Time |
Nick |
Message |
00:51 |
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paramat joined #minetest-dev |
01:00 |
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01:19 |
paramat |
hi hmmmm i followed your advice and used bright nodes enabled in all biomes, but can't get noise varied decoration density to work. i suspect i have the wrong format here https://gist.github.com/paramat/05d14c973db2dfc080cb because changing or even removing the noise parameters has no effect, decorations have a constant density with average separation of roughly 8 |
01:20 |
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01:21 |
hmmmm |
oh pfg |
01:21 |
hmmmm |
you have the wrong key for the noiseparams |
01:21 |
hmmmm |
it's not np, it's noise_params |
01:21 |
hmmmm |
lol |
01:21 |
paramat |
oh cool |
01:21 |
hmmmm |
i just cross checked with my test decoration script |
01:22 |
paramat |
thanks |
01:22 |
hmmmm |
i assume that means lua_api.txt is wrong |
01:23 |
paramat |
i made a start on default biomes for mgv5/v7 https://github.com/paramat/minetest_game/commits/mgv5biomes trees are placed as saplings, papyrus and cacti are 1 node high, pine trees are coming soon |
01:24 |
paramat |
erm lua api txt has no documentation for biome API? |
01:30 |
paramat |
hmmmm you were asking for an idea of how to make schematics. making them in-game and then saving is good and intuitive, but the probability list is awkward. how about the player crafting then placing nodes with built-in chosen probabilities, maybe as meta-data? these are then read when saving the schematic |
01:43 |
paramat |
not crafting ... better to have a tool that when used on a node reduces it's probability from 255 in steps of say 16 |
01:47 |
paramat |
that could be done in lua, core code then reads node metadata as per-node probabilities |
02:03 |
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02:13 |
paramat |
agh! decoration noise parameters are indeed correctly documented in lua-api.txt, how embarassing, i had assumed they weren't and didn't look |
02:30 |
hmmmm |
paramat, yeah, the biome api is not there because it was never officially 'released' |
02:31 |
hmmmm |
you're right about the node probability thing, a tool would work well there |
02:32 |
hmmmm |
thing is that can all be done in lua... I wrote the worldedit mt schematic commands, but i'm sure somebody more devoted to worldedit could improve it |
02:32 |
hmmmm |
i hoped somebody would come along and improve it anyway but it seems like nobody has |
02:33 |
hmmmm |
either way, probability y-slices are completely unimplemented by anybody as far as i know |
02:33 |
hmmmm |
(this is how you have a tree have variable heights, for example) |
02:33 |
paramat |
i will use that certainly |
02:34 |
hmmmm |
the tree model I've been using right along doesn't have y-slice schematics because I'd have to create a new one |
02:34 |
hmmmm |
y-slice probabilities i meant to say |
02:36 |
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02:39 |
paramat |
hmmmm, line 2676 https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2676 can the per-node probability list be added here too, currently it seems y-slice list only |
02:43 |
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02:55 |
paramat |
bbl |
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04:04 |
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05:31 |
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06:03 |
Zeno` |
for comment: https://github.com/Zeno-/minetest/commit/8bae5c9f520417c9cc6c3269f4125882b70ac199 |
06:16 |
kahrl |
Zeno`: I don't have the energy to look at it in detail right now, but is const MapNode& really an improvement over MapNode? |
06:16 |
hmmmm |
of course not |
06:16 |
kahrl |
I mean MapNode is just a 32 bit number |
06:17 |
kahrl |
also v3s16 is essentially just a 48 bit number |
06:17 |
Zeno` |
No it's not |
06:17 |
Zeno` |
It is now, yes |
06:17 |
kahrl |
Zeno`: once the compiler has inlined and optimized the copy constructor, it is |
06:18 |
Zeno` |
Well I can get rid of all of those |
06:18 |
Zeno` |
the real thing I was looking at was copyFrom |
06:19 |
Zeno` |
but you know what? Making the v3s16 does make an insignificant difference |
06:20 |
Zeno` |
making it const& |
06:20 |
hmmmm |
maybe on 32 bit machines |
06:20 |
Zeno` |
Maybe that's it |
06:21 |
Zeno` |
It'd make a small difference on 64-bit as well with unaligned data |
06:21 |
Zeno` |
Not that I'm really concerned about micro-optimisation |
06:22 |
hmmmm |
unless you're doing something really odd intentionally, you're always going to have things aligned properly |
06:22 |
Zeno` |
correct |
06:23 |
Zeno` |
The only big speed difference is voxel.cpp changes anyway |
06:23 |
Zeno` |
Which is probably all I'll put in a PR when I get to it |
06:24 |
Zeno` |
(my branches are not PR worthy most of the time, which is why I didn't make it a PR yet hehe) |
06:24 |
kahrl |
from what I can tell it looks correct |
06:28 |
Zeno` |
I don't think gcc constructor optimisation is doing a good job heh |
06:28 |
Zeno` |
I'll look at the asm more closely later tonight |
06:29 |
hmmmm |
yeah people often take gcc optimization for granted but i've been quite disappointed often |
06:32 |
Zeno` |
It does a good job 99.99% of the time |
06:32 |
hmmmm |
what would you expect it to do with code like |
06:32 |
hmmmm |
if (strlen(foo) < sizeof(buf)) strcpy(buf, foo);? |
06:33 |
hmmmm |
it outright refuses to inline both and optimize the result no matter how hard you cajole it to inline common string functions |
06:33 |
hmmmm |
just an example, but i've seen other issues similar to this |
06:34 |
Zeno` |
I guess... but strlen iterates and strcpy (in glibc at least) is a single CPU instruction (after some fancy byte aligning stuff) |
06:35 |
hmmmm |
are you sure gcc uses that? |
06:35 |
Zeno` |
did last time I looked |
06:35 |
Zeno` |
about a year ago |
06:35 |
hmmmm |
on modern architectures it's faster to write risc-y code rather than rep mov* instructions |
06:36 |
Zeno` |
it's a SIMD instruction I think |
06:36 |
hmmmm |
by modern I mean like even the athlon 64 optimization guide recommends you to prefer a mov/cmp/jxx sequence over rep movsb |
06:36 |
Zeno` |
hmm not that |
06:36 |
hmmmm |
string SIMD functions? |
06:37 |
Zeno` |
nah, I was thinking of something else |
06:37 |
hmmmm |
well i'm not aware of any such things in SSE2 or prior |
06:38 |
hmmmm |
oh |
06:38 |
Zeno` |
Maybe I'm thinking of BSD libc... I can't for the life of me remember, but I do remember looking at it |
06:39 |
hmmmm |
what i was looking at in particular was more along the lines of |
06:39 |
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06:39 |
hmmmm |
strcpy(foo, bar); foo += strlen(bar); |
06:39 |
hmmmm |
the latter strlen could be trivially optimized into a single subtraction if strcpy() were inlined |
06:39 |
Zeno` |
I was thinking of memcpy() and not strcpy() as well lol |
06:40 |
hmmmm |
yeah, that's a little different... |
06:40 |
Zeno` |
yeah ok, that's something I would expect |
06:40 |
hmmmm |
microsoft visual C inlines memcpys by using the rep mov** way |
06:40 |
hmmmm |
like |
06:41 |
hmmmm |
mov ecx, len///shr ecx, 2///rep movsd///mov ecx, len////and ecx, 3///rep movsb |
06:41 |
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06:41 |
hmmmm |
at least as of 2008 |
06:41 |
hmmmm |
kind of disappointing |
06:43 |
paramat |
`=i have segfaults each time |
06:43 |
paramat |
oops |
06:44 |
paramat |
.. i try to use manually coded schematics https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2678 |
06:44 |
paramat |
`=P |
06:45 |
Zeno` |
I still think passing the v3s16 stuff as const& is better even if it's not faster, just so it's obvious they're not modified |
06:45 |
Zeno` |
perhaps gcc is more aggressive with const& optimisations as well (who knows) |
06:48 |
paramat |
so i have noise-varied decoration density working but now manually coded schematics segfault with seemingly nothing suspicious in verbose debug.txt, my code https://gist.github.com/paramat/b5ecdfd28296bed6e582 |
06:49 |
hmmmm |
you know zeno`, a value v3s16 might be faster due to cache locality |
06:49 |
Zeno` |
It might be |
06:49 |
hmmmm |
what if the v3s16 you're referencing is in an object on the heap that happens to fall out of the cache rather quickly |
06:49 |
hmmmm |
whereas on the stack it'd be better |
06:50 |
Zeno` |
I'll remove those but I'll check the asm as well (just for my own interest/learning) |
06:50 |
Zeno` |
yes, that's true |
06:50 |
hmmmm |
or maybe if all the pieces of data it's working with are on the stack in the same cache line, freeing up cache to be used for something different |
06:50 |
Zeno` |
since they're tiny objects you're most likely right |
06:50 |
hmmmm |
hey paramat, do you have a backtrace? |
06:51 |
hmmmm |
i don't doubt there's a problem with schematics because i did a lot with them recently |
06:54 |
paramat |
i don't know what a backtrace is, you want to see the end of debug.txt? |
06:54 |
paramat |
there were no error messages |
06:55 |
paramat |
i haven't tried a 'debug build' |
07:19 |
Zeno` |
no time like the present to learn :) |
07:24 |
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07:30 |
paramat |
yeah i probably will soon |
07:30 |
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08:17 |
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08:30 |
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08:30 |
Zeno` |
weird. I didn't even realise I was disconnected |
08:34 |
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09:14 |
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09:15 |
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09:25 |
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10:11 |
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10:19 |
Zeno` |
any comments on #1707 ? |
10:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/1707 -- Right mouse button behaviour for craft/inventory by Zeno- |
10:21 |
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10:29 |
Megaf |
Zeno`: I don't undertand that |
10:29 |
Zeno` |
? |
10:30 |
Megaf |
I don't get what you mean |
10:30 |
Zeno` |
It changes how "auto drop" works |
10:30 |
Zeno` |
e.g. at the moment right click (mouse) on something in yuor inventory and drag it around, over empty slots and also non-empty slots |
10:30 |
Zeno` |
observe the behaviour |
10:31 |
Zeno` |
the patch changes that behaviour to only work if you right-click, release, and right-click hold |
10:33 |
Megaf |
Zeno`: I have never noticed that... |
10:33 |
Zeno` |
e.g. at the moment right click (mouse) (and hold it*) on something in yuor inventory and drag it around, over empty slots and also non-empty slots |
10:33 |
Megaf |
Why would I drag an item arround with right click :S |
10:33 |
Zeno` |
it was added a few months ago and I think it's terrible |
10:34 |
Megaf |
Who are taking such stupid decisions? |
10:34 |
Megaf |
common |
10:34 |
Megaf |
first we can no longer build where we stand, and now this |
10:34 |
Megaf |
they are just turning minetest in another thing that is no longer minetest |
10:35 |
Megaf |
changing its all default behaivour |
10:35 |
Zeno` |
this new patch changes the behaviour as well, but it's much closer to how it was before |
10:35 |
Megaf |
Zeno`: Can't you totally disable that? |
10:36 |
Megaf |
I see no point in keeping that |
10:36 |
Zeno` |
*shrug*, click, hold, click-hold requires a conscious decision. If you don't do it will behave as before |
10:36 |
Megaf |
usually we want to make room in our inventory, instead of illing everything and using all the space |
10:36 |
Zeno` |
well, it can be handy for dividing up items but as it is (before the patch) it's totally broken (IMO) |
10:37 |
Megaf |
Zeno`: I actually have been thinking on another thing. At the moment when you left click an item in your inventory you take it and hold it, I think it should only grab if you keep the left button pressed, and let it go when you drop it |
10:37 |
Megaf |
or something like that |
10:38 |
Zeno` |
well that's a similar issue |
10:38 |
Zeno` |
atm the left and right mouse buttons behave differently |
10:38 |
Zeno` |
which is crazy |
10:39 |
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10:39 |
Megaf |
I like the wayt right click graps half of the stack, that is quite useful |
10:39 |
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10:39 |
Zeno` |
here is the commit: https://github.com/minetest/minetest/commit/f6321e277bc423a0878ae239a73ad2cd6393106c |
10:39 |
Zeno` |
yes, my patch still does that |
10:41 |
Zeno` |
https://github.com/minetest/minetest/pull/1661 |
10:42 |
Zeno` |
There was more discussion that I cannot find |
10:42 |
Zeno` |
ShadowNinja said he'd support things if it behaved the way my PR behaves |
10:42 |
Megaf |
I upvoted already |
10:44 |
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10:45 |
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10:48 |
Zeno` |
Here we go: https://github.com/minetest/minetest/pull/1704 |
10:48 |
Zeno` |
see ShadowNinja's comment on Oct 1 |
10:48 |
Zeno` |
and that is what my patch does |
10:51 |
Zeno` |
so, effectively, SN has already said ok to my patch |
10:51 |
Megaf |
all right |
10:51 |
Zeno` |
But I'd like confirmation heh |
11:15 |
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18:44 |
Krock |
src\main.cpp(1112): error C2065: 'argc': Undeclared identifer |
18:45 |
Krock |
src\main.cpp(1112): error C2065: 'argv': Undeclared identifier |
18:45 |
Krock |
compiling fails on MSVC |
18:47 |
Krock |
oh great. an '#ifdef _MSC_VER' is there around the code |
18:57 |
Krock |
sfan5, could you use this patch http://pastebin.com/EfxsBebb please to fix compiling issues under windows? |
19:16 |
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19:38 |
* Krock |
wonders if PilzAdam could fix it insted because there's a total silence |
19:47 |
* RealBadAngel |
wonders if PilzAdam is an active contributor... |
19:48 |
RealBadAngel |
i havent saw any PA's code since ages |
19:51 |
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19:52 |
RealBadAngel |
PilzAdam, what are your plans? |
20:08 |
kilbith |
*active blocker |
20:10 |
Amaz |
No need to wonder about that kilbith! |
20:10 |
kilbith |
lol |
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