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IRC log for #minetest-dev, 2014-11-18

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All times shown according to UTC.

Time Nick Message
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04:20 Zeno` hmmmm, https://github.com/minetest/minetest/blob/master/src/mapblock_mesh.cpp#L247
04:20 Zeno` ^^ is there any way that can be done faster?
04:20 Zeno` or anyone else... :)
04:21 Zeno` data->m_vmanip.getNodeNoEx() is kind of slow and this is being done a lot of times every frame
05:00 RealBadAngel Zeno`, its not done on each frame
05:02 Zeno` no?
05:02 Zeno` time of day maybe?
05:02 RealBadAngel also not ;)
05:03 RealBadAngel meshes are updated on dig, place or change camera view
05:03 Zeno` well, yes, so if you're moving every frame?
05:04 RealBadAngel just put something that will dump a text to console at the start of mapblock mesh
05:04 RealBadAngel you will see how often its called
05:05 RealBadAngel i will remove highlighting and cracks from here too, so it will be called even less often
05:08 Zeno` it's called a lot
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05:09 Zeno` 1850616 times in my last test (with 373 called to Game::updateFrame())
05:09 Zeno` 16809984 calls to getTileInfo
05:09 RealBadAngel blocks are big
05:09 Zeno` they are :)
05:10 RealBadAngel count calls to mapblock mesh not its helpers
05:10 RealBadAngel and btw, ofc it can be done faster
05:10 Zeno` 1368 calls to MapBlockMesh::
05:10 RealBadAngel just enable the lighting and trash it ;)
05:11 Zeno` enable the lighting? :3
05:12 RealBadAngel irrlicht lights
05:12 Zeno` oh is that all
05:12 Zeno` I'll do that right this second.. gimme 10
05:13 RealBadAngel hehe, not that easy
05:14 RealBadAngel some kind of old lighting has to be left there, just to calculate light level at pos
05:14 Zeno` yeah I was being sarcastic :D
05:15 Zeno` there we go, 5 nanoseconds improvement
05:22 RealBadAngel where?
06:22 kahrl Zeno`: I added some comments to refactor_main, will probably investigate the question of whether the current_xyz fields are needed later
06:22 kahrl need to sleep now, cya
06:23 Zeno` thanks
06:23 Zeno` sleep wel
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09:50 Zeno` Is there a 0.4.11 release plan?
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10:03 Zeno` #1788
10:03 ShadowBot https://github.com/minetest/minetest/issues/1788 -- Update Indonesian Language by srifqi
10:03 Zeno` any objections?
10:05 Zeno` any comments?
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10:20 Zeno` I'm going to merge 1788
10:20 Zeno` srifqi contributed the original file so I am assuming that they want to improve their translation
10:21 Zeno` sound fair?
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10:33 Zeno` hmm
10:38 Amaz Everyone seems to be dead...
10:38 Zeno` I can't see anything wrong with the translation
10:39 Zeno` It's trivial... I will apply
10:50 diemartin any news on weblate/whatever?
10:51 kaeza (related)
10:54 Zeno` the what?
10:54 Zeno` oh
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11:29 kaeza ...
11:29 kaeza I will need more gun to kill (newly added) globals :/
11:30 kaeza or kill the ones that add them in the first place, rather
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11:36 Fritigern Taoki: Remember? http://irc.minetest.ru/minetest-dev/2013-07-03#i_3176733
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13:37 Taoki Fritigern: Hehe, yeah :P BBL though, need to go now
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14:10 kaeza okay, maybe this will get negative comments, but can we deprecate all the symbols that are defined in the global namespace that shouldn't be and move them under `minetest`/`core`? (e.g. dump, ItemStack, nodeupdate)
14:15 kaeza maybe not `dump`, because it's generic enough, but `nodeupdate` definitely does not belong in `_G`
14:23 celeron55 nodeupdate is really a historic relic of the first ever test made for 0.4 that shouldn't have been there since two years ago 8)
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15:05 kaeza I'm bringing #1341 up to date, and noticed that practically everything in `builtin/falling.lua` is being dumped into `_G`, for example
15:05 ShadowBot https://github.com/minetest/minetest/issues/1341 -- Builtin cleanup, part 1 (game). by kaeza
15:06 kaeza err, `builtin/game/falling.lua` rather
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16:11 ShadowNinja kaeza: nodeupdate should be namespaced.  ItemStack, PerlinNoiseMap, PseudoRandom, VoxelManip, ... too, although it's awfully convenient to have them as globals.  dump can stay global since it's only meant for quick debugging, real serializing should use serialize().
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16:23 celeron55 i don't think those types have any real need to be put in a namespace
16:23 celeron55 they won't ever cause any trouble anyway
16:24 celeron55 (being correct for the sole sake of being correct does not help anyone; only annoys people due to being unnecessary change)
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17:09 ShadowNinja celeron55: BTW, you should /cs access add z3n0 dev
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19:13 RealBadAngel joined #minetest-dev
19:13 RealBadAngel hi
19:14 RealBadAngel hmmmm, sfan5, PilzAdam, ShadowNinja any of you alive?
19:14 sfan5 yes
19:14 RealBadAngel a sec.
19:15 RealBadAngel http://i.imgur.com/GYVEWmK.png
19:15 RealBadAngel how do you like such plantlike?
19:16 sfan5 looks good
19:16 sfan5 maybe make the cubes thinner
19:16 RealBadAngel its already half the thickness of wielded mesh
19:17 RealBadAngel main point is to use wielded meshes for other things
19:17 RealBadAngel like the plantlike in this case
19:19 RealBadAngel theyre generated anyway, so not a problem to use them :)
19:21 RealBadAngel also, signlike with second texture (in special tiles) which could be made runtime: http://i.imgur.com/36CFEmh.png - visual scale of a sign  = 10.0
19:23 RealBadAngel http://i.imgur.com/RIm6BI7.png
19:24 RealBadAngel http://i.imgur.com/LgEkEB5.png
19:24 RealBadAngel http://i.imgur.com/B06cxs9.png
19:27 PenguinDad I wonder if this would be useful for signs_lib
19:28 RealBadAngel ofc, it will draw sign realtime, without those gimmicks mod does
19:28 RealBadAngel also VGA display will be posible
19:31 RealBadAngel so any kind of display could be easily made, door lock pads, computer monitors, signs of any kind
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19:31 RealBadAngel anything that will require text to be displayed on the surface
19:32 Krock RealBadAngel, the plantlike drawing loks amazing!
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19:33 Krock The text should have a shadow, so it's easier readable and looks better
19:34 RealBadAngel http://i.imgur.com/TwSDoSm.png  <-- with shaders
19:35 Krock interesting
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19:36 RealBadAngel i need to port one function from irrlicht 1.8 to mt again for the feature to be perfect
19:36 RealBadAngel 1.7 lacks it
19:36 PenguinDad Krock: only if the font shadows are optional
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19:37 RealBadAngel http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_mesh_manipulator.html#a5003ca5eabee96fe1c871bdb25ae43fd
19:37 OldCoder ERROR: plantlife/trunks/generating.lua:146: attempt to index a nil value
19:37 OldCoder ERROR: plantlife/trunks/generating.lua:146: nodes_or_function_or_model
19:37 OldCoder VanessaE, ^
19:37 Krock wat? still using irrlicht 1.7?
19:37 RealBadAngel we havent moved to 1.8
19:37 RealBadAngel beacause of some distros
19:37 Krock oh. But it works
19:37 celeron55 i generally don't like those cubic plants
19:37 RealBadAngel not for me and older systems
19:38 celeron55 i like to give the precise shape of many things to my imagination
19:38 Krock I think there will be a setting for it, celeron55 ;)
19:38 Sokomine the latest version does not compile for me: po/id/minetest.po seems to be the problem
19:38 RealBadAngel celeron55, its voxelsish more than invisible plane ;)
19:38 Krock Sokomine, gettext broken?
19:38 celeron55 RealBadAngel: and?
19:38 RealBadAngel looking straight down makes plantlike ivisible at all
19:39 celeron55 not a problem for me
19:39 RealBadAngel and this is lookin just cool
19:39 Krock ^ explain pls
19:39 RealBadAngel ofc this will have to be an option
19:39 RealBadAngel like fancy trees before
19:39 RealBadAngel its just lotsa polygons more
19:40 Sokomine krock: hm, perhaps. compiling without -DENABLE_GETTEXT=1 fails likewise
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19:41 Sokomine an option would be a good idea. people have diffrent tastes and can then change the game to look the way they like it
19:41 PenguinDad Sokomine: are you sure that it doesn't work with -DENABLE_GETTEXT=OFF?
19:42 Krock Sokomine, is there any error log
19:42 Krock *?
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19:44 RealBadAngel celeron55, how could you call flat sprite a shape? you are missing one dimension at least ;)
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19:46 celeron55 RealBadAngel: why do you insist on making these last so-trying-to-be-cunning remarks to me
19:48 RealBadAngel you seems always to be opposite to my ideas
19:53 Sokomine krock pointed me to the solution (well, i probably ought to have take an look at the file myshelf): those "## Windows keyboard" lines seem to confuse whatever handles that file. deleting those lines helped
20:04 Krock -> https://github.com/minetest/minetest/pull/1849
20:05 Sokomine celeron55: what realbadangel plans - especially regarding showing text on signs - is something we desperately need. the spawn at vanessaes server bears many signs - signs which show their text. and that seems to kill fps. we really need a better solution for that
20:05 Sokomine how plants are drawn is something else of course. hard to tell yet what will look/work best
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20:06 celeron55 holy crap, it's like i just opposed everything everyone happens to be doing
20:06 celeron55 I HAVE NOT OPPOSED ANYTHING, please just hilight someone else
20:08 RealBadAngel celeron55, so just dont comment everything "i dont like it" in a first few words
20:10 celeron55 i will, and i know some people agree with me; i like to side with them
20:12 ShadowNinja Square plants look fine to me, but maybe a setting is in order.
20:13 ShadowNinja Also, that translation issue broke the launchpad builds, so I'll merge it.
20:14 Sokomine ShadowNinja: thanks. doing those changes as in krocks' pull request allowed me to compile the game again
20:16 ShadowNinja Sources could use some organization.  There are 18 mapgen-related files in the main dir.
20:16 ShadowNinja About 10 database-related ones too.
20:19 ShadowNinja gettext should be enabled in the travis build to catch these translation errors.
20:19 PilzAdam RealBadAngel, that plantlike looks weird
20:19 PilzAdam a 2 by 2 pixel area should also be 2 in depth
20:21 PenguinDad RealBadAngel: the papyrus looks a bit thin
20:21 PilzAdam also the voxel detail is too high compared to the normal nodes
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20:30 RealBadAngel PilzAdam, i would like the thin to be same sized of single pixel (1/16th)
20:30 RealBadAngel that would make them square
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21:21 emptty Hello guys
21:22 emptty I have a new bug report on ubuntu systems: https://bugs.launchpad.net/ubuntu/+source/minetest/+bug/1379551
21:22 emptty that's a crash, with the stacktrace and other information included in the report
21:23 emptty since I am the debian packager, there is not much I can do about the bugs reported against ubuntu, but I thought you may be intersted
21:26 sfan5 I think we got an issue for that on github
21:29 sfan5 looks like it simply abort()'ed
21:29 emptty Ah, I missed the first line of the report
21:29 sfan5 without a log that bug report is probably not very helpful
21:30 emptty That's a known bug, due to the fact that we have an outdated version of libcppjson in debian (and thus in ubuntu)
21:30 emptty sorry for the noise, that bug is ours, not yours
21:31 sfan5 it's better to ask
21:31 emptty that's https://github.com/minetest/minetest/issues/1147 on github
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21:35 emptty btw while I'm here, do you guys plan to go for a release before chrismas maybe?
21:35 emptty just to know
21:36 sfan5 I don't know of any plans
21:40 hmmmm hmm
21:40 hmmmm readConfigFile() had a recursive mutex
21:41 hmmmm i thought somebody just refactored settings.cpp and got rid of stuff like that
21:41 hmmmm i think we should put some effort into making a christmas release
21:54 emptty as a player, I'd appreciate a christmas release O:-)
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