Time Nick Message 01:15 Megaf Hm 01:15 Megaf I cant get OpenGL ES working here 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? 03:57 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 04:21 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... 04:43 ShadowNinja "Unfourtunately, Minetest has stopped", so a Android message. 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 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 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 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 15:57 proller http://fpaste.org/82626/ 16:27 sfan5 proller: will this make us fix it? no 17:29 sapier I'm merging #1164 now 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 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) 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 21:32 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 21:52 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 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 22:48 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 22:54 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 22:56 proller and not play.. 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