Time |
Nick |
Message |
00:29 |
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01:08 |
VanessaE |
kahrl: do you have some idea of how to solve that issue? |
01:21 |
VanessaE |
celeron55: I don't think the entity dupe bug was fixed with your attempt (at least, not all of it). There are supposed to be around 70 objects around the spawn on my server (all of which are signs and item frames, near as I can tell, and a few mobs). Now there are over 300. |
01:22 |
VanessaE |
last /clearobjects was run right after you proposed your original patch, and it's been up 99% of the time since. |
01:22 |
VanessaE |
so I guess that's about a day, day-and-a-half? |
01:23 |
VanessaE |
as I stand in one place at the spawn, the number of entities is gradually decreasing. Not sure exactly why that is. |
01:24 |
VanessaE |
probably because the view distance is slowly receding (now at 32, with 30 fps) |
01:26 |
VanessaE |
seems to have settled at 280 objects. |
01:32 |
VanessaE |
some of these may be from pipeworks since it uses entities to shuttle items around through pneumatic tubes, but that's still way too high |
01:36 |
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01:37 |
VanessaE |
and now my fps has dropped sharply and suddenly without explanation - yet the number of entities has decreased by about half. |
01:37 |
VanessaE |
view range 30, which is my lower limit, only 7 fps |
01:40 |
VanessaE |
htop shows four threads for my client, one of which is pegged at 100%. The other three are pretty much idle (not that this necessarily helpful) |
01:40 |
VanessaE |
meanwhile, fps is down to 5 |
01:40 |
VanessaE |
(5-6) |
01:41 |
VanessaE |
I also note that as fps drops, responsiveness of formspecs is equally slow |
02:01 |
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03:17 |
Exio4 |
what are the real changes in the masterserver commits |
03:18 |
Exio4 |
is it that hard to write an helpful commit message? |
04:49 |
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05:31 |
VanessaE |
anyone here? |
05:31 |
VanessaE |
in the F6 display, page 2, "elapsed time". what's this field measuring, exactly? |
05:33 |
VanessaE |
I guess time since the last update of the profiler. hrm |
05:51 |
VanessaE |
ok we have a cause: |
05:51 |
VanessaE |
it's the particle spawners. |
05:52 |
VanessaE |
with the bees mod, which uses spawners for the swarms, performance is horrible. without it, performance is quite good. |
05:52 |
VanessaE |
could this be a client bug or a mod bug? |
06:38 |
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08:08 |
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08:10 |
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09:07 |
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09:48 |
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09:56 |
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09:56 |
sebdroid |
can anyone make a new language |
09:57 |
sebdroid |
for minetest? |
10:08 |
sfan5 |
^ much patience |
11:05 |
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11:05 |
sapier |
Hello does anyone know what broke formspec/chat overlay again? |
11:15 |
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11:20 |
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11:28 |
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12:11 |
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12:17 |
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13:03 |
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13:06 |
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13:14 |
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13:36 |
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13:42 |
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13:52 |
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14:03 |
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14:39 |
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14:41 |
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14:52 |
nore |
I have a suggestion for builtin: |
14:53 |
nore |
multi-node items support (i.e., doors, bed, etc) |
14:53 |
nore |
that would be way easier for those nodes, and one would not have problems with doors being lost, etc. |
14:54 |
sapier |
what do you mean with "builtin" |
14:54 |
nore |
in the builtin item place code |
14:54 |
sapier |
and how many? 2 4 8 16? what's wrong with this beeing part of game? |
14:55 |
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14:56 |
nore |
I mean, the item would have a placed_nodes field |
14:56 |
nore |
with the names and offsets of the nodes that would need to be placed |
14:57 |
sapier |
ok but I still don't get what makes it better to be in default instead of game? |
14:58 |
nore |
because a lot of mods need it |
14:58 |
sapier |
really? |
14:58 |
nore |
and if it is in game, a mod that does not use game will not be able to use it |
14:59 |
nore |
doors, beds, etc. |
14:59 |
sapier |
that's 2 ;-) write a suggestion and issue a pull request |
15:00 |
PilzAdam |
nore, what about the rotation? and flipped doors when you place them next to another one? |
15:01 |
nore |
about the rotation, I would say that facedir would be checked |
15:01 |
nore |
and about flipped doors, I don't know |
15:01 |
PilzAdam |
you cant predict how the nodes should be rotated |
15:02 |
PilzAdam |
some mods maybe want facedir nodes, but always let one node be north of the other one |
15:02 |
sapier |
that' mean the function would be already useless for doors |
15:02 |
PilzAdam |
or they want different facedirs for the nodes |
15:02 |
Taoki |
PilzAdam: FYI. I tested VBO in the Next branch. It doesn't seem to cause any more memory leaks |
15:02 |
sapier |
pa seems we're already at a level where schematics support is usefull |
15:02 |
PilzAdam |
Taoki, what does "seem" mean? |
15:03 |
Taoki |
PilzAdam: I opened my system resources viewer, and went exploring in MineTest. Whenever I checked, memory usage with VBO didn't grow past that it does without, and stopped at the same rate |
15:04 |
PilzAdam |
how were the leaks fixed? |
15:04 |
Taoki |
That I don't know. I just enabled VBO in Next and ran this test |
15:04 |
Taoki |
mabe proller can mention where he merged the VBO code from |
15:05 |
sapier |
sadly valgrind is of no use for vbo |
15:06 |
Taoki |
sapier: The leaks caused by VBO go thousands of MB. So there's no need to... just keep exploring for 10-15 minutes and see if memory usage goes anywhere over 500 MB |
15:06 |
Taoki |
If it stays around that average, there's no leak |
15:06 |
Taoki |
But explore and generate many areas |
15:06 |
sapier |
even if those huge leaks are fixed small leaks consuming gb of data within hours are still an issue ;-) |
15:07 |
sapier |
but of course way less then the big ones |
15:07 |
Taoki |
Those might be fixed either, though I didn't test for hours :P |
15:08 |
sapier |
I guess we'd find out once it was merged :-) |
15:08 |
Taoki |
I'm hoping it will be merged. Hence why I mentioned I observed the bad leaks being fixed |
15:10 |
sapier |
While I really see forward to performance improovements I have a little bit mixed feelings about merging another feature enhancement prior 0.4.8 ... it's disappointing to have those great features already in but normal users can't use it due to lack of stable version |
15:10 |
sapier |
but current master is in no state to be released atm |
15:13 |
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15:50 |
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16:13 |
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16:17 |
Sokomine |
what keeps it from beeing released? problems/incompatibilities i noted are: frequency of crash for typing in text increased compared to earlier versions (it was way worse month ago but got to almost zero errors in that region some time ago) |
16:18 |
sapier |
as far as I know download store isn't quite well tested |
16:18 |
sapier |
especialy with multiple versions at store |
16:18 |
Sokomine |
flowing liquids are drawn wrong. which is annoying when playing on a server with an older build. and those nodes that turn into unknown ones (side-effect of allowing more than 4096) would be a show-stopper as well |
16:18 |
Sokomine |
download store? |
16:19 |
sapier |
modstore |
16:19 |
Sokomine |
ah. modstore |
16:19 |
Sokomine |
really havn't checked that one |
16:20 |
Sokomine |
it seemed slow when i tested last time |
16:20 |
sapier |
and there was a formspec bug on windows I don't know if this was fixed |
16:21 |
Sokomine |
don't know either. something else that was mentioned was translation into some other languages (probably related to that windows formspec bug) |
16:22 |
sapier |
yes that one |
16:43 |
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16:52 |
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17:23 |
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17:49 |
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17:57 |
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17:59 |
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18:07 |
proller |
celeron55, need to change script on http://minetest.net/servers |
18:11 |
proller |
<script>var master = {root: 'http://servers.minetest.net/', no_ping:1, no_uptime:1};</script> |
18:11 |
proller |
<script src="http://servers.minetest.net/list.js"></script> |
18:12 |
proller |
now possible to disable every column. filter active only servers, show only top 10 or... |
18:12 |
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18:20 |
PilzAdam |
proller, done |
18:21 |
PilzAdam |
this page is ridiculously long due to the mod list |
18:21 |
proller |
oops |
18:21 |
proller |
style.css lost |
18:22 |
proller |
<link rel="stylesheet" href="http://servers.minetest.net/style.css"/> |
18:23 |
PilzAdam |
thats better |
18:23 |
proller |
also remove server_address = ... from bottom |
18:24 |
PilzAdam |
why? |
18:24 |
proller |
its needed only if you want show domain name |
18:24 |
proller |
ip will detect automatically |
18:25 |
proller |
and server will fail announce if address not correct |
18:25 |
PilzAdam |
done |
18:26 |
proller |
ok, next idea - place short list with top 5-10 servers to main page http://minetest.net/ |
18:27 |
celeron55 |
no |
18:28 |
PilzAdam |
I dont like how colums have multiple fields, e.g. "version gameid mapgen" |
18:28 |
proller |
short like - http://minetest.setun.net/master/ |
18:28 |
celeron55 |
also why did the servers page get so much empty space to the bottom of the page? |
18:28 |
proller |
need to fix css |
18:28 |
PilzAdam |
celeron55, hover VanessaE's server and you will see |
18:28 |
proller |
its from mod list |
18:29 |
celeron55 |
lol |
18:29 |
celeron55 |
that's useless |
18:29 |
celeron55 |
nobody is going to read through those |
18:30 |
PilzAdam |
the only one where its useful is "DanDuncombe's Nostalgia Server" |
18:30 |
PilzAdam |
everyone else has over 50 mods |
18:37 |
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18:39 |
PilzAdam |
added explanations for the flags |
18:46 |
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19:18 |
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19:20 |
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19:42 |
celeron55 |
Sokomine: this https://github.com/minetest/minetest/issues/910 |
19:49 |
celeron55 |
i have a 650 megabyte directory full of old minetest packages and i want to get this out of my laptop |
19:50 |
sfan5 |
put it on your other computer |
19:51 |
celeron55 |
there are roughly 170 packages in here, all the way from 2010-10-08 to 2012-06-06 |
19:54 |
NakedFury |
DROPBOX |
19:54 |
NakedFury |
sry |
19:54 |
NakedFury |
Dropbox, mediafire, skydrive, google drive, etc |
19:56 |
proller |
trash can ;) |
19:56 |
sfan5 |
/dev/null |
19:57 |
celeron55 |
i'll make a torrent in case someone wishes to download it |
19:57 |
celeron55 |
i'll not seed it for long though |
20:00 |
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20:01 |
celeron55 |
here's the minetest old packages torrent: http://fpaste.dy.fi/B5K/disp |
20:03 |
sfan5 |
nice, the tracker is not responding |
20:03 |
celeron55 |
well fuck |
20:03 |
celeron55 |
give me an address of a working tracker |
20:03 |
sfan5 |
hm |
20:05 |
sfan5 |
maybe udp://tracker.istole.it:6969 |
20:05 |
sfan5 |
ohh |
20:06 |
sfan5 |
why... |
20:06 |
thexyz |
you can add peer by hand |
20:06 |
sfan5 |
I just had to remove /announce |
20:06 |
celeron55 |
now some data seems to be going outwards from here |
20:06 |
celeron55 |
so i guess it works |
20:06 |
sfan5 |
19 kB/s not bad |
20:07 |
celeron55 |
lol, this is going to take a short while |
20:07 |
sfan5 |
>14 hours remaining |
20:08 |
celeron55 |
i wonder why it's so slow |
20:09 |
sfan5 |
I haven't set any limits |
20:09 |
celeron55 |
i have a limit at 70kBps to keep my ADSL not terribly choking |
20:10 |
sfan5 |
15 - 25 KBps currently |
20:10 |
sfan5 |
s/25/38/ |
20:10 |
celeron55 |
well it's going to finish over the night, whatever |
20:10 |
celeron55 |
(let's stop this offtopic now) |
20:11 |
sfan5 |
#960 should be merged |
20:12 |
sfan5 |
#958 could also be merged (after I've figured out whether I can use transparency |
20:14 |
PilzAdam |
I dont like the function name for override_day_night_ratio() |
20:14 |
PilzAdam |
its not directly clear what it does |
20:15 |
celeron55 |
i wrote an explanation as a comment there |
20:16 |
celeron55 |
i considered a few names, but it was impossible to come up with another name that would be correct in the context of what the engine actually does |
20:18 |
celeron55 |
it cannot be called "override sunlight brightness", because it doesn't control brightness but rather it controls the mixing of two lighting values together |
20:21 |
celeron55 |
maybe override_day_night_mix() |
20:21 |
celeron55 |
that gets closer to what it does in practice while being perfectly correct in how it does it |
20:22 |
PilzAdam |
override_daylight_quota() ? |
20:23 |
celeron55 |
i couldn't understand that even myself |
20:23 |
ShadowNinja |
PilzAdam: No, that is much more confusing. |
20:24 |
celeron55 |
override_day_night_light_mix() 8) |
20:24 |
celeron55 |
more words = maybe more clarity |
20:24 |
celeron55 |
(and more annoying typos when coding) |
20:25 |
ShadowNinja |
override_the_ratio_used_to_determine_the_daylight_night_mix() :-) |
20:26 |
sfan5 |
#958 is ready for merge |
20:26 |
PilzAdam |
sfan5, see my comment |
21:18 |
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21:29 |
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22:21 |
sfan5 |
segfault in irr::gui::CGUIStaticText::draw yay |
23:30 |
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23:55 |
kaeza |
I'm getting this error: minetest/src/keycode.cpp:287: KeyPress::KeyPress(const char*): Assertion 'mbtowc_ret == 1 && "unexpected multibyte character"' failed. |
23:55 |
kaeza |
googling gives me this link: http://pastie.org/5389191#1 |
23:56 |
kaeza |
it seems that storing an empty value in any of the keymap_* conf variables causes it |
23:57 |
kaeza |
should I open a new issue on GitHub? |
23:59 |
kaeza |
In my case, I tried changing the console key to the key to the left of '1' |