Time Nick Message 03:15 hmmmm agh 03:15 hmmmm i want to use std::vector but it's not thread safe and i want my operations to be no-wait 03:17 hmmmm reimplementing is not a big issue, but the thing is after the initial registration, no more generation elements than empty slots can be added 03:17 hmmmm and i don't want to preallocate potentially thousands of slots 03:18 hmmmm i can solve this by using a linked list instead, except i have a need for fast random access 03:25 hmmmm excuse me talking to myself, this helps me gather thoughts. 03:26 hmmmm i can indeed make a std::vector multiple-reader, single-writer with the caveat that there is only a certain amount of items that can ever be added 04:04 hmmmm if i could guarantee that std::vector.push_back(NULL) increments its element counter AFTER allocating the memory and preparing it, then i wouldn't have that restriction 04:05 hmmmm this is probably how it's commonly done across stdlibc++s 04:06 hmmmm perhaps I could just put a big warning label on adding new elements after node registration has completed 04:40 Zeno` If anyone gets time can they please look at https://github.com/Zeno-/minetest/compare/control_key_optimisations and let me know if this is a sensible approach? 04:40 Zeno` Time comparisons for the two affected functions are here: http://pastebin.com/ZgrKX33G 04:43 ShadowNinja Zeno`: This seems unnecesary, if it fails the compiler is messed up too much for anything to work: https://github.com/Zeno-/minetest/compare/control_key_optimisations#diff-18513665750ef5adf42b5ec29e14162eR1241 04:43 ShadowNinja Zeno`: Seems good though. 04:44 ShadowNinja Zeno`: Maybe split it up and classify it into KeyCache or something like that. 04:45 ShadowNinja Zeno`: This might cause issues with keys changed with the in-game key change menu not applying though. 04:46 ShadowNinja sapier implemented something to fix that, basically just allowing you to register a callback to run when a setting was set. 04:46 Zeno` The in-game key change menu is ok, I agree with the other comments 04:47 Zeno` yeah the assert is probably not necessary 04:48 Zeno` ShadowNinja, in-game key changes are signalled with: https://github.com/Zeno-/minetest/compare/control_key_optimisations#diff-2f9d4f699f0cd8d9d241c2610093fa01R244 04:49 ShadowNinja Zeno`: O.K., seems fine then. 04:49 Zeno` Cheers, thanks for reviewing 04:51 Zeno` I remember why the assert is there. I was originally doing some additional checks when populating the array, which I might add back 05:24 cg72 where is the api for mapgen v7??? i cant find "minetest.register_biome" 05:37 hmmmm that's because mapgen v7 was never officially released 05:41 cg72 still needs an api ;) 07:58 hmmmm heh 08:00 hmmmm the C++98 standard does in fact guarantee that memory is allocated (if necessary) and the value is set before _M_Finish is incremented 10:26 RealBadAngel i dont know yet what happened but i noticed drastical fps drops since last days commits 10:26 RealBadAngel i get 7-10fps with 256x tp, while i used to have 40+ 10:27 RealBadAngel houston, we have a problem 10:30 jin_xi oh well... i lately tried an old vmanip mod of mine and its practically unusable now due to tons of wrong shadows, it used to work ok 10:31 jin_xi maybe someone could run a reference system to detect such regressions? could a 'test world' or something help? 10:34 RealBadAngel idk, i will step back with commits to check for the reason 10:36 RealBadAngel funny 10:36 RealBadAngel i restarted now mt client and got decent fps 10:40 RealBadAngel is there a fps limiter active or what?? 10:40 RealBadAngel it looks like game tries to get 30fps 10:43 RealBadAngel when im changing the view, i can see almost 60fps, then i stop and without touching the controls it goes down to 30 10:43 RealBadAngel wtf? 10:46 RealBadAngel http://i.imgur.com/i9hKcjq.png 10:46 RealBadAngel and WTF is that? 10:47 RealBadAngel fresh build and up to date mt game, no mods 10:47 jin_xi dungeon and cavegen artifact i'd say 10:48 RealBadAngel this is desert stone, just checked 10:49 RealBadAngel shit, im gonna disable that cave shit over ground level 10:49 Amaz Desert stone dungeon. 10:50 RealBadAngel it takes too long, such issues are here since two yrs already 10:50 RealBadAngel if somebody wanna have caves and others shit in the sky, grab a pencil and paint it for himseld 10:50 RealBadAngel *f 10:51 RealBadAngel we doesnt need such bugs 10:56 RealBadAngel i remind all that caves are still generated no matter the height. 10:57 RealBadAngel it takes time, causing shadows bugs 10:57 RealBadAngel it cannot be accepted anymore 10:57 Zeno` RealBadAngel, I cannot reproduce the FPS issue 10:59 RealBadAngel i have to read the code, to see what can be the reason 10:59 Zeno` jin_xi, FPS regression tests are kind of hard to automate :( Well, I can't think how anyway 11:00 RealBadAngel theres no logical explanation why have higher fps when moving (and have forced mesh updated = slower) and then with steady view get drop 11:00 Zeno` is v_range constant? 11:00 RealBadAngel yes 11:03 RealBadAngel hmm, with refactor the game, have you changed anything that could force more common pointed thing updates? 11:03 RealBadAngel as you did with wielded 11:04 Zeno` not that I can see 11:04 RealBadAngel if that is also done per frame as wielded thats a problem 11:05 Zeno` PointedThing pointed is the same as before (as far as I can see) 11:05 RealBadAngel adding now little helpers, to check how often mapblock mesh is called 11:08 Zeno` Santa's little helpers 11:19 RealBadAngel very weird 11:19 RealBadAngel single node placement causes circa 20 calls for mapblock mesh updates 11:20 Zeno` is this using HEAD? 11:20 Zeno` I haven't changed node placement code afaik 11:20 RealBadAngel yes 11:20 RealBadAngel i activated the timers on mapblock mesh 11:21 RealBadAngel after placing a single node i can see many timers dump >15 11:22 RealBadAngel single time is fast 11:22 RealBadAngel way faster than it was mentioned in comments 11:22 RealBadAngel but when its done 15-20 times, its a diseaster 11:22 Zeno` is this something to do with the_game() though? 11:23 RealBadAngel i suspect pointed thing updates 11:23 RealBadAngel it is able to force an update 11:23 Zeno` Game::handlePointingAtObject() 11:23 Zeno` as far as I can see (at a glance) it's identical to what it used to be 11:24 RealBadAngel digging makes the same effect 11:25 RealBadAngel http://pastebin.com/ptgQZSjg 11:26 RealBadAngel single action and time in ms of mesh gathering 11:26 RealBadAngel one node dug, mapblock mesh called 16 times 11:30 jin_xi for every crack step? 11:32 RealBadAngel default crack is not so long 11:32 RealBadAngel and the very same ammount of calls is done just on move 11:32 RealBadAngel or light update (time) 11:33 jin_xi ouch 11:36 RealBadAngel i think that the best way to solve it will be finish my task 11:36 RealBadAngel mapblock mesh update called only on content change 11:37 RealBadAngel the current way communicating game and mesh makers is weird 11:39 RealBadAngel it can never get in sync, see 0,0,0 highlighting problem 11:39 RealBadAngel something is triggering updates way too often 11:43 RealBadAngel btw, another bug, when fly is on, flying over a stone node causes playing step sound 11:43 proller RealBadAngel, plz fix hilighting in noclip 11:44 RealBadAngel proller, highlighting and cracks will get huge rewrite soon 11:44 RealBadAngel im almost done with it 11:45 proller mokay 11:45 RealBadAngel proller, mainly they will get separated from mapblock mesh and become standalone scene nodes 11:45 RealBadAngel updated only when needed 11:45 RealBadAngel so the blocks 11:46 proller shut up and code! ;) 11:46 RealBadAngel :P 11:46 RealBadAngel im coding at night, better mood 11:46 Amaz No one understands what you're going on about, anyway XD 11:47 Amaz (Well, maybe some people do!) 11:47 RealBadAngel now im screaming wtf are those desert stones in the sky 11:47 Amaz Desert stone dungeons. 11:48 RealBadAngel yup, i better ask those aliens who brought mese down here :P 11:48 Amaz Just like you sometimes get rings of cobble/mossy cobble in the air. 11:54 RealBadAngel flying up also starts the sound, landing on the stone surface too 11:54 RealBadAngel its a bit weird 11:55 RealBadAngel when flying all such sounds shall be disabled 11:56 RealBadAngel huh, even better 11:56 RealBadAngel find a stone corner when you wont be able to fly away 11:57 RealBadAngel and continue to try flying 11:58 RealBadAngel sound will be played continously 11:58 RealBadAngel ouch, its like farting :P 12:01 Zeno` RealBadAngel, so am I looking for something to fix? 12:02 RealBadAngel bravo! a volunteer :) 12:02 Zeno` no no no! roflol 12:02 RealBadAngel you got a job :) 12:02 Zeno` I mean in my refactor lol 12:02 Zeno` gotta be careful what you say/ask around here :3 12:03 RealBadAngel hehe 12:40 Zeno` ok since the issue does not appear to be caused by refactoring the_game() I will make a PR to fix double-tap to fly bug 12:41 Zeno` #1804 12:41 ShadowBot https://github.com/minetest/minetest/issues/1804 -- Fix regressions in refactor_the_game by Zeno- 13:36 Zeno` I think I need commit privs :( 13:36 Amaz ↑ 15:27 iqualfragile is there some way at all the player name can change while connected to the same server? 15:28 Zeno` without disconnecting? No. 15:29 iqualfragile ok, great 15:31 iqualfragile btw: positional audio works 15:31 iqualfragile im just gona clean up a bit and create pull request 18:27 Krock celeron55, how about unlocking the topic "Server performance settings", so the server owners could post their settings there? [/mindblow] 19:33 RealBadAngel ooo! sapier, are you alive? :) 19:33 sapier I think so yes ;-) 19:34 RealBadAngel where have you been all this time? 19:34 Krock o/ sapier! 19:34 sapier lots of things to do in real life :-( ... time to get some vacation soon :-) 19:35 RealBadAngel i hope you will mean get lotsa bubble gum and go back to coding things :) 19:35 sapier what did I miss? 19:36 Krock about 20 commits :P 19:36 RealBadAngel hmm, c55 is doing another project - buildat 19:37 sapier what's buildat? 19:37 jin_xi https://github.com/celeron55/buildat 19:37 RealBadAngel propably a proof that he can do it again but better this time 19:38 RealBadAngel but who knows 19:39 RealBadAngel tried to read that code but got a feeling that form again won over the content 19:39 RealBadAngel but he seems to be very productive there 19:40 sapier strange coding style conventions 19:41 RealBadAngel ah, and you have missed round thingies ;) 19:41 Calinou probably will not suceed 19:41 sapier well it sounds quite interesting as of theoretical aproach 19:41 Calinou also, unpackaged dependency… a no-go 19:41 RealBadAngel http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/slopes-test.png 19:42 sapier nice 19:42 RealBadAngel meshnodes can be anything (just not animated yet) 19:43 sapier I did fear that ;-) 19:43 RealBadAngel also nodeboxes are no longer the slowest one drawtype 19:43 Calinou More Blocks has slopes 19:43 sapier not it's meshnodes? :-) 19:44 sapier now 19:44 Calinou nodeboxes are cached, their lighting was fixed, much faster 19:44 Calinou they are converted on launch 19:44 sapier :-) 19:44 sapier sounds like a better way to fix it then what I expected ;-) 19:45 RealBadAngel and to make you more happy i found 3 serious bugs today 19:46 sapier found as of "fixed"? ;-) 19:46 RealBadAngel https://www.youtube.com/watch?v=a9jOXsHLlrE&list=UU0m85fjDhVEu-YPbdz85C9g 19:46 RealBadAngel idk why the sound volume is so low in here 19:47 RealBadAngel so make it just loud 19:47 RealBadAngel when fly enabled, game plays step sounds a very strange way 19:49 RealBadAngel when you will have enough of "farting" sounds just take a look at this: http://i.imgur.com/i9hKcjq.png ;) 19:53 RealBadAngel for the third one - massive calls for mapblock mesh updates, ~ 16 times per node dug, or another trigger, im coding the fixes now 19:54 rubenwardy Urho3D takes soooo long to build 20:01 RealBadAngel sapier, you may like those: http://i.imgur.com/ECELl3Y.png or http://i.imgur.com/gwdEodB.png 20:02 RealBadAngel or even http://i.imgur.com/eKgfuns.png 20:05 Krock RealBadAngel, looks amazing. 20:06 sapier looks like starcraft ;-) what's the fps impact? 20:07 RealBadAngel next to none 20:07 sapier and amazing too of course ;-) 20:07 RealBadAngel meshnodes are the fastest drawtype aviable 20:07 sapier well I still don't fully believe that ;-) 20:07 Amaz Faster than the default drawtype? 20:08 RealBadAngel i mean special one 20:08 RealBadAngel regular nodes are converted into fast faces 20:08 Amaz Ah okay. 20:08 sapier as long as they're used as decoration they're most likely fine ... hopefully noone starts using them as terrain 20:09 RealBadAngel but r2d2 model was a few times faster than a nodebox stair for example 20:09 sapier but rba ... those torches next to the crystals look strange you should fix them ;-) 20:09 Krock meshnodes are the fastest drawtype aviable 20:09 RealBadAngel that ofc has changed, since nodeboxes are not runtime drawtype anymore 20:09 Krock so regular nodes are slower? 20:10 Krock 1**3 node 20:10 RealBadAngel ShadowNinja was playing with torches, idk if he finished that work 20:12 RealBadAngel http://i.imgur.com/FKoYzoj.png 20:12 ShadowNinja RealBadAngel: No, unfinished. But it should be easily doable now that wallmounted rotation of meshes is fixed. 20:12 RealBadAngel i just found your screenshot :) 20:13 sapier so only particles are missing? 20:13 RealBadAngel jin_xi made most of the work i think 20:14 RealBadAngel theres a pr for it, but not finished i think 20:14 kilbith https://github.com/minetest/minetest/pull/1700 20:16 RealBadAngel jin_xi seems to be unable to finish that PR 20:16 RealBadAngel some1 should take it over 20:17 jin_xi ^ 20:18 RealBadAngel sapier? :) 20:18 rubenwardy BuildAt has a physics engine D: 20:18 RealBadAngel rubenwardy, big deal, we can too, irrlicht has lotsa additions 20:19 rubenwardy Go on then 20:19 rubenwardy I have used Irrlicht XD 20:19 RealBadAngel we have more important things to do than reinventing falling apples ;) 20:20 rubenwardy Thought so. BuiltAt takes about 1/2 hour to compile, and 5 mins to load "game/digger" 20:20 rubenwardy for me 20:21 rubenwardy load, as in stop falling 20:26 ShadowNinja RealBadAngel: It doesn't work... http://imgur.com/NRP57zW 20:27 RealBadAngel you need different models 20:28 RealBadAngel wallmounted wont rotate them as torchlike does 20:28 RealBadAngel wm only means basic rotations 20:29 RealBadAngel so the mesh will be actually wall mounted 20:30 RealBadAngel but you still need 45 degs model for sides 20:33 SudoAptGetPlay hi how do a catch an error with minetest.set_node when the given name node does not exist ? 20:35 RealBadAngel imho in the first place you shall not feed functions with wrong parameters 20:36 RealBadAngel thats a better approach than just testing what it can survive 20:36 SudoAptGetPlay I create a 3x3 cube of the given node 20:37 RealBadAngel make a mesh of visual scale 3.0 instead 20:37 RealBadAngel and use regular cube model for that 20:38 RealBadAngel it will be single node then 20:39 SudoAptGetPlay Sorry I don't create a now node just a cune like worldedit wold do :) 20:39 SudoAptGetPlay *new *cube 20:39 SudoAptGetPlay *would 20:42 SudoAptGetPlay I'm gonna use minetest.registered_nodes[itemstring] thanks anyway :) 20:53 RealBadAngel ShadowNinja, http://i.imgur.com/hjtT1Xj.png this is how wallmounted for meshes works 21:03 ShadowNinja RealBadAngel: Doesn't seem to be working for me. 21:06 sapier well guys a function taking parameters from "user" interaction always has to check its parameters and handle invalid ones 21:29 sapier https://github.com/minetest/minetest/commit/b49e5cfc7013cef7e9af79d17e04f7e7e4c377d4 nice work kahrl ;-) did you think about making it threadsafe too ;-) 21:31 kilbith ShadowNinja : could you take a decision for the ladder, grass, leaves & vessels ? pending since almost 1 month :( 21:31 kilbith some of them have a majority of 'likes' by devs 21:32 ShadowNinja kilbith: No. I'm not allowed to touch minetest_game for anything but the most trivial patches anymore. You'll have to talk to BlockMen, sfan5, and nore. 21:32 sapier hmm maybe it is as you use irrlichts reference counting ... missed that on first glance 21:32 kilbith ok thanks 21:49 ShadowNinja sapier: "WARNING: Not thread safe. This should not be a problem since rendering related classes (such as WieldMeshSceneNode) will be used from the rendering thread only." 21:50 sapier that one is about menu, once lua is a separate thread there may be multithreaded situations 21:51 sapier well actually we need client side lua in a separate thread to cause it 21:53 ShadowNinja sapier: Oh, sorry, didn't even look at your link, I just assumed you meant his latest change. 21:54 sapier no I meant the guiformspecmenu reference counting, which was a open issue in that code till kahrl (almost) fixed it 21:54 sapier to me it looks like a small gap in there but in current situation it wont cause any harm 21:54 sapier and previous version was way more risk 21:54 sapier y 22:36 iqualfragile are there any people able to test on windows? 23:16 OldCoder viewing_range_nodes_max = 200 23:16 OldCoder Does that have any effect when it is in a server side conf file? 23:17 VanessaE no 23:18 VanessaE but there is a setting on server-side that'll set how far away a block can be before it's no longer being sent to the client 23:18 VanessaE #max_block_send_distance = 10 23:19 VanessaE (distance is in mapblocks) 23:19 VanessaE and there's another to control how far out blocks are generated as well 23:19 VanessaE #max_block_generate_distance = 6 23:19 VanessaE (range is in mapblocks there also) 23:19 OldCoder Ah 23:20 OldCoder I was thinking of the latter 23:20 OldCoder If sapier is around I'd like to update him on things 23:20 VanessaE he signed off about an hour ago 23:20 OldCoder kkty 23:21 OldCoder VanessaE, BTW "Minebest" is back. It is now the name for my entire server framework 23:21 OldCoder Which includes a number of goodies to be discussed 23:22 OldCoder Both fast and free move are client side only too? 23:26 VanessaE they're server privs but the client has to honor them 23:27 VanessaE [off] it is possible for the server to "enforce" them but at present, I don't think it does. 23:27 OldCoder kk 23:27 VanessaE [off] anti-cheat and so forth, but as we all know, that feature doesn't work so well in practice :) 23:28 OldCoder I disable it 23:28 OldCoder max_simultaneous_block_sends_per_client = 1 23:28 OldCoder max_simultaneous_block_sends_server_total = 20 23:28 OldCoder Those are server side performance, right? 23:34 VanessaE yes 23:34 VanessaE but that's awful low. 23:34 VanessaE the latter on mine is 500 and some folks have told me even THAT is a bit low 23:58 iqualfragile OldCoder: those settings, especially the later one just eat memory 23:59 iqualfragile set as high as you can afford