Time |
Nick |
Message |
00:00 |
VanessaE |
(because he didn't squash his two commits ;) ) |
00:00 |
VanessaE |
actually it looks fine to me |
00:03 |
paramat |
ShadowNinja, 0.4.3 used mgv6, i believe only 0.3 used mgv5 |
00:03 |
VanessaE |
wasn't there a brief period very early in 0.4.x where mgv5 still worked? |
00:07 |
ShadowNinja |
paramat: I think 0.4.3 used v5, unless there were two mapgens named "Mapgen v6". |
00:14 |
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00:15 |
hmmmm |
paramat, sorry for that, i know the noise API isn't very user friendly |
00:15 |
paramat |
Vanessa perhaps, i arrived here during 0.4.3 and only mgv6 was selectable |
00:15 |
paramat |
no problem |
00:16 |
hmmmm |
the idea was to avoid multiplications and additions if they weren't needed |
00:17 |
paramat |
there is also 'ground level at point' to do, which i will try to code, although stuff seems to work without it |
00:17 |
hmmmm |
but i never actually profiled to see if it was faster or not, and I think it might actually be slower than if i were to multiply and add inside the same loop |
00:17 |
hmmmm |
if the buffer is too big |
00:18 |
paramat |
ah i wondered why offset and scale were done separately |
00:19 |
paramat |
i've only added trandform noisemaps to 4 of 8 noises, because the others don't need noise scaled so this might help with speed |
00:19 |
paramat |
my branch seems popular on the forums, perhaps we can get mgv5 into 0.4.11? =} |
00:22 |
ShadowNinja |
hmmmm: Do you know what Mapgen 0.4.3 used? |
00:23 |
hmmmm |
the mapgen in 0.4.3 was mapgen v6 as we know it today |
00:23 |
hmmmm |
except with forests disabled |
00:24 |
ShadowNinja |
hmmmm: Are you sure? |
00:24 |
hmmmm |
yes.. |
00:25 |
ShadowNinja |
Hmmm, I thought the mapgen had changed since then. |
00:29 |
hmmmm |
the mapgen stopped changing sometime early in the 0.4.2-dev versions |
00:29 |
hmmmm |
deserts were the last addition |
00:29 |
hmmmm |
after that, celeron stopped working on the mapgen and I sort of took over, and I made the decision that from now on no more mapgen incompatibilities between versions |
00:50 |
paramat |
mgv5 3d noise processing seems to be 'sample and interpolate', and is even used for underground blob shape and blob 'wetness', no wonder mgv5 was slow. it looks good to me with uneased noise, spikier and more aggressive, possibly higher terrain and more floatlands |
00:51 |
hmmmm |
:( |
00:51 |
hmmmm |
sorry I haven't been pulling my share |
00:51 |
hmmmm |
i've really gotta work on noise right away |
00:58 |
paramat |
mgv5 should have stayed as a slower option, perhaps with non-eased noise. perhaps it was removed because it made mgv6 look boring hehe. hmmmmm you have good excuse, i know what full time work is like |
01:10 |
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01:14 |
paramat |
hmmmmm at github someone assigned you to fix mgv6 terrain discontinuity at y = 47, i'll try to fix that myself. i also have an idea for lighting: spread the columns of light_max as narrow cones so that shadows taper, instad of attempting shadow decay |
01:15 |
Zeno` |
paramat, weird you should mention lighting I was just talking about it to somebody else |
01:16 |
paramat |
zeno you are awesome, thanks for spotting my bug! |
01:17 |
Zeno` |
And wondering how transitioning lighting to the GPU was going. I realised that lighting server-side could probably be limited to software *only* for ABMs/nodes that required a light calculation rather than all nodes |
01:17 |
Zeno` |
paramat, no problem. I want mgv5 as much as many others :D |
01:19 |
paramat |
yes RBA has plans for a hybrid lighting system |
01:19 |
Zeno` |
paramat, so it's fixed? |
01:19 |
Zeno` |
Yeah I think RBA was going to leave the entire lighting server-side "as is", but it's not necessary. I'll catch up with him :) |
01:20 |
paramat |
yes mgv5 is working correctly with new noise code |
01:20 |
Zeno` |
nice! |
01:20 |
Zeno` |
I'll try it out later today |
01:22 |
paramat |
all that's left is for someone to point out the things i've missed, so not long before i make a pull request, i'll try to get it into 0.4.11 |
01:24 |
Zeno` |
what happens if you haven't missed anything? |
01:26 |
paramat |
lol |
01:30 |
paramat |
hmmmm, can i add a spflag to mgv5 that skips 'calculate biomes' and 'generate biomes', for players who want to use an alternative biome-adding mod? (currently the spflags are 'foo' and 'bar') |
01:31 |
hmmmm |
hmm |
01:31 |
hmmmm |
I think that would be better off as a global mapgen flag |
01:34 |
paramat |
yes i agree |
01:35 |
ShadowNinja |
paramat: v5 has default biomes? If so, I think that can be simply dropped in favor of the biome API. |
01:36 |
paramat |
the mgv5 biomes were dropped in order to use the biome API |
01:36 |
paramat |
ah i should define some biomes for it |
01:37 |
paramat |
that's why i want pine tree nodes in mtgame, so we can have snow biomes in mgv5 and mgv7 |
01:43 |
paramat |
https://cdn.mediacru.sh/GKXlQecTNTkn.png mgv5 with mgv6-type biomes defined |
01:45 |
Zeno` |
sand castle! |
01:48 |
paramat |
biome API surface material is discontinuous at y = 47, i will try to fix this |
01:49 |
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01:57 |
paramat |
hmmmm perhaps sometime you could post here what you feel is wrong with biomes |
02:40 |
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03:06 |
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03:06 |
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03:18 |
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03:47 |
OldCoder |
Is it true that 0.5 will be incompatible with existing worlds? |
03:47 |
OldCoder |
If so, will there be a conversion utility? |
03:51 |
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04:10 |
Zeno` |
https://github.com/minetest/minetest/blob/master/src/guiFormSpecMenu.cpp#L134 <--- does anybody have an idea what 'm_ext_ptr' might be used for? |
04:11 |
hmmmm |
somebody just added that |
04:24 |
Zeno` |
just recently? |
04:41 |
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04:56 |
Zeno` |
hmmmm, somebody added it just recently? |
05:12 |
hmmmm |
hmm i guess not, looking at the git blame |
05:19 |
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05:43 |
OldCoder |
Zeno`, Sapier has proposed an alternate patch for the issue and will credit you and I |
06:02 |
Zeno` |
OldCoder, ok |
06:14 |
Zeno` |
I have a problem with my refactoring of the_game(). When the game is closed via the window manager's close button AND a formspec, then I get a segfault when I delete camera. Interestingly, using upstream HEAD, I don't get a segfault (it's really an assert failure) but using valgrind there there is invalid read of size 8 and invalid write of size 8 at the exact same location (guiFormSpecMenu.cpp lines 135 and 136) |
06:14 |
Zeno` |
AND and formspec is showing* |
06:15 |
Zeno` |
Seems to me, refactor or not, there is something odd going on |
06:15 |
Zeno` |
double free I expect (somehow) |
06:19 |
Zeno` |
Sorry OldCoder, that's great news :) Shortish answer earlier was because I didn't want to break my concen(frust)ration |
06:19 |
OldCoder |
Zeno`, that is fine |
06:19 |
OldCoder |
BTW will 0.5 break old worlds? |
06:19 |
Zeno` |
I have no idea |
06:19 |
OldCoder |
kkty |
06:20 |
OldCoder |
Zeno`, I must say thank you again for your willingness to look at the network issue |
06:20 |
OldCoder |
Your efforts will lead to a better experience for all |
06:20 |
Zeno` |
OldCoder, yw |
06:28 |
Zeno` |
So in master that assert is only passing based on invalid valid |
06:28 |
Zeno` |
values* |
06:29 |
Zeno` |
I can't even work out what it's for (m_ext_ptr) |
06:36 |
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06:55 |
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07:00 |
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07:38 |
Zeno` |
I'll open an issue because I don't know if the obvious solution (get rid of the assert -- m_ext_ptr is not actually used anywhere else) would simply hide a bug |
07:40 |
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09:17 |
Zeno` |
https://github.com/minetest/minetest/pull/1707 needs to be seriously discussed if possible |
09:22 |
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09:25 |
Zeno` |
it is discussed here: https://github.com/minetest/minetest/pull/1661 |
09:25 |
Zeno` |
actually it's not discussed there |
09:25 |
Zeno` |
I can't find the discussion |
09:26 |
Zeno` |
anyway, #1707 implements the exact behaviour that ShadowNinja wanted in the discussion |
09:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/1707 -- Right mouse button behaviour for craft/inventory by Zeno- |
09:26 |
Zeno` |
oh... that's the issue :-o |
09:27 |
Zeno` |
not it's not; it's the PR ;/ |
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14:05 |
ninnghazad |
heho, i'd like to get https://github.com/minetest/minetest/pull/1737 merged, kaeza seemed ok with the commits - what else do i need to do in order to get it finished? as nothing was happening for a while i guess i am still missing some requirement i did not know of or something. |
14:06 |
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14:21 |
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14:23 |
kahrl |
Zeno`: if you just remove m_ext_ptr then current_formspec will become a dangling pointer in the_game |
14:26 |
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14:28 |
kahrl |
Zeno`: try https://github.com/kahrl/minetest/commit/3b0e415c4cd8b2ed6641a1da9223765a7efdbe9b |
14:31 |
Zeno` |
It's already dangling though |
14:31 |
Zeno` |
Otherwise how/why is it delete'd twice? |
14:32 |
kahrl |
it isn't |
14:33 |
kahrl |
the ext_ptr stuff is just to set the pointer to NULL, it doesn't delete it first |
14:33 |
Zeno` |
are you referring to https://github.com/minetest/minetest/issues/1765 ? |
14:33 |
kahrl |
yes |
14:34 |
Zeno` |
hmm.. ok.. what the point of m_ext_ptr again then? :( |
14:34 |
kahrl |
setting the current_formspec pointer to NULL |
14:36 |
Zeno` |
can it be fixed without modifying game.cpp? |
14:36 |
kahrl |
probably not |
14:37 |
kahrl |
it's happening because of the deletion order when exiting the client, which is defined by game.cpp |
14:37 |
Zeno` |
yeah, it's happening (worse) in my refactor of the_game(); i.e. the assert fails |
14:38 |
Zeno` |
regardless of delete order |
14:38 |
Zeno` |
only way I can stop it happening it to remove delete camera |
14:38 |
Zeno` |
is* |
14:38 |
kahrl |
heh |
14:38 |
kahrl |
sounds related... not |
14:39 |
kahrl |
but makes sense considering it accesses invalid memory |
14:40 |
Zeno` |
hmm |
14:50 |
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15:00 |
kahrl |
Zeno`: updated commit: https://github.com/kahrl/minetest/commit/0ddf37e9adb58b28f21632391a08683d6938142b |
15:01 |
kahrl |
(only difference is that the formspec menu is dropped, not deleted in GUIEngine) |
15:02 |
Zeno` |
hmm ok if that works can it be a PR (or, better, merge) to fix my issue? |
15:03 |
kahrl |
sure, if that won't cause trouble for you rebasing the the_game refactoring |
15:03 |
Zeno` |
nah, I can merge that in easily. I'd rather see it fixed in general first |
15:04 |
Zeno` |
I mean it's not causing problems in HEAD atm, but it could theoretically |
15:04 |
kahrl |
https://github.com/minetest/minetest/pull/1766 |
15:04 |
Zeno` |
ok cool :) |
15:04 |
Zeno` |
thanks for working that out; I was stumped |
15:05 |
kahrl |
np |
15:06 |
Zeno` |
ah ok counting |
15:06 |
Zeno` |
that makes more sense |
15:07 |
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15:07 |
kahrl |
it was even built in before (even GUI element is a IReferenceCounted in irrlicht) |
15:07 |
PenguinDad |
Zeno`: actually it seems to cause problems for some people #1450 |
15:07 |
kahrl |
just not used properly ;) |
15:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/1450 -- Error at closing GUI: guiFormSpecMenu.cpp:131 |
15:08 |
kahrl |
s/even/every |
15:08 |
Zeno` |
PenguinDad, perhaps more than one bird has been killed with the one stone then |
15:08 |
kahrl |
woo, I fixed an obscure bug! |
15:08 |
kahrl |
(hopefully) |
15:08 |
Zeno` |
hey, kahrl, I found it! |
15:08 |
kahrl |
ok ok :) |
15:09 |
Zeno` |
but, yes, you fixed |
15:09 |
Zeno` |
fingers crossed |
15:09 |
PenguinDad |
an unconfirmed obscure bug bug |
15:12 |
OldCoder |
hug a bug until it you can tug |
15:16 |
Zeno` |
bugs! |
15:16 |
Zeno` |
rub a dub bug |
15:19 |
* Zeno` |
goes back to watching ALF episodes |
15:21 |
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17:05 |
Krock |
hmm sometimes, the water turns un-transparent for a second and then again back to transparent. know bug? |
17:32 |
ShadowNinja |
Krock: Yes, al teast to me. |
17:32 |
ShadowNinja |
least* |
17:32 |
Krock |
ShadowNinja, okay. Should I open an issue? |
17:33 |
ShadowNinja |
kahrl: Go ahead and merge your change if you're reasonably confident it works and it's non-contriversal. We don't need any more pull requests. |
17:33 |
ShadowNinja |
Krock: Sure, if there isn't already one. |
17:34 |
ShadowNinja |
non-transparent -> opaque though. |
17:34 |
Krock |
oke |
17:35 |
Krock |
ShadowNinja, confirmed now. https://github.com/minetest/minetest/issues/1404 |
17:35 |
Krock |
exists also with irrlicht 1.8.1 |
17:37 |
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17:40 |
Krock |
thanks, ShadowNinja. |
17:43 |
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17:45 |
ShadowNinja |
NP. |
17:52 |
ShadowNinja |
Minetest's SQLite database could probably be obtimized a lot with a sane schema like http://sprunge.us/KAAX?sql |
17:52 |
ShadowNinja |
Only way to know is to try though. |
17:57 |
Krock |
and node meta is in.... ? |
17:58 |
Calinou |
sqlite_synchronous 0 |
17:58 |
Calinou |
is there any extended testing of this? |
17:59 |
Calinou |
or value 1 instead of 2 (default) |
17:59 |
ShadowNinja |
Krock: data. See doc/mapformat.txt for details. |
17:59 |
Krock |
oke |
17:59 |
ShadowNinja |
Calinou: No, but it increases the cachne of corruption. |
18:00 |
ShadowNinja |
Calinou: SQLite could find blocks faster if it had the position coordinates seperately and indexed them I think. |
18:00 |
Krock |
it's a good idea to use x,y and z as variables instead of calculating them with a single number |
18:00 |
Krock |
'id' is not needed IMO |
18:01 |
ShadowNinja |
Krock: SQLite adds it automatically if you don't. |
18:01 |
Krock |
oh. |
18:03 |
Krock |
well, I would support this idea but compatibility must be kept |
18:12 |
Krock |
but.. this would mean infinite worlds. |
18:12 |
Krock |
right? |
18:12 |
Krock |
^ belongs to ShadowNinja |
18:14 |
ShadowNinja |
Krock: It would remove the 12-bit block position restriction from the (SQLite3) database, but the rest of Minetest would still be limited, so it wouldn't change the world size on it's own. |
18:15 |
Krock |
oh okay. I'm not sure if SQLite3 can find a mapblock faster with xyz instead or just one index |
18:19 |
ShadowNinja |
Neither do I. If the index was continuous it would probably be fastest as it is now, but it's discontinuous and seems to be unsorted. |
18:34 |
rubenwardy |
ShadowBot, 'is_modified' bool not null |
18:37 |
Krock |
rubenwardy, wrong shadow :P |
18:37 |
rubenwardy |
yeah |
18:38 |
rubenwardy |
ShadowNinja |
18:39 |
ShadowNinja |
rubenwardy: That would be a new feature though. |
18:39 |
ShadowNinja |
Probably belongs in the block flags. |
18:40 |
ShadowNinja |
Although it would be a lot more efficient to remove as a seperate field. |
18:40 |
ShadowNinja |
Those blocks could be set to never save though. |
18:42 |
Krock |
^ |
18:44 |
Krock |
when 1st node is placed in the block, it should be marked to save |
18:44 |
Krock |
or when more than X nodes have been dug |
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