Time |
Nick |
Message |
03:02 |
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03:16 |
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03:44 |
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04:17 |
VanessaE |
ok, guys, we have a big problem. |
04:18 |
VanessaE |
the transmission of media to other users, even with cURL enabled, consumes 100% CPU on the server side |
04:18 |
VanessaE |
THIS is the source of the high lag my users keep seeing |
04:21 |
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04:22 |
VanessaE |
guys, this shit's gotta stop. |
04:38 |
RealBadAngel |
and propably all those timed out errors in windows |
04:50 |
VanessaE |
one thing that is guaranteed to make the server eat CPU like crazy is fast move |
04:50 |
VanessaE |
as soon as someone starts running, it spikes and stays there until the player stops running |
04:53 |
VanessaE |
and as usual, I'm talking to air. |
04:53 |
VanessaE |
no one gives a shit |
04:53 |
VanessaE |
(except you, RBA, but this isn't your department) |
04:53 |
VanessaE |
proller had a bunch of shit in his 'next' branch to address this stuff, yes? |
06:01 |
RealBadAngel |
if he really does we should test if it fixes anythin for you |
06:01 |
VanessaE |
I gave that branch a quick try earlier. it needs a bit of work before I can deploy it to the servers for a wider test |
06:04 |
RealBadAngel |
i suggest trying out individual patches |
06:04 |
RealBadAngel |
not all of them at once |
06:05 |
VanessaE |
I just cloned the whole 'freeminer' fork and played with that a bit. |
06:14 |
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07:21 |
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07:49 |
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08:11 |
celeron55 |
06:56:17 < VanessaE> and as usual, I'm talking to air. |
08:11 |
celeron55 |
*you're talking when all europeans are sleeping |
08:12 |
celeron55 |
sounds like our bad collision code is a bit worse than people think |
08:12 |
VanessaE |
yep I know. |
08:12 |
VanessaE |
(air) |
08:19 |
RealBadAngel |
celeron55, any comments on https://github.com/minetest/minetest/pull/1024 ? |
08:21 |
celeron55 |
my happiness on that probably depends roughly on how little you messed up stuff for people who don't use shaders and people who don't want to use new shader features |
08:21 |
RealBadAngel |
so just try it |
08:21 |
RealBadAngel |
all is configurable in settings |
08:22 |
RealBadAngel |
also i fixed messed up lighting code in shaders |
08:22 |
RealBadAngel |
you, or whoever did that code, forgot to clamp the values |
08:23 |
RealBadAngel |
i waited with it quite long and let folks out there to test it first |
08:23 |
celeron55 |
looks like you managed to do that with relatively little changes in the common code |
08:24 |
RealBadAngel |
so its in pretty good stable condition |
08:24 |
RealBadAngel |
i got no more error reports |
08:24 |
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08:25 |
VanessaE |
celeron55: I've been running this code all the way through and it works quite well now. Maybe the exact parameters of the shaders need fine tuning (wave lengths, amplitudes, exact formulas, etc) but it works well |
08:25 |
VanessaE |
(it's my fault that he fixed the lighting code ;) ) |
08:25 |
RealBadAngel |
such parameters are a subject to change |
08:25 |
RealBadAngel |
maybe when enough folks will vote |
08:26 |
RealBadAngel |
something faster, something slower, who knows |
08:26 |
celeron55 |
i'll try it some day when i'm on my other computer |
08:26 |
VanessaE |
celeron55: in order for this change to be of its greatest use, a few lines of code need to be added to minetest_game also e.g. to tell the engine that certain nodes will in fact wave. |
08:28 |
RealBadAngel |
celeron55, one thing that troubles me. i would like to get this code merged soon |
08:28 |
RealBadAngel |
due to amount of files ive changed |
08:28 |
RealBadAngel |
its very hard to rebase it |
08:28 |
RealBadAngel |
and i had to do that twice already for sake of one liners |
08:29 |
celeron55 |
i'm sure some core dev other than me has better view on it than me and can agree on a merge |
08:29 |
RealBadAngel |
honestly? |
08:30 |
celeron55 |
it's impossible to know less about it than i do |
08:30 |
RealBadAngel |
theres no one out there bout you and kahrl that know anything bout shaders |
08:31 |
RealBadAngel |
others just can say i like it or not |
08:31 |
celeron55 |
well i really don't care what you have put in the shader code, except for the parctical facts of whether it works on all GPUs, whether it's fast and whether it looks good or bad |
08:32 |
RealBadAngel |
propably it works on most of them |
08:32 |
RealBadAngel |
at least with opengl >= 1.2 |
08:33 |
RealBadAngel |
fast? it depends. with all the options enabled and high quality textures its.... just a monster that eats your GPU |
08:34 |
RealBadAngel |
and how it looks? man its amazing to see world that actually lives |
08:34 |
VanessaE |
actually I haven't seen an appreciable change in GPU performance or view range with the waving stuff turned on and 256px HDX |
08:34 |
RealBadAngel |
well i did |
08:34 |
VanessaE |
and it works well with things like pilzadam's VBO branch |
08:34 |
RealBadAngel |
time for me to buy new gpu |
08:35 |
RealBadAngel |
i coded all that stuff on 3yrs old, budget priced gpu |
08:35 |
VanessaE |
yeah well, my motherboard has better onboard gfx than your anemic little GPU ;) |
08:35 |
RealBadAngel |
xmas comes i will buy myself better one |
08:36 |
VanessaE |
at any rate, celeron55, there seems to be no downside to the current copy of the shader code that I have (I need to pull RBA's latest changes though) |
08:37 |
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08:37 |
RealBadAngel |
one last change to come is to disable shaders before creating inventory images |
08:37 |
RealBadAngel |
im testing it atm |
08:39 |
RealBadAngel |
btw i have an idea about wielded items |
08:39 |
celeron55 |
i effectively agree on a merge, but maybe wait if someone notices something in it today |
08:40 |
RealBadAngel |
celeron55, i will add that last change, make a windows build and ask a few folks to test it |
08:40 |
RealBadAngel |
then i will ask for merging |
08:40 |
VanessaE |
nope, wait |
08:40 |
VanessaE |
it's not ready to merge |
08:40 |
RealBadAngel |
^^ |
08:40 |
VanessaE |
just pulled the changes. inventory images are still messed up |
08:40 |
RealBadAngel |
^^ |
08:40 |
VanessaE |
oh |
08:40 |
VanessaE |
duh :) |
08:41 |
RealBadAngel |
read the lines VanessaE |
08:41 |
* VanessaE |
<-- blind |
08:41 |
RealBadAngel |
hehe |
08:41 |
RealBadAngel |
back to the idea i started to talk about |
08:41 |
VanessaE |
which is? |
08:42 |
RealBadAngel |
i noticed that shaders do affect wielded item |
08:42 |
VanessaE |
yes and I love it |
08:42 |
VanessaE |
seeing a blob of water waving around in hand is neat |
08:42 |
RealBadAngel |
so leaves are waving in hand for example |
08:42 |
RealBadAngel |
yeah |
08:42 |
RealBadAngel |
we can introduce wielded_item_shader |
08:43 |
RealBadAngel |
and make extrusion looki real good |
08:43 |
RealBadAngel |
*looking |
08:43 |
RealBadAngel |
thx to bumpmapping and occlussion |
08:43 |
VanessaE |
riiight |
08:43 |
VanessaE |
I hadn't thought about it from that angle |
08:44 |
VanessaE |
and you'd use a fixed bumpmap |
08:44 |
VanessaE |
just some measure of flat height |
08:44 |
VanessaE |
(if one isn't provided for the texture) |
08:44 |
RealBadAngel |
doesnt have to be provided |
08:44 |
RealBadAngel |
i can easily make heightmap on the fly |
08:46 |
VanessaE |
right, exactly |
08:52 |
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08:53 |
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08:55 |
VanessaE |
[11-29 03:54] <rubenwardy> Can some one post the following on #minetest-dev? Updated: http://minetest.net/screenshots |
08:57 |
RealBadAngel |
why one of them is different sized? |
08:58 |
RealBadAngel |
feel free to post response back ;) |
09:05 |
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09:12 |
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09:17 |
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09:17 |
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09:22 |
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09:26 |
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09:26 |
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09:32 |
celeron55 |
i wonder if it would be useful if we had an official forum thread or something where people could request testing of commits or branches and anyone could report there if it works or what problems there are |
09:32 |
celeron55 |
this for the purposes of making zero testing work go to waste and the results being easily accessible to anyone (eg. those considering merging it9 |
09:33 |
celeron55 |
)* |
09:33 |
VanessaE |
some kind of official discussion forum would be a good idea, but I have to wonder if people here would use it in lieu of github issues |
09:33 |
VanessaE |
issues/pulls |
09:33 |
celeron55 |
that's an another question: are github issues and pulls enough for that |
09:33 |
VanessaE |
honestly? no. |
09:34 |
VanessaE |
they lack two things - one is you have to sign up for yet-another-account (not a problem for most of us, granted), and two, they lack any sense of realtime discussion |
09:34 |
celeron55 |
it might be good to go ask around if people think they would've found such useful recently |
09:35 |
VanessaE |
I think somewhere half-way between this and the regular logs is what is needed |
09:35 |
VanessaE |
(if that makes any sense) |
09:35 |
VanessaE |
yes |
09:37 |
RealBadAngel |
i have used forums post way |
09:37 |
RealBadAngel |
plus the irc |
09:37 |
RealBadAngel |
and it worked quite good |
09:38 |
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09:38 |
RealBadAngel |
i were able to ger error logs and fix the issues almost on the fly |
09:38 |
RealBadAngel |
*get |
09:39 |
RealBadAngel |
and i must say OpenGL is a bitch to debug |
09:40 |
RealBadAngel |
way harder than c++ |
09:41 |
RealBadAngel |
without folks testing it i couldnt be able to make it work |
09:53 |
VanessaE |
bb, bed. |
09:53 |
VanessaE |
bbl* |
10:10 |
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10:27 |
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11:00 |
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11:35 |
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11:35 |
BlockMen |
RealBadAngel, #1024 looks fine for me |
11:35 |
BlockMen |
but one question: is it possible to prevent this? http://i.imgur.com/PFfwlIC.png |
12:03 |
celeron55 |
BlockMen: oh about your newest website screenshots: are they from a real dokuwiki template? |
12:04 |
celeron55 |
if so, i could test them on the site itself so that it's easier to get feedback and get the "feel" of it |
12:08 |
BlockMen |
celeron55, no, like last time it based on a screenshot of current. |
12:08 |
BlockMen |
but i can make if you want me to do |
12:09 |
BlockMen |
or you do yourself because of my coding style :P |
12:14 |
celeron55 |
i'm too lazy (which is kind of obvious from the layout i made...) |
12:15 |
celeron55 |
or, not really lazy but i want to use my time for something else |
12:15 |
celeron55 |
(which is usually the case) |
12:16 |
celeron55 |
i don't want to say i want you to make it, because i also want to preserve the right to not use it if i end up deciding so |
12:17 |
celeron55 |
i'm kind of scared trying to judge these layouts though, because nobody really said the previous one was bad, but still they're now saying it was bad and even what i made is better |
12:17 |
celeron55 |
people should tell it and keep telling it if something sucks, otherwise it's impossible to improve efficiently |
12:35 |
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12:59 |
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13:02 |
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13:02 |
BlockMen |
celeron55, hmm ic. i think i gonna make the template for the subpage then since its easier to do (i hope). |
13:03 |
BlockMen |
and to the old page: i wanted polish it a few times but you said you want keep the amateurish style |
13:07 |
celeron55 |
well i guess i didn't really know what you meant or something |
13:08 |
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13:11 |
celeron55 |
if you promise to try to take every lesson from the previous layout and also what you're seen being said about my new one, i promise to use your new layout on minetest.net until i happen to come up with something that many people say is at least equally good (tl;dr: let's use common sense) |
13:12 |
celeron55 |
i'll not even judge it myself; think of me being a slow upload program |
13:13 |
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13:15 |
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13:16 |
BlockMen |
well, thx. but my point is not that it has to be "my" layout that is used. my point is to say my opinion about things i notice and show my ideas how it could be improved (IMO). and why shouldnt you judge it? |
13:17 |
celeron55 |
because i tend to make not-so-good judgements when i'd rather focus on something else |
13:17 |
BlockMen |
at least its still your project so its fine when you still control a few things |
13:21 |
celeron55 |
could core developers have a vote about how to deal with freeminer(.org)? |
13:22 |
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13:25 |
celeron55 |
my view is that i'm relieved that people finally try making a serious fork (it's about fucking time), but it's still probably a surprise to many |
13:26 |
celeron55 |
i mean, it might or might not make sense to go on like nothing was happening; i'm not sure |
13:38 |
Exio4 |
~ https://github.com/freeminer?tab=members |
13:38 |
pitriss |
celeron55: I'm not core dev and I will never be.. But I see that fork positive.. I like mt as is.. On the way how it is going.. (Not mergining every pullrequest just because someone is trolling with it 3 months here). Time will show if freeminer is as lagfree as it trying to look like.. |
13:43 |
BlockMen |
i think goin on like nothing was happening is not the way. for me i can say that i was kinda surprised but i dont really know atm what i think of it. on the one hand im absolutely fine with it, on the other hand it seems to be somewhat of an emotional (over?)reaction. I think the future will show if it finds its own direction or its just a "now we decide"-Minetest. |
13:46 |
celeron55 |
i actually too think that's the important question |
13:46 |
celeron55 |
they say "It aims to make the game fun while trading off some bits of perfectionism." |
13:47 |
celeron55 |
if they do it right, the future will be pretty good |
13:47 |
celeron55 |
as nobody is stepping too much on other's toes |
13:49 |
celeron55 |
(to me that seems like they're going to focus on a single subgame and optimize their fork of the engine for it, which makes minetest free to pursue the more wide approach) |
14:21 |
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15:38 |
PilzAdam |
I agree to what BlockMen said about "freeminer" |
15:44 |
PilzAdam |
http://irc.minetest.ru/minetest-dev/2013-11-29#i_3461225 |
15:47 |
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15:47 |
Zeg9 |
Hi |
15:48 |
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15:51 |
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15:52 |
RealBadAngel |
hi PilzAdam |
15:52 |
RealBadAngel |
have you tried latest changes in shaders? |
15:52 |
PilzAdam |
not yet |
15:52 |
RealBadAngel |
so please do, i believe all the problems you were reporting are gone |
15:54 |
RealBadAngel |
i have just to push disable shaders when generating inventory images and rebase main_menu.lua (thx, sapier :P ) |
15:55 |
RealBadAngel |
improved bumpmapping, parallax occlusion, and geometry shaders: water, leaves and plants waving |
15:58 |
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15:59 |
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16:03 |
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16:03 |
RealBadAngel |
a second |
16:04 |
RealBadAngel |
https://github.com/RealBadAngel/minetest |
16:05 |
RealBadAngel |
i will push last changes to it in a few minutes, but those are rather cosmetic ones |
16:06 |
RealBadAngel |
i had problems with rebasing branches, so decided to reclone sources and stay with one tree |
16:06 |
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16:10 |
PilzAdam |
tmp branch in my repo |
16:27 |
RealBadAngel |
add waving = 1 to node def |
16:28 |
RealBadAngel |
i have already switched from paramtype2 to nodedef property |
16:30 |
RealBadAngel |
moretrees do support that already |
16:30 |
RealBadAngel |
https://github.com/VanessaE/moretrees/commits/master |
16:33 |
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16:34 |
RealBadAngel |
if it was using paramtype2 it wont |
16:34 |
RealBadAngel |
open farming mod in your minetest game |
16:35 |
RealBadAngel |
and add: |
16:35 |
RealBadAngel |
waving = 1, |
16:35 |
RealBadAngel |
to all the grasses |
16:36 |
RealBadAngel |
jungle grass and dryshrub defs are in default |
16:37 |
RealBadAngel |
btw, PilzAdam, when farming redefines the grasses, maybe let it handle them at all? |
16:37 |
RealBadAngel |
and remove them from default |
16:37 |
RealBadAngel |
no need for multiple defs imho |
16:38 |
RealBadAngel |
yes, l-systems tree are made by me |
16:44 |
RealBadAngel |
ty |
16:57 |
RealBadAngel |
PilzAdam, have you tested it? |
16:57 |
PilzAdam |
not yet |
16:57 |
RealBadAngel |
i have pushed already inventory fix |
16:57 |
RealBadAngel |
and will have to rebase it all once again |
16:58 |
RealBadAngel |
thx to sapier's changes to mainmenu.lua :( |
17:07 |
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17:16 |
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17:22 |
sapier |
john_minetest did you manage to get latest version from github? |
17:25 |
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17:46 |
sapier |
adding an additional screen might even result in more errors ... atm right after you click the download is started and gui should hang until finished |
17:46 |
sapier |
I don't understand (yet) why it's possible to issue any futher downloads while original one isn't completed |
17:47 |
sapier |
actually they shouldn't be able to do so |
17:47 |
sapier |
the gui is locked while downloading |
17:47 |
sapier |
for some reason irrlicht seems to queue the events |
17:48 |
sapier |
I totally agree with you but this isn't a bug caused by this commit and imho should be fixed in another one |
17:49 |
sapier |
that won't help at all |
17:49 |
sapier |
it will make things worse |
17:50 |
sapier |
it's not a bug in this commit it's a feature request |
17:50 |
sapier |
I don't want to add even more complexity to this commit if not absolutely required |
17:51 |
sapier |
and no it won't stop users from queuing events the opposit is right |
17:51 |
sapier |
the only way to show something is continue mainmenu loop thus having to handle all events issued by player while download is in progress |
17:52 |
RealBadAngel |
ok, ive rebased shaders_rework |
17:52 |
sapier |
so to show this screen we actively need to refuse user actions |
17:52 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/commit/12c4fd9d6ae8ababb7decdf34d2969ca7e02cb53 |
17:52 |
sapier |
key events for example |
17:53 |
RealBadAngel |
if there wont be any unexpected errors, that will be final |
17:53 |
sapier |
worse escape will exit |
17:54 |
sapier |
john I completely agree a download screen should be added yet it's not as simple as I'd like it to be |
17:56 |
sapier |
there will always be a (small) gap between handling of key event and display of lock screen ... maybe user can't hit it but I wont rely on this guess |
17:57 |
sapier |
I'd prefere adding this a separate commit as it's not related to the fix we're trying to merge |
17:57 |
sapier |
there aren't two but multiple threads running |
17:58 |
sapier |
and john_minetest there's always something that can be done better .. if this was reason for merge or not we never could merge anything |
18:01 |
sapier |
what internetconnection do you have? |
18:01 |
sapier |
strange |
18:01 |
sapier |
what error? |
18:02 |
sapier |
that's good |
18:02 |
sapier |
means fix for crash is working |
18:03 |
sapier |
It will hang anyway we're only talking about a screen telling you it's downloading ... there's no way to show a progress |
18:04 |
sapier |
I just want to make sure you don't expect a progress bar to appear ;-P |
18:05 |
sapier |
I can't lock any buttons I only can hide everything |
18:05 |
sapier |
and I can't stop user from clicking a second button prior I can hide it |
18:06 |
sapier |
you may have to wayt for curl timeout for some things |
18:07 |
sapier |
lol you multiclicked same button :-) |
18:07 |
sapier |
guess that one can happen even if I show the lock screen |
18:09 |
sapier |
atm download is done synchronously the only way to show the lock screen is make it asynchronously ... expect bugs when I add it ;-) |
18:09 |
sapier |
give me half an hour ... hope there isn't more than I already know |
18:33 |
Exio4 |
[05:32:59] <+RealBadAngel> at least with opengl >= 1.2 |
18:33 |
Exio4 |
there aren't shaders for opengl 1.2, as far as i know |
18:37 |
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18:45 |
sapier |
john_minetest try again |
19:00 |
sapier |
that's a mmdb error |
19:01 |
sapier |
having mods without downloadable file in there is quite useless |
19:01 |
sapier |
nope need someone else to test first too many changes since PilzAdam tried last time |
19:02 |
sapier |
especialy as there are feature enhancements since pa tested |
19:07 |
ShadowNinja |
sapier: "We can’t automatically merge this pull request." |
19:07 |
sapier |
guess I need to rebase too |
19:08 |
RealBadAngel |
anybody has something against on shaders rework? |
19:09 |
Exio4 |
did you 'fix' the game_time issue? |
19:09 |
sapier |
if you fixed the inventory lighting I'm for merging (but I don't understand shaders) |
19:09 |
RealBadAngel |
Exio4, ofc i did |
19:09 |
RealBadAngel |
sapier, also done |
19:10 |
RealBadAngel |
shaders are now disabled when creating inventory images |
19:10 |
Exio4 |
does that mean a speed-up when creating inventory images? :P |
19:10 |
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19:11 |
RealBadAngel |
when shaders are not used at all, than propably yes |
19:12 |
hasufell |
why do we link to OPENGLES2? I don't think it's used anywhere and "-Wl,--as-needed" will remove it |
19:13 |
sapier |
any comments on removing whitespaces at end of line good idea or not? |
19:15 |
RealBadAngel |
when doing something around, why not |
19:15 |
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19:16 |
sapier |
current eclipse does this automaticaly :-/ but there's one situation I'm not sure about ... empty lines do contain only whitespace ... thus removing trailing whitespaces results in those lines now beeing really empty |
19:17 |
thexyz |
and what's the problem? |
19:17 |
thexyz |
isn't it how it should be? |
19:17 |
thexyz |
empty lines should be empty |
19:17 |
ShadowNinja |
sapier: Remove trailing whitespace if you are modifying the nearby code. |
19:17 |
sapier |
it shoult but typicaly they aren't atm thus each of my current commit contains lots of whitespace changes |
19:18 |
sapier |
I'm not gonna look for trailing whitspaces manually |
19:19 |
ShadowNinja |
In vim: %s/[\t ]+$// |
19:20 |
sapier |
ok eclipse does this near edited lines only yet on rebase there are a lot of lines that are touched |
19:21 |
sapier |
https://github.com/minetest/minetest/pull/977 see yourself |
19:37 |
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19:41 |
RealBadAngel |
to push changes to minetest_game first the engine changes should be merged |
19:41 |
RealBadAngel |
on the other hand its pretty easy to edit farming mod |
19:42 |
RealBadAngel |
or default |
19:42 |
RealBadAngel |
also, moretrees already supports the changes |
19:44 |
RealBadAngel |
ofc it will be possible |
19:44 |
RealBadAngel |
minetest_game will support it |
19:45 |
RealBadAngel |
meanwhile you can use minetest_game modified by me |
19:46 |
sapier |
will shaders apply to entities too? |
19:51 |
ShadowNinja |
sapier: Are multiple images downloaded at a time? |
19:51 |
sapier |
yes atm it's limited to 4 |
19:52 |
sapier |
I assumed more than 4 cores aren't available for most ppl and there are other things running too |
19:53 |
ShadowNinja |
sapier: Mods without a archive show up with a -1 rating. |
19:53 |
sapier |
yes ... penalty for not beeing downloadable ;-P |
19:53 |
ShadowNinja |
sapier: You won't(or at least shouldn't) be using up the entire core, so you can spawn as many threads as you want. |
19:54 |
sapier |
no |
19:54 |
sapier |
threads aren't spawned on demand this would be crazy as creating a thread is a really heavy operation |
19:55 |
ShadowNinja |
sapier: My Bedrock mod shows up as not having a screenshot. It does have one. |
19:55 |
sapier |
and async isn't for download only so it IS possible to consume a full core |
19:56 |
ShadowNinja |
john_minetest: No. |
19:56 |
ShadowNinja |
sapier: Perhaps you should add a back button, ESC isn't obvious. |
19:57 |
sapier |
I will NOT fix any single issue with this single commit Shadow ;-p |
19:57 |
sapier |
ONE commit ONE fix |
19:57 |
ShadowNinja |
Mods take a awfully long time to load. But that's because of a bad server-side API I heard. |
19:58 |
sapier |
it's a three way handshake |
19:58 |
ShadowNinja |
sapier: The mmdb URL is configurable? |
19:58 |
sapier |
yes |
19:59 |
sapier |
shadow did you specify a titlepic in mmdb? |
19:59 |
ShadowNinja |
sapier: I think that the no version error should be sent to infostream. And there should be "No download" text. |
20:00 |
sapier |
you don't have a download button isn't that self explaining? :-) |
20:00 |
ShadowNinja |
sapier: https://forum.minetest.net/mmdb/mod/bedrock/ It has a image(which mmdb has trouble displaying properly) I didn't see a "titlepic" setting. |
20:01 |
ShadowNinja |
sapier: Yes, but it looks empty, there should be something there. |
20:01 |
ShadowNinja |
sapier: And the contrast is bad, white on white. |
20:02 |
sapier |
can someone plz write something positive sometime ;-P |
20:03 |
sapier |
I agree with most of your suggestions but I wont add it in this pull request |
20:03 |
sapier |
if you edit your mod in mmdb there's a dropdown "titlepic" |
20:04 |
ShadowNinja |
sapier: Ah, yes, it's set properly. |
20:04 |
sapier |
great fundamentalists won and mmdb is now glp crusader area |
20:05 |
sapier |
I think about stopping development for mmdb |
20:06 |
sapier |
Any comments on what sort of freedom minetest stands for ... REAL freedom or pseudo GPL freedom? |
20:09 |
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20:11 |
sapier |
where is mmdb source code? |
20:11 |
ShadowNinja |
sapier: https://bitbucket.org/iqualfragile/mmdb/ |
20:13 |
sapier |
what license is mmdb? |
20:14 |
ShadowNinja |
Hmmm, all-rights-reserved I guess. |
20:16 |
sapier |
LOL if this was true this forced freedom in mmdb is even more ironic ... forcing everyone else to be free but requireing special rights for himself ... yet I don't think iqualfragile is doing this way |
20:17 |
sapier |
but if this was true I don't have to think about stopping development any longer |
20:17 |
ShadowNinja |
He probably forgot to add a license, or added it in a place that isn't very visible. |
20:17 |
sapier |
I guess you're right, still this needs to be clarified |
20:18 |
sapier |
I am not willing to support forcing ppl use some license if the person forcing others doesn't stick to his own rules |
20:20 |
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20:20 |
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20:20 |
sapier |
Shadow did you test the async branch? |
20:21 |
ShadowNinja |
sapier: Yes, it seems to work well. |
20:21 |
sapier |
well enough for merge? |
20:22 |
ShadowNinja |
sapier: Yes. |
20:22 |
sapier |
ok as pa did agree to it too and john_minetest did test it I'm gonna merge |
20:23 |
ShadowNinja |
Um, wait. |
20:23 |
ShadowNinja |
sapier: ^ |
20:23 |
sapier |
yes? |
20:24 |
ShadowNinja |
sapier: ACTION[(unknown thread)]: <-- This used to be ServerThread. |
20:24 |
sapier |
I didn't change anything there |
20:24 |
sapier |
guess that one was added with mainmenu? |
20:24 |
ShadowNinja |
sapier: Didn't you add jsepaphore or something like that in this patch? |
20:25 |
sapier |
I did and the worker threads get their own names |
20:26 |
sapier |
what error is shown by unknown thread? |
20:28 |
ShadowNinja |
sapier: No errors outside of the regular, but messages that used to be from ServerThread(Like the Minetest ASCII art) Are now from "(unknown thread)". |
20:28 |
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20:28 |
sapier |
strange |
20:29 |
ShadowNinja |
Ah, iqualfragile: What is the license for MMDB? |
20:30 |
sapier |
but you're right shadow somehow the main thread information is lost |
20:30 |
ShadowNinja |
sapier: Er, no. They came from the "main" thread before. |
20:31 |
sapier |
yes but that's just a detail it'S wrong atm but I don't know why |
20:33 |
sapier |
ok I know |
20:34 |
sapier |
destructor is called in main thread not within child thread |
20:37 |
sapier |
Shadow should be fixed now |
20:44 |
sapier |
ok I'm gonna merge the async branch in half an hour so last chance to check |
20:44 |
ShadowNinja |
Alright, all looks good now. |
20:50 |
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20:52 |
VanessaE |
bah, why is he always gone when I show up. |
20:52 |
sapier |
who are you talking about vanessae? |
20:54 |
VanessaE |
RBA's shaders are FAIL. |
20:54 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011292013%20-%2003%3a52%3a38%20PM.png |
20:55 |
celeron55 |
the apple boxes on trees look funny |
20:56 |
VanessaE |
it looks like he broke everything that has alpha |
20:56 |
celeron55 |
quite obviously yes |
20:56 |
VanessaE |
(the trees' leaves too, though not quite visible in that shot) |
20:57 |
VanessaE |
it's weird seeing these big X-shaped ...things... waving around in the breeze :) |
20:59 |
kahrl |
huh, there's still the typo in modmgr.lua:57 |
21:00 |
kahrl |
I thought it was fixed |
21:00 |
kahrl |
I'm actually not sure I ever mentioned it ;) |
21:01 |
sapier |
ok I fix it as I'm merging right now |
21:02 |
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21:02 |
sapier1 |
kahrl what's wrong at 57? (guess my line numbers changed) |
21:03 |
celeron55 |
tempfodler |
21:03 |
sapier1 |
lol |
21:04 |
celeron55 |
oh fodler actually is a word 8) |
21:05 |
ShadowNinja |
remote_port doesn't have a default value, therefore: http://pastebin.ubuntu.com/6496086/ |
21:06 |
sapier1 |
what is a fodlerß |
21:07 |
sapier1 |
I'm fixing it next ... I'm merging async NOW |
21:11 |
sapier1 |
Shadow remote_port does have a default value |
21:16 |
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21:24 |
ShadowNinja |
sapier: Well setting it in minetest.conf fixed that crash. |
21:27 |
VanessaE |
damn it sapier, you just broke RBA's shaders branch (rebase needed AGAIN) |
21:27 |
sapier |
sorry ... guess rbas branch would've broken mine too |
21:29 |
VanessaE |
(I decided to back everything out and restart from a clean clone just in case *I* broke something, regarding the aforementioned alpha failure) |
21:30 |
sapier |
ShadowNinja can you reproduce that crash? |
21:30 |
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21:32 |
sapier |
number? |
21:32 |
* john_minetest |
just realized that he has been in this project for such a long time... |
21:33 |
sapier |
329? guess noone looks that far back ;-) |
21:34 |
sapier |
guess noone did care enough about this one |
21:36 |
ShadowNinja |
sapier: No, I can't reproduce it on master, only on RBA's shaders fork. |
21:37 |
sapier |
seems to be a merge error |
21:37 |
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21:38 |
sapier |
john true but noone is paid for it so we have to live with some suboptimal things ;-) |
21:38 |
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21:39 |
emptty |
john_minetest: nobody, beside about 100 companies |
21:39 |
VanessaE |
actually some 60-70% of them are paid, professionally, to develop the linux kernel |
21:39 |
sapier |
VanessaE can we close this one? https://github.com/minetest/minetest/issues/128 |
21:39 |
emptty |
including IBM, motorola, and all the others |
21:39 |
VanessaE |
sapier: I guess so |
21:40 |
sapier |
once some company starts to pay minetest developers our organization will improove too |
21:40 |
sapier |
I close 128 |
21:40 |
emptty |
for the time being, they still do great stuff |
21:40 |
emptty |
for the time being, *the minetest dudes still do great stuff |
21:42 |
sapier |
yes but none of them are critical |
21:42 |
emptty |
there is many 15 years old bugs in debian, overall :) |
21:42 |
VanessaE |
I wonder if #218 is still valid in light of #1000 |
21:43 |
sapier |
maybe that one causing long timeouts |
21:44 |
sapier |
critical are only crashes especialy reproducable ones |
21:44 |
sapier |
or bugs that destroy data |
21:45 |
sapier |
if you think they can be fixed that fast fix it ... usually fixing a simple bug in code you don't know takes much more time you expect |
21:45 |
sapier |
that's less then half a year that doesn't count |
21:48 |
VanessaE |
john_minetest: like so? http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011292013%20-%2003%3a52%3a38%20PM.png |
21:52 |
celeron55 |
#802 could be fixed anytime |
21:53 |
celeron55 |
maybe PilzAdam can push his fix |
21:53 |
VanessaE |
john_minetest: they wave for me, but that's because I have a mod in place to enable them to do so. |
21:53 |
sapier |
I'm gonna push 802 fix |
21:54 |
VanessaE |
"but then the dropped item collides with the player, so it requires #773." |
21:54 |
VanessaE |
is that already dealt with? |
21:54 |
VanessaE |
it has. |
21:55 |
VanessaE |
put the Y offset at 1.0, that should put the thrown object at just below shoulder height |
21:55 |
celeron55 |
i'd say a bit over 1.0 |
21:56 |
celeron55 |
because then it's easier to throw them over 1 node high walls |
21:56 |
celeron55 |
that actually needs to be tested |
21:56 |
VanessaE |
well okay, I could agree with that |
21:56 |
VanessaE |
john_minetest: I didn't try that - that's probably sapier's fault ;) |
21:57 |
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21:58 |
Exio4 |
https://github.com/minetest/minetest/pull/1003 this can be closed, no? |
22:02 |
sapier |
1.2? |
22:06 |
troller |
sapier, http://paste.org.ru/?zg0ghe |
22:07 |
troller |
did you try compile before pushing? |
22:07 |
sapier |
yes and it does compile fine for me |
22:07 |
sapier |
what os and compiler do you use? |
22:09 |
troller |
gcc version 4.2.1 20070831 patched [FreeBSD] |
22:09 |
troller |
FreeBSD/amd64 |
22:09 |
sapier |
can you add a "class" between "friend" and "AsyncWorkerThread" and try again? |
22:11 |
sapier |
guess this is that old gcc bug again |
22:12 |
troller |
to what line ? |
22:13 |
troller |
135 |
22:13 |
sapier |
l_async_events.h L135 yes |
22:13 |
troller |
http://paste.org.ru/?8o29sq |
22:15 |
sapier |
grrr but it does name a class |
22:15 |
sapier |
ok lets find out how to persuade old gcc |
22:18 |
sapier |
you have >friend class AsyncWorkerThread;< in line 135 now? |
22:18 |
troller |
yes |
22:18 |
troller |
- friend AsyncWorkerThread; |
22:18 |
troller |
+ friend class AsyncWorkerThread; |
22:18 |
sapier |
and exactly same error?? |
22:19 |
emptty |
john_minetest: I changed my mind. You are right. The bug triaging that you are now doing is very valuable |
22:19 |
emptty |
john_minetest: maybe you should comment the bugs that are ready to be closed |
22:20 |
Exio4 |
this exact channel |
22:21 |
sapier |
troller? |
22:21 |
troller |
exactly |
22:21 |
troller |
second paste |
22:23 |
sapier |
that doesn't make any sense troller |
22:23 |
sapier |
can you write #error there? |
22:24 |
ShadowNinja |
john_minetest: Closed. |
22:24 |
sapier |
is white menu on white background intended on minetest.net? |
22:25 |
sfan5 |
john_minetest: http://etherpad.org/ ? |
22:25 |
ShadowNinja |
john_minetest: Well, the second one. I haven't seen the first in a while. |
22:26 |
troller |
but cavegen incorrect and make caves in water |
22:26 |
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22:27 |
Exio4 |
that bug was related to the lack of 'obsidian' at that time |
22:27 |
sapier |
troller? I need your help it compiles for me |
22:27 |
sapier |
and everyone else who tried it too ;-) |
22:28 |
Exio4 |
is that master? |
22:29 |
troller |
sapier, do not use private? ;) |
22:29 |
sapier |
no that's wrong |
22:30 |
sapier |
the error is because your gcc doesn't understand friend the way standard defines we need to find out how to tell him |
22:30 |
troller |
sapier, hmm. now looks works |
22:31 |
sapier |
with class added only? |
22:31 |
troller |
yes, strange with compile |
22:32 |
sapier |
ok then I'm gonna push that fix |
22:32 |
troller |
okay |
22:32 |
ShadowNinja |
john_minetest: I can't read that. |
22:33 |
VanessaE |
I think what he's saying is he wants to be able to tune 0.4.x down as low as possible, to the point that he essentially has 0.3.x, but without actually running the 0.3.x engine |
22:34 |
sapier |
that'd require lua engine to be disableable by setting |
22:35 |
Exio4 |
there should be a "zero" game where it only has stuff that was in 0.3 |
22:36 |
ShadowNinja |
Exio4: It's called Nostalgia. :-) |
22:37 |
sapier |
troller fine now? |
22:38 |
Exio4 |
i said zero just for saying something, but yeah, a nostalgia game with a reduced code that is 'only useful' for having the content that was in 0.3 |
22:39 |
Exio4 |
and tried to be the fast possible :P |
22:39 |
ShadowNinja |
Exio4: I mean there is already a game called nostalgia, which has 0.3 things. |
22:39 |
ShadowNinja |
john_minetest: Chat can be done, but I don't thing the nametabs are doable. |
22:39 |
ShadowNinja |
tags* |
22:40 |
VanessaE |
idk if this is up-to-date, as the original source is now dead, but https://github.com/VanessaE/mt_nostalgia |
22:40 |
troller |
sapier, yes, thank you |
22:40 |
VanessaE |
https://forum.minetest.net/viewtopic.php?pid=106504 |
22:40 |
VanessaE |
there it is. |
22:40 |
Exio4 |
did anyone went around for "making it even faster"? |
22:40 |
sapier |
no problem I broke it I fix it ;-) |
22:41 |
VanessaE |
(and now my git is up-to-date. just needed to push) |
22:42 |
ShadowNinja |
john_minetest: Nope, there isn't any API for nametags, and although you can make nametags they would cover the current ones and would only work in the active range. |
22:49 |
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22:52 |
VanessaE |
no, it has not been |
22:52 |
VanessaE |
well, let me double-check that |
22:52 |
ShadowNinja |
john_minetest: If you want a notepad: http://notas.dados.gov.br/p/Minetest |
22:53 |
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22:53 |
VanessaE |
john_minetest: no, that has not been fixed. |
22:54 |
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23:35 |
troller |
sapier, http://paste.org.ru/?r4b940 |
23:36 |
troller |
no |
23:36 |
ShadowNinja |
Does this look OK? https://github.com/minetest/minetest/pull/489 |
23:36 |
VanessaE |
works for me, john |
23:37 |
sapier |
troller where's the error? |
23:38 |
troller |
dont know |
23:38 |
VanessaE |
ShadowNinja: use my better font instead. |
23:38 |
VanessaE |
and if there are kerning issues in the client...er...they need fixed? |
23:38 |
troller |
Bus error: 10 (core dumped) |
23:39 |
sapier |
I'd like to say "update to a new version of gcc" but I guess there ain't anything like that in openbsd |
23:40 |
VanessaE |
wouldn't a bus error be due to byte/word alignment issues? |
23:40 |
troller |
its not a compiler or os error |
23:41 |
sapier |
maybe but I don't do things affected by alignment |
23:44 |
troller |
http://paste.org.ru/?1i3tca |
23:44 |
ShadowNinja |
How's this? https://github.com/minetest/minetest/pull/608 Should it adapt to the size of the chat? |
23:45 |
sapier |
I git errors at that location when locking didn't work ... but that bug is fixed |
23:46 |
ShadowNinja |
http://strawpoll.me/791065 |
23:46 |
PilzAdam |
ShadowNinja, kahrl has that branch somwhere that includes nick hightlighting in addition to the size fix |
23:47 |
sapier |
lol |
23:47 |
VanessaE |
ShadowNinja: I like that feature, and I had originally suggested one other thing: Each time a message comes in, the darkened area should briefly get even darker than is shown there, stay that way for a second, then fade back to what is shown (or make it even lighter/more faded) |
23:47 |
sapier |
troller can you post bt from all current threads |
23:48 |
VanessaE |
s/fade back/slowly fade back/ |
23:48 |
VanessaE |
like what some websites do when a new message or alert arrives |
23:50 |
troller |
sapier, http://paste.org.ru/?cxvk0r |
23:51 |
sapier |
t0? |
23:52 |
sapier |
PilzAdam do you remember the dump all gdb cmd? |
23:52 |
sapier |
thats way to less threads troller there should be 4 worker threads and minetests original threads |
23:53 |
ShadowNinja |
kahrl: Is your filteredchat branch mergable? Can you add the features of #608 and the length adapting to it? |
23:53 |
troller |
http://paste.org.ru/?ubx2vo |
23:54 |
sapier |
thread apply all bt |
23:54 |
sapier |
this command in gdb please |
23:56 |
troller |
http://paste.org.ru/?axxxp0 |
23:57 |
sapier |
what the ... seems like most of minetest is already gone? |
23:58 |
sapier |
that doesn't help at all ... can you compile -O0 and try again? |
23:59 |
troller |
http://freeminer.org |