Time |
Nick |
Message |
00:14 |
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00:21 |
troller |
#895 updated |
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09:42 |
adama_ |
hello all |
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12:16 |
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12:24 |
celeron55 |
about the performance tests yesterday |
12:25 |
celeron55 |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011052013%20-%2001:35:20%20PM.png http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011052013%20-%2001:40:26%20PM.png |
12:26 |
celeron55 |
the removal of the texture atlas is likely to be a huge cause in that; also the generation of nodebox meshes inside solid ground |
12:27 |
celeron55 |
(in the first one neither of those kick in, because there are no nodeboxes and there is only a single texture) |
12:28 |
celeron55 |
my guess is that the missing texture atlas is the clear winner of bottleneckery in that |
12:30 |
celeron55 |
but the key is that the slowness is measured as those two multiplied together; not added |
12:31 |
celeron55 |
or maybe not the key; anyway, it increases the effect |
12:32 |
celeron55 |
current 0.4 is probably faster than 0.3 in drawing monotonous simple scenery, and really clogs up when it's special features are used a lot |
12:38 |
celeron55 |
in any case, i believe implementing a working and efficient texture atlas would fix that; if that exists, then the nodeboxes really don't matter almost at all as they all would be bundled in a single GPU call |
12:38 |
celeron55 |
or, well, all of them per each mapblock |
12:40 |
celeron55 |
VanessaE: you can try that by changing all content to use a single texture (same texture file name); it it runs fast, then texture atlas is the key |
13:04 |
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14:33 |
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14:54 |
troller |
idea: dynamically increase-decrease view range to match 30 fps |
15:34 |
celeron55 |
what? |
15:34 |
celeron55 |
it already does exactly that |
15:34 |
celeron55 |
and has done exactly that since 3 years ago |
15:54 |
Exio4 |
sapier should try to remove functions and loops, because a lot of people bad-uses them |
15:54 |
Exio4 |
same with exceptions, and with the memory management, and why not pointers! |
16:01 |
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16:30 |
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16:42 |
celeron55 |
Exio4: let's implement an improved version of java - without functions and loops |
16:43 |
kaeza |
celeron55, do you still have that branch for message translation around? |
16:43 |
Exio4 |
celeron55: neat idea! |
16:44 |
celeron55 |
kaeza: message translation? |
16:44 |
celeron55 |
the one that implements localization of item descriptions in the certain way? |
16:45 |
kaeza |
that one |
16:47 |
celeron55 |
i don't want it to be used as-is because it wastefully sends texts in every language to every clients; it should be reimplemented so that a client sends it's preferred language to the server and the server sends only those |
16:47 |
celeron55 |
anyway, it's here; the WIP commit is a beginning of reworking it to the latter: https://github.com/celeron55/minetest/commits/modtranslate |
16:47 |
kaeza |
ah gotcha, and thanks :) |
17:15 |
VanessaE |
celeron55: |
17:15 |
VanessaE |
[11-06 12:06] <OldCoder> Without the audio patch... |
17:15 |
VanessaE |
[11-06 12:06] <OldCoder> I cannot take screenshots |
17:15 |
VanessaE |
http://minetest.org/mtpatch-131106a.txt |
17:15 |
VanessaE |
he means the second part of that .txt |
17:16 |
VanessaE |
can you comment? |
17:17 |
VanessaE |
[11-06 12:16] <OldCoder> VanessaE, FWIW The 2nd patch simply disables warning messages that flood my screen |
17:17 |
VanessaE |
[11-06 12:16] <OldCoder> The messages are there all the time and mess up the game |
17:18 |
VanessaE |
why are openAL messages even making it to the chat? why are ANY error messages dumped there? Put them in the F10 console if they absolutely must be on-screen |
17:18 |
VanessaE |
(and not just c55, anyone who wants to comment, of course) |
17:26 |
celeron55 |
uhm... i guess the feeding of error messages to the chat could be removed |
17:29 |
celeron55 |
it's just a few lines that deal with chat_log_error_buf in game.cpp |
17:29 |
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17:30 |
celeron55 |
just adding a third boolean parameter to ChatBackend::addMessage to determine whether they go to the non-console buffer would work fine |
17:31 |
celeron55 |
i think it's useful to have them in the console though (because noticing errors is kind of important) |
17:31 |
VanessaE |
by console you mean F10, or the controlling terminal? |
17:31 |
celeron55 |
F10 |
17:32 |
VanessaE |
ok, yeah putting error messages there is probably okay as long as they don't constantly flood the console |
17:34 |
celeron55 |
well if there's a constant flood of errors, it's not OK in any case |
17:59 |
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18:10 |
PilzAdam |
ShadowNinja, I dont like that you revert commits from me without asking me |
18:11 |
ShadowNinja |
PilzAdam: You weren't around. And it was a pretty commonsense thing, as otherwise you can't punch in creative. |
18:11 |
PilzAdam |
you can, simply use a tool |
18:11 |
ShadowNinja |
I did get approval though. |
18:11 |
PilzAdam |
or, set dig_immediate=3 in the nodedef |
18:12 |
ShadowNinja |
But ou still can't punch with the hand. |
18:12 |
PilzAdam |
normal digging is just way more common than triggering a punch event |
18:12 |
PilzAdam |
so using a tool to trigger punches is better than the very slow digging |
18:12 |
ShadowNinja |
And even if there is a way around it most players won't find the way unless you thouroughly document it. |
18:13 |
PilzAdam |
nodes that really expect to be punchable can set dig_immediate=3 |
18:13 |
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18:13 |
VanessaE |
um, that's stupid, PilzAdam |
18:13 |
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18:13 |
PilzAdam |
VanessaE, how so? |
18:13 |
* Jordach |
doesnt like instant digging |
18:13 |
VanessaE |
if a node has a punchable callback registered to it, it should automatically be excluded from any kind of dig immediate. |
18:13 |
ShadowNinja |
That doesn't work with things like //p set and //mtschemprob start. |
18:14 |
VanessaE |
(i.e. either on_punch or register_on_punchnode or whatever the exact spellings were) |
18:14 |
PilzAdam |
the main goal of creative is to build and dig fast |
18:15 |
ShadowNinja |
If you need to dig a whole lot of nodes fast you use //p set //set air. |
18:15 |
PilzAdam |
digging times of 0.5 are way too slow |
18:15 |
PilzAdam |
even some tools in non-creative mode are faster |
18:15 |
PilzAdam |
ShadowNinja, I do not use any external mods when I run minetest_game |
18:15 |
VanessaE |
what good is it to build stuff that you can't then operate? |
18:15 |
ShadowNinja |
Yes, but it is understood that you can't punch with super-fast tools, and the solution is objious. |
18:16 |
PilzAdam |
well, you can operate it (as I said above) |
18:16 |
ShadowNinja |
obvious* |
18:16 |
PilzAdam |
the digging is jut more common than interacting, so the digging should get the main focus |
18:16 |
ShadowNinja |
So punching should be disabled? |
18:16 |
PilzAdam |
no, punching uses a routine that takes more time (i.e. take a tool) |
18:17 |
ShadowNinja |
I am not the only one that didn't know that trick. |
18:17 |
ShadowNinja |
You need to document it were players will see it. |
18:17 |
ShadowNinja |
And where can ou document it? |
18:17 |
ShadowNinja |
+ |
18:17 |
ShadowNinja |
+y |
18:18 |
PilzAdam |
in the mod description that depends on that feature |
18:18 |
ShadowNinja |
(Bad 'y' key) |
18:19 |
ShadowNinja |
So add "You need to use a slow tool to punch nodes" to every mod description? Not only that but using a differen't tool is kind of a workaround, not a solution. |
18:19 |
PilzAdam |
the 0.5 was choosen previously because of doors, they were opened with a leftclick; but since we have the on_rightclick() now this argument is obsolete |
18:19 |
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18:20 |
PilzAdam |
you can also design the mod to work properly with the insta-dig in creative mode |
18:21 |
ShadowNinja |
Although doors may not use on_punch a lot of other mods still do/ |
18:25 |
VanessaE |
some nodes make no sense being operated with a right click |
18:25 |
VanessaE |
like TNT for example. |
18:25 |
VanessaE |
punch it with a torch. |
18:26 |
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18:26 |
VanessaE |
and operating nods on right click has its own troubles |
18:26 |
VanessaE |
like having to code around the *wielded* node's on-right-click function |
18:33 |
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18:33 |
zat |
ShadowNinja: I think I am done, wanna try? |
18:45 |
* VanessaE |
wonders what zat is done *with* |
18:48 |
* zat |
wonders too |
18:48 |
zat |
it is the SQL rollback |
18:49 |
VanessaE |
oh yes |
18:49 |
ShadowNinja |
zat: Sure, can you put it on GitHub? |
18:49 |
zat |
is there a way that don’t require me to sign up on Github? |
18:49 |
zat |
really... I dont want to |
18:50 |
zat |
I have my own git server |
18:50 |
PilzAdam |
of course you dont have to sign up on github |
18:51 |
ShadowNinja |
zat: You don't have to, what is the URL. |
18:51 |
zat |
hold on I am pushing it |
18:55 |
zat |
ShadowNinja: last commit on the master branch at git://bros.ivn.cl/mbarrera/minetest.git |
18:55 |
zat |
Now it won’t delete the old rollback.txt file, it will just create an empty file that serves as a “flagâ€. |
18:55 |
zat |
rollback.txt.done |
19:01 |
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19:01 |
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19:33 |
zat |
ok I just realized I could change the stack column into two, node and quantity, columns. |
19:33 |
zat |
that would optimize file size and speed further. |
19:34 |
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19:37 |
ShadowNinja |
zat: You add whitesoace to an empty line in SQL_databaseCheck BTW. |
19:37 |
ShadowNinja |
whitespace* |
19:37 |
zat |
oh my god!!!!!!!!!!!!!!!!!!!!!!!! |
19:38 |
ShadowNinja |
zat: What? Is it that hard to fix? |
19:38 |
zat |
No, it is hard to be relevant. |
19:38 |
zat |
;) |
19:38 |
ShadowNinja |
Also TXT_filecheck in the MODIFY_INVECTOTY_STACK section. |
19:39 |
ShadowNinja |
And getEntriesSince. git diff isn't hilighting anything else in red... |
19:40 |
zat |
ShadowNinja: no need to tell me about those, they can easily be removed with a single regular expression. |
19:40 |
ShadowNinja |
zat: Then use that regex. :-) |
19:41 |
zat |
Sure, next time I commit a change. |
19:41 |
zat |
I dont want to sound rude... but do you have any actually useful comment about the implementation? |
19:42 |
zat |
I need to know how it works, performs, on other systems. |
19:42 |
ShadowNinja |
I like that the conversion speed display is more precise now, but I have only started testing it. |
19:42 |
zat |
well yes, it commits once every second. |
19:45 |
ShadowNinja |
zat: 14:44:30: ERROR[main]: ServerError: LuaError: error: C++ exception -- After running /rollback_check 10 100000000 |
19:45 |
zat |
let me try it |
19:46 |
ShadowNinja |
It hapened after it was running for a while, trying to reproduce it... |
19:47 |
zat |
wont it happen again? |
19:47 |
ShadowNinja |
I'm waiting on a second run... |
19:48 |
ShadowNinja |
Yep, I can reproduce it. Just use a really big number for the time to go back. |
19:48 |
zat |
it must be sqlite refusing to accept such a big number |
19:49 |
zat |
I have not made the queries fault tolerant yet |
19:49 |
ShadowNinja |
It should accept any 64-bit number. |
19:49 |
zat |
should! |
19:50 |
ShadowNinja |
100000000 is enough to trip it. |
19:50 |
zat |
we will have to see what itis |
19:52 |
zat |
ShadowNinja: now that I recall, for rollback_check the original code brings all the actions to memory and check their coordinates game-side. |
19:52 |
zat |
I left that part untouched... |
19:53 |
zat |
Probably the coordinates checking could be done SQL-query side. |
19:55 |
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20:09 |
ShadowNinja |
The rollback_check function returns a list of matching actions. Perhaps it should have a limit, eg the ten latest matches. And zat: /rollback_ckeck should definitely print the last 5-10 actions rather than only the most recent one. |
20:18 |
zat |
I will see if I can make it compare the coordinates query-side. |
20:18 |
zat |
because currently it *must* bring all matches and compare |
20:20 |
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20:35 |
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20:50 |
sapier |
https://github.com/minetest/minetest/pull/884 any coredev to review and judge this pull request? |
20:58 |
sfan5 |
sapier: seems fine |
20:59 |
sfan5 |
as long as there are no mistakes in the code :P |
21:00 |
sapier |
there are mistakes for sure ... first thing is I've written description.png in docs instead of description.txt ;-) |
21:01 |
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21:17 |
troller |
maybe add #895 to 0.4.8 milestone? |
21:19 |
ShadowNinja |
troller: 21 commits? You shouldn't be submiting pull requests in this state. |
21:19 |
sapier |
I'm not sure about it it changes lots of things if we're gonna release 0.4.8 soo this has to wait for 0.4.9 |
21:20 |
troller |
ShadowNinja, 2 manth ago it was only one commit |
21:20 |
troller |
after 2-4 rebases again 1 |
21:20 |
sapier |
you should squash it it won't be merged as is for sure ;-) |
21:20 |
troller |
i always squash before merge |
21:20 |
ShadowNinja |
troller: Just use git commit --amend to begin with. |
21:21 |
troller |
it works with pushed? |
21:22 |
troller |
and look here https://github.com/minetest/minetest/pull/895/files |
21:22 |
sapier |
but that's a quite unimportant detail actually I'd be glad with performance improvements but I can't decide if there aren't any hard to see bugs hidden within it |
21:23 |
sapier |
and without some time of testing I'd not have a good feeling to add this to a stable release |
21:23 |
troller |
better to do nothing... |
21:23 |
troller |
100% bug free |
21:23 |
sapier |
it's not about bug free it's about stability |
21:24 |
troller |
my server works fine. |
21:24 |
sapier |
everything works fine within the environment it was created |
21:24 |
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21:24 |
troller |
it was created on by notebook |
21:24 |
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21:24 |
troller |
my |
21:25 |
sapier |
that doesn't make a big difference unless you run it on 6 servers using different os and versions ... do you? |
21:25 |
ShadowNinja |
bind_address rebased. |
21:26 |
troller |
sapier, you check in this way every your commit? |
21:26 |
troller |
its game with 100 players |
21:26 |
troller |
and rules as in atomic station software |
21:27 |
sapier |
troller my comments are always based on the asumption everything to be added prior 0.4.8 is related to either fix critical bugs or beeing without any risk |
21:27 |
troller |
unable to play more than 5-10 players - critical and shame |
21:27 |
sapier |
was 0.4.7 better? |
21:28 |
sapier |
if not I'd not consider it "critical" |
21:28 |
sapier |
but of course that's my personal opinion I guess other core devs may disagree |
21:28 |
troller |
you never play in game too? |
21:28 |
sapier |
I do yet not on servers true |
21:30 |
sapier |
if you are confident enough these changes will not break things on windows or other os than yours I'm fine with merging but be sure I will remind you if it's not this way ;-) |
21:30 |
ShadowNinja |
We aren't in a feature freeze yet, perhaps that should start on saturday or sunday and last a week unless more is needed? |
21:31 |
sapier |
a week? |
21:31 |
ShadowNinja |
And I consider the most critical current bug the fact that sapling trees spawn without leaves. |
21:31 |
troller |
sapier, it os-independed |
21:31 |
sapier |
we have that many changes in there noone even tries to fix we need a month to fix them |
21:32 |
ShadowNinja |
sapier: Two weeks maybe, but we can't wait a whole month. |
21:32 |
sapier |
have a look at my last bugfix ... the bug is os independent too yet it didn't occur on linux ;-) |
21:32 |
sapier |
if you guys help me fix the bugs 2 weeks might be enough but the last weeks I more feel ppl keep on adding new features (bugs) instead of fixing issues |
21:33 |
init |
ShadowNinja: we *need* to wait |
21:33 |
init |
some things need to get fixed |
21:33 |
sapier |
init what do you think needs fixing? |
21:34 |
ShadowNinja |
init: Yes, but I think two and a half weeks is enough. |
21:34 |
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21:34 |
sapier |
lol shadow are you dreaming? ;-) |
21:35 |
ShadowNinja |
Well, whatever, but when should the feature-freeze start? |
21:35 |
sapier |
we haven't even decided how to fix the modstore hang issue and both possible options are far from minimal changes |
21:36 |
sapier |
imho I'd start it immediatly |
21:36 |
init |
that was i meant by "some things" sapier |
21:37 |
ShadowNinja |
Both should be merged, but they need some modification to work together properly. |
21:38 |
sapier |
of course but imho kahrls changes are way more invasive then the async things |
21:39 |
sapier |
async only changes behavior of those calls related to the hangs while httpfetch changes almost any download |
21:39 |
sapier |
and async is limited to mainmenu (for now) |
21:41 |
sapier |
any other toughts to pro/cons of those changes? |
21:43 |
ShadowNinja |
http_fetch should be available to Lua, asyncronously and syncronously, plus async Lua. http_fetch improves Minetest's downloading in more places than just the main menu. |
21:43 |
sapier |
thats crap |
21:43 |
ShadowNinja |
? |
21:43 |
sapier |
it's adding multiple async ways to api |
21:44 |
ShadowNinja |
sapier: Is async Lua heavy at all? |
21:45 |
sapier |
yes it's heavy compared to calling a single function but lightweight compared to a download |
21:45 |
sapier |
so if you just want to multiply two numbers async is quite useless and only adds overhead |
21:45 |
sapier |
but overhead is minor compared to overhead added by download |
21:47 |
ShadowNinja |
Well then only add http_fetch, and not http_fetch_async. And use async Lua. |
21:48 |
sapier |
that's what I intended to do |
21:49 |
sapier |
as kahrl is busy I'm guess I need to do that |
21:49 |
ShadowNinja |
But the http_fetch branch must be merged for it's other improvements. |
21:50 |
sapier |
of course but without the mainmenu hangs it's not a blocker for 0.4.8 |
21:52 |
ShadowNinja |
sapier: Rearange the parameters to do_async so that multiple parameters or none can be passed. And does it suport multiple return values? Eg " return 5, {x=3, =4}, 'a string' " |
21:52 |
ShadowNinja |
(Like minetest.after works) |
21:52 |
sapier |
no |
21:53 |
sapier |
that'd add useless complexity as I'd need to serialize a variable number of parameters passing a variable number and deserializing them |
21:54 |
sapier |
you can always enclose your parameters withing a single table ... you could even write a wrapper funtion in lua |
22:18 |
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22:20 |
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22:24 |
celeron55 |
i think the fast digging was stupid; it was hard to dig single nodes |
22:24 |
sapier |
as far as I know it is already changed back? |
22:25 |
celeron55 |
yes and PilzAdam complained |
22:25 |
celeron55 |
read the log |
22:26 |
sapier |
:-) I guess I shoud read more carefully |
22:32 |
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22:33 |
sapier |
any second agreement to 884? |
22:34 |
sapier |
PilzAdam if I remember correctly you've been one of the ppl complaining about unintuitive modmgr? |
22:41 |
ShadowNinja |
sapier: The new layout looks much better |
22:42 |
sapier |
actually adding mod screenshot and description was intended at begining |
22:42 |
sapier |
there was a todo in code ;-) |
22:43 |
ShadowNinja |
Yes, I figured that from the title. |
22:43 |
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22:43 |
sapier |
hope you had a look at code too ;-) |
22:43 |
BlockMen |
hey, could someone agree that i push that? https://github.com/BlockMen/minetest_game/commit/4f474d9b29731f586e1fcbf26df55ece91c4c4ec |
22:43 |
ShadowNinja |
Nope, just the screenshot. *looks* |
22:44 |
sapier |
argh ... |
22:44 |
sapier |
:-) |
22:44 |
ShadowNinja |
BlockMen: No, that code if broken and ugly, the Lua treegen code has to be rewritten and fixed. |
22:45 |
BlockMen |
it has? why isnt it pushed? |
22:45 |
ShadowNinja |
sapier: function tbl.splittext(text,charlimit) <-- What does this do? |
22:46 |
sapier |
it splits a long textline to a array of short lines (at least if I remember correct ... some time ago) |
22:47 |
ShadowNinja |
sapier: Use string:split() then. |
22:47 |
ShadowNinja |
sapier: Does no_screenshot.png already exist? |
22:47 |
sapier |
yes it's used in modstore |
22:47 |
BlockMen |
ShadowNinja, where is the rewritten code? |
22:47 |
sapier |
split doesn't work as required for this function |
22:48 |
ShadowNinja |
Oh, I see what you mean. |
22:48 |
sapier |
argh there's debug code in there |
22:48 |
sapier |
that split function preserves newlines |
22:48 |
ShadowNinja |
BlockMen: There is none. But the current code has to be redone. Use a schematic or read up on the LVM. |
22:49 |
sapier |
preserve means a newline will create a new line in array too |
22:49 |
BlockMen |
sapier, when testing #977 sometimes mt crashed without any error, warning, etc |
22:49 |
ShadowNinja |
fgettext("no mod description available") <-- +Capital first letter and period. |
22:49 |
BlockMen |
so i cant tell you any reason :\ |
22:50 |
sapier |
any idea what you did when it crashed? |
22:50 |
BlockMen |
ShadowNinja, why got this code pushed then? and how long will it need until someone rewrites it? |
22:50 |
BlockMen |
IMO it should be fixed, because trees dont grow now at all |
22:51 |
ShadowNinja |
BlockMen: Whoever aproved it didn't read the code or didn't understand it. And that depends, can you fix it? |
22:51 |
sapier |
don't grow? they grew before so this needs to be fixed for 0.4.8 |
22:51 |
BlockMen |
sapier, when opening modstore |
22:52 |
BlockMen |
https://github.com/BlockMen/minetest_game/commit/4f474d9b29731f586e1fcbf26df55ece91c4c4ec that fixes the sapling problem |
22:52 |
ShadowNinja |
splittext can probably be rewritten to be nicer. But otherwise the code looks ok. |
22:52 |
ShadowNinja |
They grow, but only trunks. |
22:53 |
BlockMen |
and fixes the instant grow of jungle sapling |
22:53 |
sapier |
I expected this wouldn't be very helpfull blockmen :-) |
22:53 |
BlockMen |
trunks != trees :P |
22:53 |
sapier |
would you mind trying to run a debug build within gdb? |
22:54 |
BlockMen |
gdb? |
22:54 |
ShadowNinja |
sapier: Who? Of what? |
22:54 |
sapier |
talking to blockmen atm ;-) do you use linux or windows? |
22:54 |
BlockMen |
windows (only) |
22:54 |
sapier |
any other bugs in there shadow? |
22:55 |
sapier |
ok I'll test on windows have done most of testing in linux ... what build variant do you use blockmenß |
22:55 |
ShadowNinja |
sapier: Looks OK, although I haven't run it. |
22:56 |
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22:56 |
BlockMen |
release because debug doesnt work at all under msvc2010 |
22:56 |
sapier |
hmm difficult ... I'm gonna try if this happens in 2012 too |
22:57 |
sapier |
yet my 2012 build is way more clean than official buildbot variant |
22:58 |
BlockMen |
you may test it a few times, most time nothing happens |
22:58 |
sapier |
puuhh .... that was close ... seems I canceled my accidental branch push to master soon enough |
22:59 |
sapier |
ok I do a linux test first maybe it happens there too but more rare |
23:00 |
BlockMen |
ok, back to my beginning question: is there a good reason to not fix tree growing? |
23:00 |
sapier |
as I said if it did work in 0.4.7 and doesn't work now we need to fix it ... it has to work in 0.4.8 at least as good as before |
23:02 |
BlockMen |
sounds like an agreement |
23:03 |
ShadowNinja |
BlockMen: Your commit looks like an improvement, but the code needs a total rewrite. |
23:03 |
sapier |
I haven't had a look at your fix if it really does this (not things like e.g. adding new sorts of trees)... but if it does I'm fine |
23:04 |
sapier |
do I understand correct that most of those changes are moving from node.lua to tree.lua? |
23:05 |
BlockMen |
sapier, yes, because adding all that code in node.lua made it unreadable |
23:05 |
ShadowNinja |
Yes, makes it hard to tell what has changed. |
23:06 |
sapier |
I'm almost everytime for spliting files (at least if it's not splitting a 10 lines file to two 5 line files) |
23:06 |
BlockMen |
so this commit seperates the growing code, moves the abms to functions.lua, fixes the growth rate of jungle saplings and tree grows |
23:06 |
BlockMen |
s/s/ing |
23:07 |
BlockMen |
imo the dirt and grass abm has to be moved to functions to, but i wanted not mix uo commits |
23:07 |
BlockMen |
s/o/p |
23:08 |
sapier |
can you tell what lines actually contain changes? it's difficult to find them ;-) |
23:09 |
BlockMen |
https://github.com/BlockMen/minetest_game/commit/4f474d9b29731f586e1fcbf26df55ece91c4c4ec#diff-fe24fdf96c7af2afc4edbda97f408e43R155 + 156 |
23:10 |
BlockMen |
and the contentid is read correct now because it was not registered in curent code yet |
23:10 |
BlockMen |
^ what caused the growing issue |
23:11 |
sapier |
ok I'm fine with it even if this may still need rewrite it's better than current code |
23:11 |
BlockMen |
k, i will add the new line at tree.lua and then push it |
23:12 |
sapier |
I assume noone is working at that better rewrite atm |
23:13 |
ShadowNinja |
BlockMen: Um, where is the old ABM removed? |
23:14 |
BlockMen |
since nore wrote the code i checked his repo, but there was nothing new |
23:14 |
BlockMen |
ShadowNinja, nodes.lua |
23:14 |
ShadowNinja |
Oh, there it is. |
23:15 |
ShadowNinja |
BlockMen: Do you actually fix the treespawning code though? |
23:16 |
BlockMen |
yes, like i said already the problem was that the contentid was read before the node was registered. |
23:17 |
BlockMen |
so i fixed the junglesapling abm and restructured the whole thing, see above |
23:17 |
BlockMen |
i gonna push now |
23:18 |
ShadowNinja |
Ok. |
23:25 |
BlockMen |
sapier, hmm...im not able to reproduce the crash at #977 atm |
23:26 |
sapier |
can you plz check the fix I just pushed it fixes a silly bug downloading any screenshot numerous times |
23:27 |
BlockMen |
sure |
23:27 |
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23:27 |
sapier |
yet as this reduces complexity drasticaly the bug may occur even less frequent |
23:28 |
sapier |
shadow did you manage to add error handlers everywhere? |
23:28 |
ShadowNinja |
sapier: Not everywhere, I need help with script_run_callbacks. |
23:29 |
ShadowNinja |
But almost everywhere. |
23:29 |
sapier |
yea that one is really tough |
23:29 |
ShadowNinja |
It has been running on VE's servers for a few days and seems to work. |
23:29 |
sapier |
was hoping you could help with error handler in async calls guess I need to find out my self |
23:30 |
ShadowNinja |
Except in the vector case -- The case it was written for. |
23:30 |
sapier |
funny |
23:31 |
BlockMen |
sapier, that fix is good |
23:31 |
ShadowNinja |
It must be called from script_run_callbacks or similar. sapier: Check my 'pcall_errfunc' branch, but it has a lot of changes to facilitate the error handler, so my patch should be merged first. |
23:32 |
sapier |
async isn't changing a lot of things most cases it just adds things (except within mainmenu there unused variables are removed) |
23:33 |
sapier |
BlockMan yes but the original error may still be there just not beeing recognizable that often |
23:36 |
sapier |
I hope libcurl is threadsafe ;-) |
23:46 |
BlockMen |
well, lets see if i can reproduce anyway ^^ |
23:47 |
BlockMen |
gd n8t |
23:47 |
sapier |
gd n8t |
23:47 |
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23:47 |
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