Time Nick Message 00:23 proller much simpler spawn falling object from c++ 01:02 hmmmm taoki, it must be pretty tough to build villages on that sort of terrain... why don't you just tweak the mapgen settings so it's more suitable? 01:03 hmmmm don't really see why you'd subject yourself to that torture 01:20 hmmmm ugh nevermind, i changed my mind on putting calcLighting/updateLiquids in VoxelManipulator 01:20 hmmmm i'm going to create a base Mapgen object 01:26 hmmmm feels pretty weird since it's the first time i ever used Mapgen in that manner 01:48 kahrl if somebody is here who knows the particle code... (addNodeParticle in particular) 01:48 kahrl let's say you're digging a torch 01:49 kahrl how does this code ensure that the texture this particle is based on is only the first frame of the animation? 01:49 kahrl am I missing some addition of ^[verticalframe:N:0 somewhere in the call chain? 01:50 kahrl I mean, it obviously works, but I don't know why 01:51 kahrl I tried printing getTextureName(ap.id) and it returns "default_torch_animated.png" 01:58 kahrl OH! 01:58 kahrl ap.size.Y = (ap.x1() - ap.x0()) * texsize; 01:59 kahrl and the line above it made ap.x1() much smaller 01:59 kahrl well... not sure if that is intended but it solves the problem 02:41 kahrl whoever does a code review of https://github.com/minetest/minetest/pull/789, have fun :D 06:46 hmmmm hrmm 06:55 hmmmm updateLiquid just doesn't fit anywhere besides mapgen 06:55 hmmmm does it go into voxelalgorithms.cpp? nope, because it requires a Map, therefore it'd be a MapVoxelManipulator, but even then, you can't access m_map 06:56 hmmmm does it go into voxel.cpp? nope, because that's full of VoxelManipulator things only 06:56 hmmmm does it go into map.cpp? nope, because MapVoxelManipulator methods only deal with getting blocks and writing them back 06:57 hmmmm and if i were to call using the mapgen version, i'd have to perform a 100% unnecessary and preventable copy of the entire contents of the queue for no reason 06:58 hmmmm which is just stupid and ugly 06:59 hmmmm really this sort of thing belongs in Map:: which handles the rest of the liquid stuff, except it doesn't deal with VoxelManipulators of any sort 06:59 hmmmm although i disagree with the way it's set up in the first place - there should've been a separate Liquid class, and it should've had its own source file 11:10 PilzAdam I found a reproduceable way to trigger the duplication bug: an ufo from the ufo mod is in an unloaded block; walk into the block so the ufo gets loaded, attach yourself to it and fly away so that the block gets unloaded; when flying back into the block (without detaching from the ufo) a copy of your ufo will appear at the same position again 11:22 proller reducing liquid transform queue on map generate (for *finite) - http://paste.org.ru/?nkco8p 12:42 proller 312.40% minetest 15:20 proller hmmmm, reducing liquid transform queue on map generate (for *finite) - http://paste.org.ru/?nkco8p 15:39 hmmmm erm 15:39 hmmmm what is that...? 15:39 hmmmm and what am i supposed to think about that 15:48 proller hmmmm, i will fix it, its adding every 6 node in liquid transform queue 15:48 hmmmm i see 15:48 proller inet_ntop needs up #define _WIN32_WINNT 0x0501 15:49 hmmmm um isn't that windows xp? 15:49 hmmmm 0x500 is windows nt 4.0 15:50 proller need to 600 15:51 hmmmm if you're suggesting we change it to 0x600, then the answer is a definite 'no' 15:51 proller or i can return old ugly code for windows 15:51 hmmmm well, that sucks 15:51 proller for normal os - inet_ntop, for windows - old 15:52 kahrl something else about the new socket.cpp 15:52 kahrl the sockaddr_in6 structures are not always initialized completely 15:52 kahrl this gives warnings in valgrind 15:53 proller memset 0 need? 15:53 kahrl yeah, would probably be the best idea 15:54 kahrl (I don't know if the fields on sockaddr_in6 are the same on all platforms) 15:54 kahrl of* 15:54 Jordach anyways, if people have Teredo; (IPV6 for XP) then it *should* work 15:54 Jordach or we depend on it silently for windows. 15:57 kahrl proller: does WSAAddressToString work on xp? 15:57 proller maybe 15:57 proller but i cant test it 15:58 hmmmm i don't think it does 15:58 hmmmm yes it does 16:06 Jordach i have 7, but using Compat. Mode i could *attempt* it 16:09 proller now i commit old code 16:09 proller and who can make better for windows - do it 16:15 proller commited 17:31 sweetbomber i challenge you to draw your prompt at VanessaE's server. Go to the minimap at the forum to see where to draw. 17:31 sweetbomber :) 17:31 sweetbomber no scripting 17:32 PilzAdam sweetbomber, not in this channel 17:32 sweetbomber sorry 17:39 proller maybe rewrite falling in c++ ? 17:40 proller with queue like liquids, for falling unlimited volumes 17:40 PilzAdam there is no need to; flowing liquids shouldnt fall 17:40 Jordach technially yes 17:41 Jordach how do you think it flows ;) 17:41 proller but they already fall 17:41 PilzAdam proller, great! nothing to do 17:42 proller if you create large sky island from sand and touch it - you recieve segfault 17:42 PilzAdam what does "large" mean? 17:42 hmmmm hey sweetbomber, what's up 17:42 proller try 50x50x50 17:42 Jordach PilzAdam, 100^2 sand box from WE 17:43 Jordach or that. 17:43 proller or smaller 17:43 PilzAdam I tested 50^2 and it worked fine 17:43 hmmmm sweetbomber, this may be of interest to you: https://github.com/minetest/minetest/commit/c1b829077a3518f3a129eee11887b2358a53f20b 17:43 proller try larger 17:44 proller and make ABM for falling sand after mapgen 17:45 proller current falling is buggy 17:45 PilzAdam its works for normal cases 17:46 proller no 17:46 PilzAdam of course it will fail if you overdo it 17:46 proller sand stuck in air frequently 17:46 PilzAdam how so? 17:46 proller no, with standard usage 17:46 PilzAdam I never saw sand stuck in air since the last update in falling nodes 17:47 Jordach PilzAdam, you have a powerful computer. the rest of us dont. 17:47 hmmmm falling node->object collision gets it stuck 17:47 PilzAdam hmmmm, there is a pull request by me that disables object collision for falling nodes 17:47 hmmmm to be honest, even with my monster of a processor, falling nodes sucked until luajit - it was like butter after that 17:47 hmmmm i think we can do even better though 17:48 hmmmm falling nodes in C++ might be a good idea because it's too intensive in lua 17:49 proller and not optimail 17:49 hmmmm pilzadam, falling node and object collision is the cause of them getting stuck i've noticed, so it might be a good idea to add that 17:50 Exio and if it is done in C++ 17:50 hmmmm sapier had an objection to it though 17:50 Exio should be "easy" to make it have a client-side prediction, too? 17:50 Jordach sapier always has an objection 17:50 hmmmm hmmmm 17:50 hmmmm you know, i've been thinking a lot about client side prediction 17:50 hmmmm client-side lua is really big 17:51 Exio i really think client-side lua for things like changing node door:closed to door:open when you right click 17:51 hmmmm what if we hard-coded all of the predictions, except do it in a modular way 17:51 Exio is ok, not for more things 17:52 hmmmm we should hard code door prediction too 17:52 Exio not door prediction, more like a "node change" 17:52 hmmmm yeah, node change in general. 17:52 hmmmm so that could be the generalized, modular thing to do 17:52 Exio modular in what way exactly? 17:53 celeron55 umm... that sounds like damn hard to generalize 17:53 Exio a client-side-predictions-here/lotsof.cpps? 17:53 PilzAdam hmmmm, every single modder will come here and wants full hardcoded prediction for his mod 17:53 hmmmm no, i'm thinking of containing all client-side prediction into one file if possible 17:53 celeron55 it would be a better idea to create a limited client-side api 17:53 hmmmm PilzAdam, we'll have a policy to deny it 17:53 hmmmm deny most requests anyway 17:53 PilzAdam people dont care about policies 17:54 hmmmm fuck them 17:54 Exio PilzAdam: that people already hate you :D 17:54 hmmmm client-side lua is ridiculous and i think it'd, in the end, make things worse but at least really modular 17:54 celeron55 making independent mods too much of second class citizens isn't a good idea 17:54 sweetbomber hmmmm: in the code im writing, ill leave a file format for latter 17:55 sweetbomber probably ill use your code afterwards 17:55 PilzAdam hmmmm, we already have client side Lua in the next gen mainmenu 17:55 hmmmm sweetbomber, i left out cutoff handling 17:55 hmmmm i thought that was formspec? 17:55 hmmmm if it's already there then it might be okay 17:55 celeron55 there simply are so many things that would be useful to predict that it's not sane to try to make definition-based predictions 17:55 celeron55 (more than there is now, that is) 17:55 sweetbomber hmmmm: what do you mean? you will not support it, or you found an alternative method? 17:56 Jordach if it has an on_place, dont predict 17:56 PilzAdam the general direction should be moving things out of the core into Lua, not the other way round 17:56 hmmmm sweetbomber, neither of those; i'm basically leaving it up to you if you'd like 17:56 hmmmm it's just not there at the moment 17:56 sweetbomber hmmmm: thanks 17:56 Exio Jordach: that is even worse 17:56 sweetbomber im working on it right now 17:56 sweetbomber the engine im designing will alow really big structures 17:56 sweetbomber namely towns or cities 17:56 hmmmm an engine, jeez 17:57 Jordach sweetbomber, improve the renderer 17:57 hmmmm it sounds to me like what you're doing is something that ought to not be part of decorationdef 17:57 sweetbomber hmmmm: im aiming at structures, not just decorations like flowers and stuff 17:58 hmmmm random procedurally generated structures, right? 17:58 sweetbomber yes 17:58 proller PilzAdam, things that operates large volumes must be in core 17:58 hmmmm right, like i said this isn't really so much a decoration thing 17:58 sweetbomber in the future i could allow the use of whatever fileformat you architect 17:59 sweetbomber but right now, the structure data will be input from lua 18:00 hmmmm sweetbomber, it might be a good idea to use the schematic file format that i have already, except you can use param1 for something different than probability (since you won't need that field really), like IDs for connection points 18:00 sweetbomber hmmmm: whenever i use a file format, it will be yours 18:00 sweetbomber no need for double work 18:00 hmmmm i'm flattered 18:00 sweetbomber but ill also support designing structures from lua 18:01 hmmmm if you mean a table full of nodes describing the structure itself 18:01 sweetbomber no 18:02 hmmmm okay then 18:02 sweetbomber do you know "structure I/O and mapgen mod for minetest" mod? 18:02 sweetbomber it has already some structures designed 18:02 sweetbomber and some lua code to register nodes one by one 18:02 hmmmm i don't really know of any mods 18:03 sweetbomber what ill do is to tweak the I/O code so that it will register the structures in my system 18:03 hmmmm erm okay 18:03 sweetbomber at least it will ease my debugging at start, since ill have some structures to start 18:04 sweetbomber direct loading from files will be my prefered method, though 18:05 sweetbomber but first things first. 18:05 sweetbomber well, ill return to work 18:08 sweetbomber btw, how did you handled the fact that the MapNode content can only be resolved after the registration process? 18:09 sweetbomber used any palette or something? 18:09 sweetbomber im using a palette right now 18:10 sweetbomber and i did it in such a way so that the same structure can be built with different palettes 18:10 sweetbomber for example, the same house can be build with cobble, or with sandstone 18:10 sweetbomber and only one model is required 18:11 sweetbomber just two different palettes 18:11 Jordach node x can be brick, node y can be glass 18:12 Jordach and the same structure spawns, only with different materials 18:16 hmmmm sweetbomber, for that, i store (temporarily if there are a lot) the node names in strings associated with that structure or whatever 18:17 hmmmm then in EmergeManager::initMapgens() i call each of the structure's own resolveNodeNames() method, which looks up all the content ids 18:17 sweetbomber hmmmm: ok, its the same thing im doing 19:05 Jordach bad allocation in meshupdatethread 19:05 Jordach also: unhandled with direct3d9 19:16 hmmmm hey guys, am i just being stupid, or is the whole item/node distinction weird 19:16 hmmmm IItemDefManager::registerAlias() is used to register node aliases as well 19:16 hmmmm but it only writes it to the item alias thing 19:17 sapier item <-> node is different but maybe for some things it's not handled different 19:17 sapier item == inventory element 19:17 sapier node == static map element 19:18 sapier entity/object == dynamic element 19:18 hmmmm both of them go into the content features array, though, right? 19:18 sapier at leats that's my personal view :-) 19:28 Jordach btw, vanessa is correct; when digging, i only have 10fps 19:28 Jordach when it idles at 45 19:28 Jordach when not digging 19:29 sapier may this be related to lua calls while digging? 19:35 hmmmm hey PilzAdam 19:35 hmmmm how's the init.lua split coming along 19:35 hmmmm how's the nice gold textures coming along 19:35 Exio the init.lua in mt_game is already splitted 19:35 hmmmm oh? 19:35 hmmmm i must've missed it 19:36 hmmmm ahh very nice 19:39 Jordach i think we need to have a theme for the textures, not just some random ones thrown together and called default 19:40 Jordach heck, even minecraft alpha had better textures. 19:40 sapier jordcach I'm same oppinion but thatd require someone to do them ... prefereably someone who is skilled enough to make it look consistent 19:40 Jordach sapier, its called cisoun. 19:41 sapier "its"? lol 19:41 hmmmm odd 19:41 Jordach sapier, he should be in #minetest 19:41 hmmmm you'd think for a community with too many non-technical people, the texutres and all that would be super nice 19:41 Jordach yes 19:42 Jordach and i know cisoun's a pixel artist: http://forum.minetest.net/viewtopic.php?id=16 19:43 kaeza torch textures are too "realistic" 19:43 Jordach kaeza, the current ones are derived from a real torch 19:43 Jordach vanessa filmed one 19:44 kaeza they look good with realistic TPs, but look weird in default 19:44 kaeza (no offense V) 19:44 Jordach sapier, heres the interesting thing: rapid digging causes my RTT = 1.117 to goto 1.119 19:44 Jordach it seems like the network stack gets jammed 19:45 Jordach digging with a stone pick moves the counter to 1.118 19:46 sapier doesn't seem to be a big difference 19:46 Jordach sapier, but it drops FPS 19:46 Jordach by at least 2.3x 19:46 sapier yes 19:46 VanessaE (yes, I read the logs) 19:47 sapier rtt not beeing influenced let's me guess it's a client issue 19:47 Jordach its also consistent with the prediction 19:47 Jordach any time the prediction is over used, the FPS drops and RTT grows in size 19:47 VanessaE fwiw: the digging-causes-fps-loss started at roughly the same time as chests were moved to Lua. If that's related or not, I don't know. 19:47 sapier is there any way to inspect packet rate? 19:48 sapier maybe there are sent drasticaly more messages by server while digging 19:48 Jordach sapier, checking task manager to see the network graph 19:49 sapier does network graph schow packet rate too? I don't have windows ;-) 19:49 Exio Jordach: how is the RTT related to the client performance 19:49 Jordach Exio, dunno, but it slightly moves uop 19:49 Jordach up* 19:50 sapier question is if rtt is cleaned by server/client processing time or not 19:51 Jordach sapier, http://i.imgur.com/9Vhdvpg.png 19:52 Jordach yellow is bytes recievesd 19:52 Jordach red is output 19:52 Jordach the first set of spikes is mese pick digging 19:52 Jordach then a rest, and restarted digging at the end over the course of a 1 minute 19:52 celeron55 22:16:39 <+hmmmm> hey guys, am i just being stupid, or is the whole item/node distinction weird 19:52 sapier grrr I wonder why i always have problems to see those images 19:52 celeron55 nodes are basically items with a lot of extra features 19:53 Jordach sapier, at the end, im sending more bytes than recieving 19:53 celeron55 (to, like, make them handle the situation of being a voxel in the world) 19:53 sapier jordach it's bandwidth not packet rate ... only a indication 19:53 * ShadowNinja would like to see rollback fixed... Anyone have the skills and some time? 19:54 Jordach sapier, my framerate didnt drop 19:54 sapier oh I see 19:54 Jordach thats because i was using a freshly loaded client 19:54 VanessaE Jordach: the fps dropoff is so severe on my box that with some nodes (seems anything that has a right click or punch handler) I have to dig with the hand to avoid breaking the node behind it after it disappears. 19:54 Jordach any client thats been used for more than 15 minutes will suffer from digging drops 19:55 celeron55 VanessaE: have you ever before said that it's the ones with a right click or punch handler? 19:55 celeron55 because that's very useful information 19:55 sapier jordach is there anything obvious? like excessive memory usage for example? 19:55 Jordach sapier, no, not at all 19:55 VanessaE celeron55: I only today made that guess. But I have said multiple times that it only happened with some nodes and not others, and have listed at least a few examples, and I have said multiple times when it started, 19:56 Jordach however, i've noticed my CPU fan and GPU fan are over active 19:56 VanessaE s/made that guess/came to that conclusion, however false it might be/ 19:56 celeron55 VanessaE: well if it's false, then of course it's useless 19:56 Jordach something is definitely borked in the renderer 19:56 Jordach (this is with a 32x texture pack) 19:57 VanessaE celeron55: I meant whatever chance it might be irrelevant (in other words, I just don't know) 19:59 hmmmm well 19:59 Jordach im also going to note that node prediction fails to place "nodes" when i build 19:59 hmmmm if you know the approximate timeframe in which it started happening, that's great 19:59 VanessaE hmmmm: when chests were moved to Lua 19:59 hmmmm a good way to be useful is to track down the specific commit that made it happen 19:59 Jordach only when i get the server message that they exist in the world: they then appear 19:59 hmmmm find a timeframe, do a binary search 19:59 VanessaE which puts it at some time around 2012 1Q 20:00 hmmmm and lots and lots of compiling ;/ 20:01 Exio like compiling would take time ;P 20:01 Exio it is under a minute here 20:02 Exio (unless i compile lua and other stuff with it) 20:02 hmmmm takes under a minute, but it's annoying when you need to do lots of it 20:02 VanessaE celeron55: also, when you mentioned how I complain about things being slow and then turn around and purportedly request to add stuff that makes the engine slower -- um, you didn't do what I did, you don't see what I see, and you don't play how I play (or at all, as you've said), so you frankly don't know what you're talking about. 20:03 Exio hmmmm: i'm pretty sure having to "try" the game is more annoying 20:03 hmmmm yeah that too. 20:04 sapier accusing anyone doesn't help if punching does have such a bad effect we need to track that down 20:04 hmmmm there's still the stuttering that i unsuccessfully tried to track down 20:04 sapier if we can proove it's not related to server we have half effort to find it so imho we schould find out this first 20:04 hmmmm and then there was that huge lag when you placed nodes after one release i never found 20:05 VanessaE tell me this: is a punch event in the client triggered on a button press, or on a button *release*? 20:05 sapier it can't be release vanessae 20:06 sapier hmm unless animation is completely independent 20:06 VanessaE sapier: why not? that's a standard mouse event. 20:06 VanessaE I'm asking for the sake of understanding what tells the client to begin a dig or punch event 20:07 VanessaE (not what it does inside that event) 20:07 sapier1 something has to be done on mouse click but yes you're right that isn't necessaryly sent to server 20:08 hmmmm WTF is this 20:08 hmmmm if(lua_isnumber(L, 3)) 20:08 hmmmm stepsize = lua_tonumber(L, 3); 20:08 hmmmm no indentation even 20:08 hmmmm are you trying to hide that it's a conditional? 20:08 hmmmm grrr 20:09 VanessaE the reason I'm asking is because my first instinct is that the dig or punch event is triggered by the button-down event and is being *re-triggered* over and over as long as the button is down. In that case I'd change to triggering on a button-up event and decide if it's a punch by checking the time since the last button-down event. 20:09 sapier1 of course not ;-) simple typo 20:10 VanessaE it wouldn't fix the core issue, but in the old days, that's what we would have done to solve a problem like this. 20:11 sapier1 where's that code from hmmmm? 20:18 celeron55 VanessaE: there isn't any such trivial bug 20:18 VanessaE celeron55: didn't think so. 20:18 VanessaE just a first instinct, that's all. 20:19 celeron55 you can see a lot of what's going on by running minetest with --verbose 20:19 celeron55 you'd definitely immediately see stuff like that 20:21 celeron55 (or, most likely) 20:21 VanessaE pfff.. through all that spew? :) 20:23 VanessaE hah, I can't even all the way into a world with --verbose 20:25 sapier1 vanessae that's what we all need to do to find bugs ;-) I recently inspected 300mb of network dump (after filtering) to find one wrong byte ;-) 20:27 celeron55 enabling shittons of logging and then grepping through it is the only working way to diagnose complex systems that can't be taken apart 8) 20:27 VanessaE true. 20:27 VanessaE IF you know what to look for and understand what you're reading :P 20:28 celeron55 (the first "wrong" in that is when you can't take it apart, though...) 20:29 celeron55 (but even if you can, reproducing a situation can be harder than just reading the log) 20:29 sapier1 vanessae you can only "hope" to realize what is wrong when you see it ... most time you find false positives ... or completely unrelated errors ;-) 20:29 VanessaE celeron55: ok, challenge. reproduce this: minetest: pthread_mutex_lock.c:62: __pthread_mutex_lock: Assertion `mutex->__data.__owner == 0' failed. 20:29 VanessaE :) 20:47 hmmmmm sapier, script/lua_api/l_env.cpp:574. don't bother fixing it though, that'll just cause a merge conflict..... 20:48 sapier1 so you already fixed it? 20:48 hmmmmm well, no, but i added code near it 20:48 hmmmmm besides, it's a single tab... i can manage 20:48 sapier1 I guess you can ;-) 21:27 PilzAdam hmmmmmm, I thought about removing default:snow and just use default:dirt_with_snow 21:27 PilzAdam I just dont see the point of an extra snow layer above the snow 21:28 proller NOOO! 21:28 proller its TODO 21:28 hmmmmmm if you do that, dirt_with_snow better drop dirt and snow 21:28 hmmmmmm that's not a good idea anyway 21:28 proller making rain and snow 21:29 hmmmmmm we have lots of uses for it 21:29 proller leveled snow with melting 21:29 PilzAdam proller, snow will turn dirt_with_grass and dirt into dirt_with_snow 21:30 proller did you see real snow? 21:30 proller and water? 21:30 PilzAdam did you see a real world consisting of cubes? 21:30 proller lego 21:32 hmmmmmm how are you going to cover trees with snowfall without a snow node 21:32 proller snow must grow when snowfall 21:33 proller 2-3 blocks per winter 21:33 proller and than melt 21:33 PilzAdam proller, we dont have seasons or wether yet 21:33 PilzAdam *weather 21:33 proller now - not, but in future - yes 21:33 proller and you want to stop future 21:33 PilzAdam in far future 21:34 proller i think in this year 21:34 Exio hey man 21:34 PilzAdam hmmmmmm, hm, maybe leave the snow node but remove dirt_with_snow; I just dont like the idea of two snow nodes above each other 21:35 proller +1 21:35 Exio i think it looks nice 21:35 proller futute is not stopable! 8) 21:36 proller and maybe make grass like snow 21:36 proller leveled and growable 21:37 hmmmmm PilzAdam, why not exactly? 21:37 hmmmmm it makes sense to be able to dig some snow off the ground 21:37 hmmmmm besides, minecraft does this as well 21:38 PilzAdam "MC does this" is not a valid argument 21:38 hmmmmm it's just easier for me as well to top everything off with a snow layer 21:41 PilzAdam its more realistic if there is grass under the snow layer 21:42 hmmmmm my only complaint is that it might look weird on ridges 22:24 arsdragonfly https://github.com/minetest/minetest/pull/783 22:26 PilzAdam seems good 22:28 arsdragonfly and this one https://github.com/minetest/minetest/pull/790 22:29 arsdragonfly check them out 22:29 arsdragonfly I need some comments :-) 22:29 PilzAdam any screenshots how the new fonts look like? 22:30 arsdragonfly If I enlarge the font size ,will the menu size be enlarged accordingly? 22:30 PilzAdam no 22:30 arsdragonfly Cropped? 22:31 arsdragonfly Cuz basically I don't see much difference 22:31 arsdragonfly well since it's the font that android used I'll take a screenshot right now on my phone 22:32 PilzAdam no, I want to see how it looks in-game 22:34 arsdragonfly -_-z well wait a moment 22:34 arsdragonfly I haven't gotten up yet 22:40 arsdragonfly :-\ dunno how to change gettext's locale 22:41 PilzAdam run minetest with LANG= bin/minetest 22:42 arsdragonfly oh w8 I forgot to generate the locales with $locale 22:47 arsdragonfly PilzAdam that doesn't work :-( 22:48 celeron55 what do you use as the language code? 22:51 arsdragonfly en_US.UTF-8 22:51 arsdragonfly maybe I should change that elsewhere 22:51 PilzAdam C should work too 22:52 PilzAdam LANG=C bin/minetest 22:52 celeron55 what are you trying to do then? 22:52 arsdragonfly Make Gettext use English 22:52 celeron55 try simply "en_US" 22:53 celeron55 or en-Us 22:53 celeron55 en-US* 22:54 arsdragonfly oh 22:54 arsdragonfly C and POSIX both work 22:57 arsdragonfly https://github.com/minetest/minetest/pull/783 22:57 arsdragonfly posted it there 23:40 VanessaE regarding fps can I at LEAST request that someone fix the view range auto-tuner so that it adjusts at a usable rate? 23:41 VanessaE make it adjust at say 10 nodes/sec (presently, it's more along the lines of 1 node a minute) 23:43 PilzAdam when I join a game it takes < 10 sec. to get to the max value 23:43 VanessaE not for me, for reasons I can't even begin to estimate, it move so slowly as to be basically useless. 23:43 VanessaE moves* 23:51 VanessaE oh sure now that I've said it, it moves faster. about 1 node in three seconds. 23:54 VanessaE I think it just needs to have some kind of minimum adjustment speed is the issue 23:55 VanessaE it slows down to a crawl as it gets close to the desired fps but it gets so slow by the time it's within ~5 fps of the target that it may as well not be moving at all. 23:56 VanessaE (slows down as in the step rate goes way down) 23:56 VanessaE this makes the game feel sluggish, jittery when the actual fps is close to but less than the target 23:57 VanessaE (and there's presumably still some room left to adjust it) 23:58 PilzAdam camera.cpp:554 // Dampen the change a bit to kill oscillations