |
true, true |
22:36 |
VanessaE |
wtf? |
22:36 |
VanessaE |
I turned preload off, and it still works |
22:37 |
kahrl |
VanessaE: some kind of race condition may be involved |
22:37 |
Exio |
making it even harder to "fix" |
22:45 |
kahrl |
core devs: do you think the release should be made now? |
22:46 |
kahrl |
<mass highlight> celeron55 darkrose hmmmm sfan5 thexyz </mass highlight> |
22:47 |
Exio |
lol |
22:47 |
* VanessaE |
warms up her build script |
22:47 |
kahrl |
bad timing that PilzAdam logged off just now :P |
22:49 |
VanessaE |
well I'll put in my two cents anyway: release 0.4.7. |
23:21 |
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proller joined #minetest-dev |
23:28 |
Exio |
kahrl: proller ! |
23:28 |
Exio |
here :P |
23:28 |
proller |
me |
23:29 |
* Exio |
should switch to the nick "core-dev-bugger" |
23:29 |
Exio |
[19:45:45] <+kahrl> core devs: do you think the release should be made now? |
23:31 |
* proller |
make very small changes for this release |
23:31 |
proller |
and i think if all tested - it can be released |
23:36 |
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Naked joined #minetest-dev |
23:52 |
|
Topic for #minetest-dev is now >>> FREEZE until 0.4.7 is released <<< Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
23:54 |
Exio |
haha |