Time |
Nick |
Message |
00:38 |
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01:15 |
Megaf |
Hm |
01:15 |
Megaf |
I cant get OpenGL ES working here |
01:47 |
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02:10 |
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02:13 |
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02:33 |
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02:38 |
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03:25 |
Sokomine |
hm. it would be great to have a last-modified-entry in the database that makes up the mapfile. that way, it would be easier to see what actually changed and do backups |
03:26 |
Sokomine |
might also be helpful for server/client communication? server and client might exchange lists of last-modified-dates and indices of mapblocks, and the client might cache it... |
03:50 |
kahrl_ |
Sokomine: isn't that what m_disk_timestamp is? |
03:51 |
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03:57 |
Sokomine |
oh? was that introduced recently? i mean the entries in the database - which only contains pos and data to my knowledge? |
03:58 |
Sokomine |
afaik the data block contains a date, but that's hidden deep inside compressed binary data and not easily accessible from outside |
04:03 |
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04:21 |
ShadowNinja |
Ah, sapier's Minetest build works quite nicely. It needs a few more options, and the chat needs to be enabled. But otherwise it seems pretty good. |
04:22 |
ShadowNinja |
When using "Exit to OS" I get a "Minetest exited" message, it seems that Android thinks it crashed. |
04:23 |
ShadowNinja |
Or it's just being captain obvious... |
04:25 |
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04:35 |
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04:43 |
ShadowNinja |
"Unfourtunately, Minetest has stopped", so a Android message. |
05:35 |
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06:24 |
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06:56 |
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07:09 |
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07:12 |
PenguinDad |
~tell nore I've discovered that the signs only flicker at high x and z coordinates. |
07:12 |
ShadowBot |
PenguinDad: O.K. |
07:12 |
nore |
PenguinDad, I'm here... |
07:12 |
PenguinDad |
nore, I didn't see that |
07:26 |
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12:22 |
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13:07 |
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13:13 |
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13:18 |
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13:24 |
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13:33 |
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13:36 |
Megaf |
-- Found system opengles2 library /usr/lib/arm-linux-gnueabihf/libGLESv2.so;/usr/lib/arm-linux-gnueabihf/libGLESv2.so;/usr/lib/arm-linux-gnueabihf/libX11.so;/usr/lib/arm-linux-gnueabihf/libXext.so |
13:36 |
Megaf |
Finally!!! |
13:37 |
Megaf |
Compiling |
13:37 |
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13:37 |
Megaf |
let's see if I can make this thing run on Debian Arm |
13:38 |
RealBadAngel |
#1117 is updated with a few bugfixes, shall work now even for those who had problems before |
13:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/1117 -- Normal maps generation on the fly. by RealBadAngel |
13:38 |
Megaf |
isnt map generation of the fly already? |
13:39 |
RealBadAngel |
in mainstream? no |
13:39 |
RealBadAngel |
thats a new feature coming with 1117 |
13:39 |
Megaf |
What's the difference? Will it be faster or something? |
13:40 |
RealBadAngel |
the difference is that it generates normal maps for all the textures (no matter the size, 16px, 2k px or whatever) |
13:40 |
RealBadAngel |
user have just to check the box |
13:41 |
VanessaE |
RealBadAngel: did you account for nore's anti-jitter camera fix? or does this matter at all? |
13:41 |
VanessaE |
(1119 I think it was) |
13:41 |
RealBadAngel |
so, its possible now to have bumpmapping workin even with all the default textures |
13:41 |
Megaf |
hm |
13:41 |
RealBadAngel |
VanessaE, havent tried that commit |
13:42 |
RealBadAngel |
Megaf, just give it a try |
13:42 |
VanessaE |
RealBadAngel: ok. it would only affect your lighting direction calculations if at all, not your normalmaps. |
13:42 |
Megaf |
well, all I want know is to have hardware acceleration |
13:42 |
Megaf |
It's using software renderer here |
13:42 |
Megaf |
pretty damn low FPS |
13:43 |
RealBadAngel |
so propably wont go for ya, its using GLSL |
13:44 |
RealBadAngel |
VanessaE, nothing shall affect my light calculations because theyre totally separate to what mt has by now |
13:44 |
RealBadAngel |
theyre only world coordinates dependent |
13:45 |
VanessaE |
RealBadAngel: which is why I mentioned it :) |
13:46 |
RealBadAngel |
btw, https://forum.minetest.net/viewtopic.php?id=8714 |
13:47 |
RealBadAngel |
ive updated Tiled pack with new textures, now it has 7 |
13:48 |
RealBadAngel |
the 6th is my favourite |
13:48 |
Megaf |
video_driver = ogles2 |
13:48 |
Megaf |
this shit doesnt work |
13:48 |
VanessaE |
opengl |
13:48 |
VanessaE |
not ogels2 |
13:48 |
Megaf |
it will always use opengl no matter what |
13:49 |
Megaf |
VanessaE, I want OpenGL ES |
13:49 |
VanessaE |
ogles2 is just the name of the library |
13:49 |
Megaf |
https://github.com/minetest/minetest/blob/6715c422aecf0e8cb409a3d2cb056a1bffe63446/src/main.cpp#L1354 |
13:49 |
VanessaE |
huh, that must be new then |
13:49 |
VanessaE |
#ifdef _IRR_COMPILE_WITH_OGLES2_ |
13:49 |
VanessaE |
so was your irrlicht compiled with ogles2 also? |
13:51 |
Megaf |
I don't know |
13:52 |
Megaf |
it doesnt have a cmake or configure thing, or does it? |
13:53 |
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13:53 |
Megaf |
VanessaE, I don't know how to compile Irrlicht with #ifdef _IRR_COMPILE_WITH_OGLES2_ |
13:53 |
Megaf |
where do I set that? |
13:54 |
Megaf |
IrrCompileConfig.h |
13:54 |
Megaf |
I think its there |
14:06 |
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14:09 |
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14:48 |
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14:59 |
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15:15 |
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15:25 |
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15:26 |
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15:36 |
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15:47 |
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15:57 |
proller |
http://fpaste.org/82626/ |
16:05 |
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16:06 |
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16:27 |
sfan5 |
proller: will this make us fix it? no |
17:20 |
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17:25 |
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17:29 |
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17:29 |
sapier |
I'm merging #1164 now |
17:29 |
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17:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/1164 -- Replace builtin pause and message menus by formspec based ones by sapier |
17:30 |
rubenwardy |
Has any one considered reducing the rate of which player position and node updates are sent to idle players (players that have not moved for 30secs) |
17:30 |
sapier |
are node updates sent if nothing changed ? |
17:31 |
rubenwardy |
No, but if other players place nodes, they are. |
17:31 |
sapier |
and how are we supposed to tell the player about those not sent updates once he's gonna get active again? |
17:32 |
rubenwardy |
Buffer them, so instead of sending every, ie 100ms, send every 1000ms. |
17:32 |
rubenwardy |
Maybe forget about the node part |
17:33 |
sapier |
so we increase regular processing time add complexity and increase memory usage ... and increase jitter by having to send larger updates at once |
17:34 |
rubenwardy |
Ignore the node thingy |
17:34 |
sapier |
you can't |
17:34 |
sapier |
if you do so players map is out of sync |
17:34 |
rubenwardy |
No, the node part of my suggestion |
17:34 |
rubenwardy |
Has any one considered reducing the rate of which player positions are sent to idle players (players that have not moved for 30secs) |
17:34 |
sapier |
entity updates? |
17:35 |
rubenwardy |
that too, possibly |
17:35 |
rubenwardy |
nvm |
17:35 |
sapier |
player update rate would be best to be fixed in client |
17:35 |
rubenwardy |
While it would reduce bandwidth, it wouldn't reduce processing. |
17:35 |
sapier |
client decides about position updates, so in case of idle client could just stop sending regular updates |
17:36 |
sapier |
for player pos and entity updates this seems to be a usefull suggestion, at least for the unreliable stuff |
17:36 |
sapier |
we don't have to do queuing if it's already common case to loose the update |
17:37 |
sapier |
but it's useless in case of mods like simplemobs or carts which create forced pos updates in almost any step |
17:39 |
sapier |
ok carts is way more load critical as of this issue then simple mobs |
17:42 |
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17:50 |
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18:08 |
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18:10 |
VanessaE |
sapier: NOOOOOOOOOOOOOOOOOOO |
18:10 |
sapier |
no? |
18:10 |
VanessaE |
the menu change conflicts with the VBO patch :( |
18:10 |
Exio4 |
haha |
18:11 |
sapier |
what's the big deal about rebasing? I rebase each addon at least 3 times prior merge |
18:12 |
VanessaE |
rebasing is fine if you're the one who wrote the code that needs rebased and you know wtf you're doing :) |
18:13 |
sapier |
I'm almost sure the ony thing why rebase is necessary are formal changes so this should be a minor change for anyone with at least a little bit of c++ knowledge ... most likely there ain't even a merge conflict |
18:13 |
sfan5 |
the vbo patch isn't that complex |
18:14 |
VanessaE |
you forgot the "and you know wtf you're doing" part :) |
18:14 |
VanessaE |
when it comes to C++, I don't :P |
18:15 |
sapier |
try doing a rebase and see if there isn't even a merge conflict first ;-) |
18:15 |
VanessaE |
that was during a rebase :P |
18:16 |
VanessaE |
I'll approach it later when I'm a little more clear in the head. |
18:17 |
sapier |
*g* |
18:23 |
VanessaE |
is anyone ever gonna fix that code the way it seems to be "wanted" and make it official? |
18:23 |
VanessaE |
(the thing about old meshes not being declared as "stale" and being cleared/deallocated) |
18:52 |
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19:02 |
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19:09 |
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20:27 |
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20:38 |
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20:52 |
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20:56 |
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21:26 |
PilzAdam |
sapier, re #1114: as you can read in the comments I think that there should be Lua callbacks instead of minetest.conf settings |
21:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/1114 -- Add third person view by BlockMen |
21:29 |
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21:32 |
sapier |
well he's quite right about the lag if server switches the animation that's not gonna work |
21:32 |
sfan5 |
what the fuck sapier |
21:32 |
sfan5 |
do you test anything before you commit |
21:32 |
sfan5 |
/home/stefan/mt-build/build/c55/minetest-minetest-a4e2198/src/config.h:20:27: Fehler: cmake_config.h: Datei oder Verzeichnis nicht gefunden |
21:32 |
sfan5 |
/usr/bin/i586-mingw32msvc-windres: /home/stefan/mt-build/build/c55/minetest-minetest-a4e2198/src/../misc/winresource.rc:23: syntax error |
21:33 |
sapier |
what toolchain did you use? |
21:33 |
PilzAdam |
sapier, read my 3rd comment |
21:33 |
sapier |
oh ok sorry |
21:34 |
sapier |
sfan I'm sorr mybe I messed up some spaces on fixing the last comments, no I didn't fix all the build issues in win32 build which have been added since I last did a win32 build |
21:35 |
sfan5 |
toolchain is mingw-32 |
21:35 |
sapier |
which version? |
21:35 |
proller |
btw ipv6 broken more than month |
21:35 |
sapier |
did anyone tell about it a month ago? |
21:35 |
proller |
yes. me |
21:35 |
sapier |
where? |
21:35 |
proller |
here |
21:35 |
sfan5 |
i586-mingw32msvc-gcc (GCC) 4.2.1-sjlj (mingw32-2) |
21:36 |
proller |
broken by bind addr |
21:36 |
sapier |
ok I didn't know about it by now I'm gonna have a look |
21:37 |
proller |
and why messages duplicated: |
21:37 |
proller |
01:36:51: ACTION[ServerThread]: singleplayer [127.0.0.1] joins game. |
21:37 |
proller |
01:36:51: ACTION[ServerThread]: singleplayer [127.0.0.1] joins game. List of players: |
21:37 |
sapier |
sfan5 give me a second I guess I already know what's wrong |
21:37 |
sfan5 |
not building in src dir? |
21:37 |
proller |
ipv6 now can work only if define full ipv6, :: does not work |
21:37 |
sapier |
no a merge error to some other changes |
21:39 |
sapier |
hmm no my guess was wrong |
21:39 |
sapier |
the version is define |
21:39 |
sapier |
d |
21:48 |
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21:52 |
sapier |
sfan5 sorry but current master doesn't compile at all for me |
21:52 |
sapier |
can you paste your logs somewhere? |
22:04 |
sapier |
sfan5? works for vs2010 and fails for my mingw version for some completely different reason |
22:05 |
sapier |
I guess vs2010 build doesn't use it same way does it? |
22:05 |
sapier |
obviously not |
22:11 |
sapier |
https://github.com/minetest/minetest/blame/master/src/porting.cpp L307 ... guess we're fine again ... did you try to compile this code in 32bit? ;-) |
22:28 |
sapier |
https://github.com/minetest/minetest/pull/1168 please review those are the minor non directly android related fixes from my android port |
22:28 |
sapier |
the only "new" feature visible to user is you can exit a formspec by doubleclicking outside of it now |
22:29 |
sapier |
the other "new" thing is only relevant for linux server owners as minetests threads are now named and can be checked by top -H <pid> |
22:30 |
sapier |
yes I know we don't encourage iterator usage but for some strange reason I had some situations where compiler did create temporarys on using [] access |
22:45 |
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22:48 |
proller |
why you remove spaces and change code in one pull? |
22:49 |
sapier |
autowhitespace fix of IDE |
22:49 |
proller |
rm this.ide |
22:49 |
sapier |
if your code is in good shape this is quite a good feature as it stops crap beeing added |
22:51 |
sapier |
as I told there if there's too much concenrs about single changes I'm gonna provide single patches |
22:51 |
proller |
can you make formatttting changes in separate commits? |
22:51 |
sapier |
no I'll just drop them in this case |
22:52 |
sapier |
those whitespace fixes aren't worth the work to do them manually |
22:52 |
proller |
nobody will look at all 1000 space lines changed |
22:53 |
proller |
and find 20 your changed lines |
22:53 |
sapier |
well I usually do this |
22:53 |
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22:54 |
sapier |
especially as whitespace fixes are so obvious in files view of github you just have to scroll |
22:54 |
proller |
and, can you answer? - did you play in minetest, or only change it? |
22:54 |
sapier |
I don't feed trolls |
22:55 |
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22:56 |
proller |
and not play.. |
22:59 |
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23:02 |
sapier |
btw it's only 798 lines of code you have to look for not 1k ;-) |
23:09 |
proller |
and 25 real lines changed? |
23:10 |
sapier |
I guess about 250 |
23:10 |
sapier |
most of it beeing the doubleclick exit formspec feature |
23:13 |
CiaranG |
Easy enough to just use git show -w and not see the whitespace changes |
23:14 |
sapier |
http://animalsmod.comuf.com/downloads/Minetest-debug.apk fixed the crash on empty user name ... as always comments and bugreports are welcome |
23:21 |
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