Time Nick Message 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 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 09:50 Zeno` Is there a 0.4.11 release plan? 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? 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? 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 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 11:36 Fritigern Taoki: Remember? http://irc.minetest.ru/minetest-dev/2013-07-03#i_3176733 13:37 Taoki Fritigern: Hehe, yeah :P BBL though, need to go now 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) 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 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(). 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) 17:09 ShadowNinja celeron55: BTW, you should /cs access add z3n0 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 19:31 RealBadAngel anything that will require text to be displayed on the surface 19:32 Krock RealBadAngel, the plantlike drawing loks amazing! 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 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 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 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 *? 19:44 RealBadAngel celeron55, how could you call flat sprite a shape? you are missing one dimension at least ;) 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 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 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 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 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:-)