Time |
Nick |
Message |
00:04 |
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00:15 |
paramat |
hmmmmm, i can confirm those lighting bugs appear when LVM is used in mgv6 |
00:28 |
paramat |
hmmmm v5 now segfaults on startup, stu on forum did a backtrace https://gist.github.com/stujones11/cf40d476c04659b884d5 my guess is v5 overgeneration is breaking spreadlight |
00:36 |
paramat |
I'll try to fix |
00:38 |
paramat |
i'll try calcLighting(node_min, node_max); for v5 as in v6/7 |
00:39 |
hmmmm |
aghh |
00:39 |
hmmmm |
sorry paramat |
00:40 |
hmmmm |
too many things to test |
00:40 |
hmmmm |
having a widely used development branch is both a blessing and a curse |
00:51 |
paramat |
no problem, leave the v5 segfault to me, however i have no idea on the first problem |
00:52 |
hmmmm |
oh noes |
00:52 |
hmmmm |
what the heck is this horizontal line of darkness |
00:53 |
hmmmm |
you have a very.... erm... zigzaggy piece of terrain there |
00:53 |
hmmmm |
is that intentional? |
01:00 |
paramat |
no, that's the first bug |
01:00 |
hmmmm |
aahh |
01:01 |
paramat |
see the issue |
01:01 |
hmmmm |
i only changed lighting |
01:01 |
hmmmm |
nothing else.. how is that possible |
01:01 |
paramat |
second bug is v5 segfaulting, possibly due to my overgeneration |
01:01 |
hmmmm |
oh |
01:01 |
hmmmm |
I thought you meant the first bug was the zigzaggy terrain in your screenshots |
01:02 |
paramat |
yes first bug is the zigzag |
01:02 |
hmmmm |
and the horizontal line of darkness |
01:02 |
hmmmm |
so there's three bugs here |
01:02 |
hmmmm |
in any case, i literally did not modify anything |
01:02 |
hmmmm |
could you do a bisect on that one to find the bad commit |
01:03 |
paramat |
here's the post about the 2nd bug https://forum.minetest.net/viewtopic.php?f=6&t=10908 |
01:04 |
paramat |
see https://github.com/minetest/minetest/issues/1727#issuecomment-68627007 for first bug |
01:04 |
hmmmm |
yup i am looking at that |
01:04 |
hmmmm |
that's 3 bugs, not 2 |
01:05 |
paramat |
yeah i guess |
01:06 |
paramat |
basically since your 'fix almost all light issues', any use of LVM with 'vm:set_lighting({day=0, night=0})' produces those dark lines |
01:06 |
paramat |
.. in singlenode or mgv6 |
01:06 |
hmmmm |
i don't see why that would happen.. |
01:07 |
hmmmm |
there's too much testing required |
01:07 |
hmmmm |
any single lighting change requires testing now 8 variants of the same thing |
01:08 |
hmmmm |
i'll take a look at it but i have other things going |
01:09 |
paramat |
as for v5 segfaulting, i suspect it needs 'calcLighting(node_min, node_max);' instead of 'calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0));'. i suspect my overgeneration is causing the segfault since v7 doesn't have overgenration (yet) |
01:09 |
hmmmm |
yeah, it is |
01:09 |
hmmmm |
i thought i had gotten it right.. nope |
01:09 |
paramat |
i can test the fix for v5 segfault |
01:10 |
hmmmm |
gonna need to either change the calcLighting interface or call them separately as a custom sort of thing |
01:11 |
paramat |
still, thanks for the awesome work last night .. |
01:11 |
hmmmm |
it's all incremental |
01:12 |
hmmmm |
fix one thing, break another |
01:12 |
hmmmm |
but you learn something from it |
01:13 |
paramat |
yep. i can confirm water and cave lighting at y = 47 is fixed |
01:14 |
hmmmm |
so i think after we get things into a happy state we should think of low-maintenance strategies to automatically test things like lighting and whatever |
01:16 |
paramat |
actually, those dark lines are both with mods of mine that use overgeneration (riverdev in singlenode mapgen, fracture in v5/6/7 mapgen) |
01:17 |
paramat |
guess i'll test using a no-overgen mod |
01:17 |
hmmmm |
if you don't do anything odd it works perfectly fine |
01:17 |
hmmmm |
it works perfect as i tested it to work perfectly |
01:18 |
hmmmm |
it's just your overgen things with problems |
01:18 |
hmmmm |
in particular it's the fact that calcLighting assumes the border depth is 16 on all sides |
01:20 |
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01:20 |
paramat |
tested, dark lines with a no overgen LVM mod in mgv6 |
01:21 |
hmmmm |
with set lighting or nolight |
01:21 |
hmmmm |
? |
01:21 |
paramat |
with vm:set_lighting({day=0, night=0}) |
01:21 |
hmmmm |
if you try it with nolight and remove set_lighting it'd work fine |
01:21 |
hmmmm |
i'll have to see what's up with set_lighting though |
01:21 |
paramat |
any mod that adds content to mgv5/6/7 can't use "nolight" |
01:22 |
hmmmm |
why not? |
01:22 |
hmmmm |
if you use nolight, add content, then calc_lighting you're essentially delaying the lighting calculations after you make your additions |
01:22 |
paramat |
ah okay |
01:23 |
paramat |
how about mods which don't run their mapgen in certain mapchunks of mgv5/6/7? |
01:23 |
paramat |
.. fro speed optimisation |
01:23 |
paramat |
*for |
01:23 |
hmmmm |
there's no speed optimization in skipping processing certain chunks |
01:24 |
hmmmm |
you're just delaying the same amount of work from after makeChunk runs to when the mod calls calc_lighting |
01:24 |
hmmmm |
it's literally the same thing being executed |
01:24 |
paramat |
sorry i mean.. |
01:24 |
hmmmm |
(albeit it runs while envlocked if called from the mod) |
01:25 |
paramat |
mods that don't run their LVM mapgen loop in certain chunks to leave core terrain unchanged, that is obviously a speed optimisation |
01:26 |
hmmmm |
not running the loop is fine |
01:26 |
hmmmm |
so you local vm = get_mapgen_object("voxelmanip"); vm:calc_lighting(); vm:write_to_map(); |
01:27 |
paramat |
oh ... they should skip mapgen loop but still do calc_lighting |
01:27 |
paramat |
okay good we have a owrkaround |
01:27 |
paramat |
heh |
01:32 |
paramat |
i'll work on a fix for the v5 segfault thing so don't bother with that for now |
02:09 |
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02:31 |
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02:38 |
ShadowNinja |
Got back and finished registered_ores/registered_decorations, will push soon: http://sprunge.us/CKjB?diff |
02:53 |
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03:40 |
hmmmm |
paramat, https://github.com/minetest/minetest/commit/bdcf03ae36553f4c7ba48d18ef8d67f05590dd60 |
04:00 |
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04:20 |
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04:21 |
Wuzzy |
kaeza: #2047 is okay with me. I have tested it. |
04:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/2047 -- Fix off-by-one error in `string:split` implementation. by kaeza |
04:21 |
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04:43 |
Brains |
Anybody know what is up with #2017? |
04:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/2017 -- facedir > 23 causes segfault in client |
04:43 |
hmmmm |
i think we were waiting for RealBadAngel tocomment |
04:45 |
* Brains |
does wish he had checked github earlier today though... He finally got around to looking at his problem and turns out the cavalry was already on the way. "It still looks funny to check for out of bounds data and just reset it to something sane..." |
04:59 |
paramat |
i've noticed that when entering a world, the progress bar is very slow at 'item textures...' even with texture-light mods |
05:12 |
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05:22 |
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05:26 |
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05:46 |
hmmmm |
erm |
05:46 |
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05:46 |
hmmmm |
anyway paramat, if you're still having issues with watershed, it's being caused by your overgeneration and the only way to fix this is to override calc_lighting |
06:19 |
hmmmm |
paramat: https://github.com/minetest/minetest/commit/aa883409210d2a4a346c552d7cfe5d523f37071f |
06:19 |
hmmmm |
I fixed v5 |
06:43 |
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07:04 |
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07:04 |
paramat |
thanks |
07:04 |
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07:05 |
paramat |
looks like this might be able to cope with various amounts of overgeneration |
07:08 |
hmmmm |
yup |
07:08 |
paramat |
great |
07:08 |
hmmmm |
i'm going to rename ManualMapVoxelManipulator to MMVoxelManip, any objections? |
07:09 |
paramat |
not from me |
07:09 |
paramat |
i abbreviate like crazy in my mods |
07:09 |
hmmmm |
yup, i tried to add a typedef before but C++ won't let me do that to classes |
07:13 |
paramat |
i have a branch where i'm attempting 1 up/1 down overgen for mgv7, if i can get it to work can i add that to mgv7? |
07:13 |
kahrl |
the typedef should work |
07:13 |
kahrl |
I see no reason for it not to |
07:14 |
hmmmm |
i don't have any of the error messages saved, but basically it accused me of changing it to a struct in forward declarations |
07:14 |
hmmmm |
typedef ManualMapVoxelManipulator MMVM; and then in a different source file, class MMVM; |
07:14 |
kahrl |
MSVC? |
07:14 |
hmmmm |
nope |
07:14 |
hmmmm |
gcc |
07:14 |
kahrl |
weird |
07:15 |
hmmmm |
and now my ide froze |
07:15 |
kahrl |
what if you do struct MMVM; |
07:15 |
hmmmm |
meh |
07:17 |
kahrl |
oh or actually, try before the typedef: class ManualMapVoxelManipulator; |
07:17 |
hmmmm |
I do the typedef in the same file as the declaration |
07:17 |
hmmmm |
map.h |
07:17 |
kahrl |
seriously, why are all compilers so broken and distinguish struct and class |
07:17 |
hmmmm |
i do this directly after the class definition |
07:18 |
hmmmm |
now, how do class typedef work with ctor invocations |
07:19 |
paramat |
so finally i have closed issue 1727 |
07:19 |
kahrl |
hmmmm: just fine. Though, considering how I just said how broken compilers are... |
07:20 |
hmmmm |
alright I replaced them back again |
07:20 |
hmmmm |
let's see the errors... |
07:21 |
hmmmm |
error AT the location of the typedef: error: conflicting declaration 'typedef class ManualMapVoxelManipulator MMVM'| |
07:21 |
hmmmm |
error: 'struct MMVM' has a previous declaration as 'struct MMVM' |
07:21 |
hmmmm |
this points at one of the forward declarations "class MMVM" |
07:22 |
kahrl |
oh... that's something different |
07:23 |
kahrl |
you can forward declare a struct or class but you can't forward declare a typedef |
07:23 |
hmmmm |
hah... |
07:23 |
hmmmm |
so |
07:23 |
hmmmm |
I have to either include the header with the typedef, defeating the purpose of forward declaring, or repeat my typedef in every place i forward declare |
07:24 |
kahrl |
yeah, sounds bad |
07:24 |
hmmmm |
see.. |
07:24 |
hmmmm |
i think i'm going to put this one on hold |
07:25 |
hmmmm |
it would increase programming enjoyment a lot if i did |
07:25 |
hmmmm |
but i don't want to shorten a huge data structure used everywhere in the codebase |
07:25 |
hmmmm |
change the name of * |
07:26 |
kahrl |
are there any other useful subclasses of VoxelManipulator than ManualMapVoxelManipulator? |
07:26 |
hmmmm |
there used to be the MapVoxelManipulator |
07:26 |
kahrl |
if not, you could consider merging them into just VoxelManipulator |
07:26 |
hmmmm |
but that one was completely useless |
07:26 |
kahrl |
or VoxelManip if you prefer |
07:26 |
hmmmm |
VoxelManip sounds dumb |
07:26 |
hmmmm |
"voxel mah nips" as one modder put it |
07:27 |
kahrl |
it sounds hot :P |
07:27 |
kahrl |
but there's the LuaVoxelManip already |
07:27 |
hmmmm |
that ruined the abbreviation for me |
07:27 |
hmmmm |
MMVoxelManip |
07:27 |
hmmmm |
MMVManip |
07:27 |
hmmmm |
which one do you guys like the best |
07:28 |
paramat |
the shorter one of course |
07:34 |
kahrl |
well I don't really care, I'm not the one who has to use it every day :P |
07:34 |
kahrl |
you could call it M |
07:34 |
hmmmm |
haha |
07:50 |
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11:41 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
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12:32 |
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12:34 |
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12:45 |
Zeno` |
For obvious reasons I'd like to merge #2049 ASAP |
12:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/2049 -- Prevent client crashing if an NDT_AIRLIKE node is dropped by Zeno- |
12:48 |
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12:52 |
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12:53 |
kahrl |
Zeno`: lgtm |
12:54 |
Zeno` |
Ok, merging now |
13:01 |
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13:09 |
kahrl |
it's bad that any stable version client can still be crashed this way |
13:10 |
kahrl |
just a null pointer access, so no real security implications, but still bad |
13:10 |
kahrl |
but our development process doesn't really allow us to make a quick bugfix release |
13:14 |
Zeno` |
Yeah :/ |
13:15 |
Zeno` |
It's probably rare (i.e. to those with, for example, maptools and associated privs) but I'm not sure. Even that is bad enough though |
13:16 |
Zeno` |
I suppose some server moderators/admins give air as a joke to players as well |
13:18 |
kahrl |
well at least it doesn't happen with air |
13:18 |
kahrl |
since air has an inventory_image and a wield_image |
13:18 |
kahrl |
but some mods define other airlike nodes |
13:18 |
Zeno` |
Oh yeah |
13:19 |
Zeno` |
well I was testing with maptools:light_bulb, but there are other maptools nodes that have the same issue (obviously) |
13:21 |
Zeno` |
I didn't discover the issue though (CWz and deezl did on my server and deezl's) |
13:22 |
Zeno` |
It's not "normal" but I appreciated them reporting it in a less public manner |
13:27 |
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13:29 |
kahrl |
I guess we could make a branch starting at 0.4.11 and backport all the simple bugfixes to it, then release that as 0.4.12 |
13:29 |
kahrl |
Zeno`: do you see reason enough to do that? |
13:34 |
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13:34 |
deezl |
good morning |
13:35 |
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13:35 |
Zeno` |
kahrl, I do in *general*, not just because of this single bug. The version numbering is a PITA though |
13:35 |
deezl |
a curiosity....is there any sort of donation system for helping with MT development? for things such as getting an official tablet client out to the play store? |
13:36 |
deezl |
so people can find it, and not keep playing the buildcrap versions? |
13:36 |
kahrl |
deezl: well there's http://minetest.net/donate |
13:36 |
deezl |
oh cool |
13:36 |
deezl |
does it get used much? (guessing not) |
13:36 |
kahrl |
the money generally goes towards running the servers, but I suppose you can ping c55 if you want to donate for something else |
13:37 |
Zeno` |
I guess the issue, then, is making sure the donation goes towards making Android builds for the play store |
13:37 |
deezl |
I will try to ear-mark some funds this payday to donate to the cause then |
13:37 |
Zeno` |
If that's what you specifically want to donate for (it's kind of like a bounty) |
13:38 |
Zeno` |
What's the cost (apart from time)? |
13:39 |
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13:39 |
deezl |
maintaining servers (such as minetest.net perhaps?) as kahrl said? |
13:39 |
deezl |
or inchra.net? |
13:39 |
Wayward_One |
Zeno`, $25 USD |
13:39 |
Zeno` |
Oh, yeah I figured that much. I meant what's the cost for getting an app onto the playstore |
13:39 |
deezl |
oh |
13:39 |
deezl |
^^ |
13:39 |
Zeno` |
$25USD per application? |
13:39 |
Zeno` |
I mean $25 for each release? |
13:40 |
Wayward_One |
no, one time registration fee |
13:40 |
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13:40 |
Zeno` |
I think someone should ask celeron55 and sapier. Seems like a good idea to me |
13:41 |
deezl |
plus, seems some of those *other* tablet clients seem to lag servers a bit |
13:41 |
deezl |
it would be better for all of us |
13:43 |
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13:44 |
deezl |
lol, sapier, I granted you interact on BigPappa's Carbone, so you can at least escape the spawn building when you go there to test. :D |
13:49 |
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13:50 |
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13:53 |
celeron55 |
oh |
13:53 |
celeron55 |
i already have a google play developer account |
13:53 |
celeron55 |
i can put it there if you want |
13:53 |
celeron55 |
(i didn't even remember minetest exists when i made it some weeks ago for another thing) |
13:54 |
celeron55 |
we need to figure out the signing of the apk before i'll put it there though |
13:55 |
celeron55 |
i don't exactly feel like building it myself |
13:57 |
celeron55 |
does there exist any kind of guide on how to even attempt that? |
13:57 |
deezl |
not sure at all |
13:57 |
deezl |
not a coder myself, I just run a couple servers, and enjoy the game :D |
13:58 |
kahrl |
celeron55: doc/README.android |
14:02 |
celeron55 |
i guess i'll attempt it then |
14:08 |
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14:51 |
celeron55 |
what the hell, why is this android build automatically copying all games to the asset path |
14:52 |
celeron55 |
i have like million games and some of them don't even work: |
14:52 |
celeron55 |
[aapt] /home/celeron55/softat/minetest/build/android/assets/Minetest/games/dreambuilder_game/mods/player_textures/textures/player_HeroBrine.png: error: File is case-insensitive equivalent to: /home/celeron55/softat/minetest/build/android/assets/Minetest/games/dreambuilder_game/mods/player_textures/textures/player_Herobrine.png |
14:52 |
celeron55 |
do i have to have a clone of the minetest repository in order to not cause this or is this configurable somehow |
15:02 |
celeron55 |
(looks like the makefile is quite easily modifiable) |
15:06 |
celeron55 |
lol, 370MB debug package |
15:06 |
sfan5 |
probably because of the irrlicht debug info |
15:09 |
celeron55 |
i bet nobody has ever tried to install a package of this size on a Jolla |
15:10 |
celeron55 |
i'm not very hopeful of this working because lately none of the builds have been working on this device |
15:11 |
celeron55 |
only some earlier ones worked |
15:16 |
celeron55 |
the first boot-up is taking literally forever |
15:16 |
celeron55 |
it says it's scanning something and the progress bar never rises from 0, and it's taking 100% CPU |
15:17 |
celeron55 |
why is it "scanning" anything in the first place, shouldn't it just copy the stuff? |
15:19 |
celeron55 |
it's been going on for like 8 minutes by now |
15:19 |
sfan5 |
because it needs to check whether you already got a previous version of the minetest files installed |
15:19 |
sfan5 |
i think it would be better to have the static assets in a zip file or something |
15:20 |
sfan5 |
that would require rewrites in some places tho |
15:20 |
celeron55 |
this is nonsense, checking a hundred files shouldn't be this slow |
15:20 |
sfan5 |
irrlicht can handle zips as filesystem |
15:21 |
celeron55 |
is there any way i can speed this up? |
15:21 |
sfan5 |
i don't know of any |
15:21 |
celeron55 |
there's no explanation whatsoever for why it would take this long in the first place |
15:22 |
sfan5 |
if you delete /sdcard/Minetest/ it should ideally only do single stat() |
15:22 |
sfan5 |
and then extract all stuff |
15:22 |
sfan5 |
but I'm not sure how sapier implemented this |
15:22 |
celeron55 |
i'm going to slap him in the face; this cannot be sane in any way whatsoever |
15:25 |
sfan5 |
celeron55: you could try adding this https://github.com/minetest/minetest/commit/35149a10e3b26425e358cb6f4ae0449a052d30a7 (in case you're compiling from the 0.4.11 tag) |
15:27 |
celeron55 |
sounds like a pretty good idea (of course i am compiling 0.4.11) |
15:29 |
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15:36 |
celeron55 |
okay, that was way faster |
15:36 |
celeron55 |
more like 100x |
15:38 |
celeron55 |
now, if it just would work, it might be good, but it's telling me to look at my debug.txt 8| |
15:39 |
celeron55 |
wtf, i guess i'll have to delete the files and try again |
15:40 |
celeron55 |
aand now it won't even attempt to start up |
15:40 |
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15:41 |
celeron55 |
i think it stitll thinks the files should be in place while they aren't |
15:41 |
celeron55 |
still* |
15:42 |
celeron55 |
i wonder how does it determine that |
15:42 |
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15:45 |
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15:51 |
celeron55 |
yeah this is just fucked up now |
15:51 |
celeron55 |
i reinstalled it and removed the Minetest folder |
15:51 |
celeron55 |
and it doesn't even attempt to copy any files now |
15:51 |
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15:51 |
celeron55 |
black screen comes and the program quits |
15:54 |
celeron55 |
debug.txt appears, and in it it doesn't say anything about copying files; just says "lol none of these files exist" and quits without saying it wants to quit |
15:54 |
celeron55 |
oh well, i quess this means it wants to quit: "ERROR[main]: No future without mainmenu" |
15:55 |
celeron55 |
before that, "ERROR[main]: cannot open /home/nemo/android_storage/Minetest/builtin/init.lua: No such file or directory" |
16:12 |
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16:41 |
CraigyDavi |
Is the last login command supposed to show something like this? 2015-01-04T17:10:27Z |
16:41 |
CraigyDavi |
Surely the T and the Z shouldn't be there? |
16:42 |
Calinou |
standard timestamp, CraigyDavi |
16:42 |
Calinou |
not sure about the Z though |
16:43 |
CraigyDavi |
Ok |
16:45 |
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16:46 |
PilzAdam |
Calinou, Z means UTC+0 AFAIK |
16:47 |
PilzAdam |
CraigyDavi, read ISO 8601 |
16:47 |
Krock |
ShadowNinja, https://github.com/ShadowNinja/minetest/commit/72395fc#diff-e2b656616d911eb8d3605c2ef99f50bbR429 how about "f32 fov_degrees = (player->getPlayerControl().zoom)? m_cache_zoom_fov : m_cache_fov;" ? |
16:47 |
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17:32 |
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17:37 |
sapier |
https://github.com/minetest/minetest/pull/2051 can someone plz review and test this? for me it fixes all those particle memory leaks but I don't know how to test it |
17:41 |
VanessaE |
sapier: what about jin_xi's/ShadowNinja's irrlicht particles work? shouldn't that be dealt with first? |
17:42 |
sapier |
celeron55 are you there? |
17:42 |
sapier |
well vanessaE if you insist on loosing tons of memory each second while they figure out how to do something else? |
17:43 |
VanessaE |
well I don't exactly insist on that :-) but I'm just saying given how close they were to getting those particles working, I'd hate to send all their work into the scrapheap. |
17:44 |
sapier |
doesn't look like he's here well I don't know which apk he tried to install but the last official one had major startup issues on android 4+ |
17:44 |
VanessaE |
now as for testing it... I think Homedecor modpack's "fake fire" mod uses particle spawners for the smoke |
17:44 |
sapier |
might explain why it took literally forever |
17:44 |
VanessaE |
so if you set a shitton of those (punch the fire to turn the smoke on/off), you might get the test you want. |
17:44 |
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17:45 |
celeron55 |
sapier: i am here; please tell me how to get the android version working |
17:45 |
celeron55 |
it's installed, but won't start, and won't even attempt to copy the files |
17:45 |
celeron55 |
and writes a debug.txt complaining files don't exist |
17:45 |
sapier |
ok first which version did you instlall? |
17:46 |
celeron55 |
0.4.11 with the copy speed patch |
17:46 |
celeron55 |
without the patch it copied files, but it was so slow i stopped it and removed files and applied the patch |
17:46 |
sapier |
did you build yourself? |
17:46 |
celeron55 |
yes |
17:46 |
jin_xi |
i'm all for sapiers particle changes, esp if they fix current memory issues. |
17:46 |
sapier |
if you did this yesterday you most likely cloned the broken version |
17:47 |
celeron55 |
i stopped it after it was copying for 15 minutes |
17:47 |
celeron55 |
then the menu worked but game didn't have all files |
17:47 |
celeron55 |
today |
17:47 |
sapier |
oh ok so it's correct version |
17:47 |
celeron55 |
0.4.11 + 35149a10e3b26425e358cb6f4ae0449a052d30a7 |
17:48 |
sapier |
I never saw not all files beeing there as required files are checked on startup, can you send me your apk? |
17:48 |
celeron55 |
? |
17:48 |
celeron55 |
how does it check the files |
17:49 |
celeron55 |
i can't run this in a debugger because i only have this Jolla, not a real android device |
17:49 |
sapier |
on startup minetest checks each single file on sdcard to be at least same size the one we have in our apk |
17:49 |
sapier |
if this ain't true we copy it again |
17:49 |
celeron55 |
but the files don't exist at all, why doesn't it copy them |
17:50 |
celeron55 |
how can that even possibly fail |
17:50 |
celeron55 |
it seems completely impossible |
17:50 |
celeron55 |
also it seems that 35149a10e3b26425e358cb6f4ae0449a052d30a7 broke it |
17:50 |
sapier |
maybe because yolla does use different external storage paths we never had this way? |
17:50 |
sapier |
jolla |
17:51 |
celeron55 |
it supports various android storage paths and by symlinking them to its canonical android storage path |
17:51 |
celeron55 |
-and |
17:51 |
sapier |
well maybe something changed in 35... doesn't work with symlinks (just guessing) |
17:51 |
celeron55 |
what path does minetest use? |
17:52 |
sapier |
android external storage path + "Minetest" |
17:52 |
sapier |
first one changes between different Android versions |
17:52 |
celeron55 |
i'm going to give this one go after rebooting the whole thing |
17:53 |
celeron55 |
altough, it probably doesn't make much difference to rebooting the android virtual machine which i have done many times |
17:53 |
sapier |
android is a pain in the as way to many versions out there behaving different. |
17:53 |
sapier |
does jolla provide logcat output? |
17:54 |
celeron55 |
yes |
17:54 |
sapier |
asset copy should write anything that might fail there |
17:55 |
sapier |
MinetestAssetCopy is the activity name used for the copying code |
17:58 |
sapier |
Environment.getExternalStorageDirectory().getAbsolutePath() + "/" + "Minetest" is used as storage directory |
17:59 |
sapier |
according to the logs "/home/nemo/android_storage/" should be what Environment.getExternalStorageDirectory().getAbsolutePath() returns for you |
18:00 |
celeron55 |
it's totally able to write the debug.txt there |
18:00 |
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18:00 |
sapier |
do you see anything about MinetestAssetCopy in logcat? |
18:00 |
celeron55 |
for the record, here's one line from debug.txt: 19:59:53: ERROR[main]: FontEngine: failed to load freetype font: /home/nemo/android_storage/Minetest/fonts/liberationsans.ttf |
18:01 |
celeron55 |
so, minetest's C++ part sees the directory as that |
18:01 |
sapier |
so there's most likely something within the java part running before |
18:04 |
celeron55 |
http://fpaste.org/165897/20481000/ |
18:04 |
celeron55 |
what is filelist.txt |
18:04 |
sapier |
prior speedup patch files within apk have been checked by android asset browsing functions |
18:05 |
sapier |
those functions are horribly slow and have been cause for initial scan beeing that slow |
18:05 |
sapier |
I added a filelist generated on build to workaround that android issue |
18:05 |
sapier |
without this filelist nothing is gonna be copied |
18:06 |
celeron55 |
obviously it's missing for whatever reason (probably has to do with me having to delete all the random broken games it tried to include) |
18:06 |
celeron55 |
how do i regenerate it |
18:06 |
sapier |
make clean_assets |
18:08 |
sapier |
but that's gonna cause ALL the games beeing copied again |
18:08 |
celeron55 |
jni/../jni/src/android_version.h:7:47: error: 'STR' was not declared in this scope #define CMAKE_VERSION_STRING STR(VERSION_MAJOR)"."STR(VERSION_MINOR)"."STR(VERSION_PATCH) |
18:08 |
celeron55 |
uhm |
18:08 |
celeron55 |
well this is new, why did this happen now |
18:08 |
sapier |
I don't know |
18:09 |
sapier |
in worst case do a clean_all |
18:09 |
celeron55 |
what even is STR, who is supposed to provide it |
18:10 |
sapier |
android_version.h should provide it |
18:10 |
exio4 |
converting to string something, probably \o/ |
18:10 |
sapier |
it's supposed to be the second line in that file |
18:11 |
sapier |
android_version.h is generated by android makefile in Line 699++ |
18:12 |
sapier |
exio is right STR converts a number define to a string define ... crazy stuff but it's required in order to get c/c++ preprocessor to do this |
18:12 |
celeron55 |
nah, i already modified the makefile locally to not include other games than the one i want (minetest_game) |
18:13 |
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18:13 |
celeron55 |
(to your previous concern) |
18:13 |
sapier |
I guess I should provide a positive list to only include selected games and not all games beeing there |
18:13 |
celeron55 |
now goes make clean_all |
18:13 |
celeron55 |
let's hope this fixes the mess |
18:14 |
sapier |
well at least you have a monster of a machine to compile ;-) |
18:15 |
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18:16 |
celeron55 |
this build process could use more concurrency |
18:16 |
celeron55 |
it's wasting time copying files while the CPU does nothing |
18:16 |
celeron55 |
when building irrlicht and stuff one after another |
18:17 |
celeron55 |
(one thread using 100% CPU equals doing practically nothing, too :P) |
18:17 |
sapier |
I tried to do as much as possible in parallel but it's quite hard to pass the parallelizm flags through various make systems |
18:17 |
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18:18 |
celeron55 |
anyway, copying this resulting madness on my phone now |
18:18 |
celeron55 |
takes a while over wifi |
18:18 |
sapier |
at least the libs and irrlicht should be built with as many jobs as you've got cores |
18:18 |
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18:19 |
sapier |
but I may have missed somthing of course so if you se some error where flags get lost tell me or just fix it ;-) |
18:19 |
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18:19 |
celeron55 |
yes they are |
18:20 |
sapier |
makefile does autodetect number of cores maybe there's a bug |
18:21 |
celeron55 |
is there any benefit in using the debug apk over the release one |
18:21 |
celeron55 |
because it's huge |
18:22 |
sapier |
only if you can debug on device |
18:22 |
celeron55 |
it's now copying files |
18:22 |
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18:22 |
celeron55 |
it looks very funny because the layout breaks with long paths |
18:22 |
celeron55 |
the progress bar is bouncing around like crazy |
18:22 |
sapier |
yeah that's an open issue |
18:23 |
sapier |
maybe I'm gonna add some "path shortening" feature |
18:23 |
celeron55 |
wait what |
18:23 |
celeron55 |
this is copying the whole generated doxygen documentation |
18:23 |
celeron55 |
holy shit |
18:23 |
sapier |
lol |
18:23 |
sapier |
you may have missed something to exclude |
18:24 |
celeron55 |
maybe you aren't supposed to copy the whole doc directory as-is |
18:24 |
sapier |
well doc folder is part of assets if your doxygen docu is stored there |
18:24 |
celeron55 |
well that's where "make doc" puts them |
18:25 |
celeron55 |
so the android build should support them being there |
18:25 |
sapier |
of course we can do finetuning what to include, i never had a doxygen doc there so I didn't realize that issue by now |
18:25 |
kaeza |
sapier, does your patch fix that horrible performance degradation when using PSs? (e.g. try the weather mod by Jeija) |
18:26 |
sapier |
kaeza I didn't even know about that issue, so if it helps it's gonna help only accidentally |
18:26 |
kaeza |
i.e. as a side effect of the mem leaks |
18:26 |
sapier |
sorry if you wanna know you're gonna have to try |
18:27 |
sapier |
celeron parallelism works for me (mostly) about 70% of total compile time all my cores are at 100% ... but I've got only 4 of them |
18:27 |
celeron55 |
there are about twenty thousand doxygen files and two thousand git object files (of minetest_game) in filelist.txt |
18:28 |
sapier |
git object files? |
18:28 |
sapier |
grrr thought those have not been there |
18:28 |
celeron55 |
games/minetest_game/.git |
18:28 |
sapier |
ok ok i see there's still some work left |
18:28 |
celeron55 |
copying these on the device is about 25% done so far |
18:29 |
celeron55 |
so... 15 minutes to go |
18:29 |
celeron55 |
well, this is stupid, i'll stop it |
18:29 |
sapier |
are those git object files really in your apk? |
18:29 |
celeron55 |
i'm not sure |
18:29 |
sfan5 |
sapier: do you expect /bin/cp to ignore .git files? |
18:30 |
celeron55 |
stopped it now, i'll make it not copy the doxygen generated documentation |
18:30 |
sapier |
I'll fix the find command generating filellist.txt |
18:30 |
sapier |
no but apk build ignores .* files |
18:30 |
sapier |
so most likely they're in filelist.txt only ... well I'll fix it |
18:31 |
celeron55 |
itt seems to be saying it's ignoring .gitignore files, but it never says it ignores any .git directories |
18:32 |
sapier |
give me a few minutes it shouldn't be a big deal to fix this |
18:32 |
sfan5 |
sapier: what do you think about making minetest read the static files directly from the apk (or a dir. where android extracts assets)? |
18:32 |
sfan5 |
that would completly eliminate the need of copying anything |
18:33 |
sapier |
if you have any idea how to do this do it but I'd guess it's even more slow |
18:33 |
sapier |
you'd have to patch irrlicht in order to get this done |
18:33 |
celeron55 |
i don't think that's needed for now; we don't want parallel systems to maintain |
18:33 |
sfan5 |
in case android extracts assets somewhere it will be 0% slower |
18:33 |
celeron55 |
too much work for little benefit |
18:33 |
sapier |
it doesn't |
18:34 |
sapier |
actually android never extracts them they're compressed and on each access extracted temporary only |
18:34 |
celeron55 |
sfan5: it's a server-side thing in minetest in any case; irrlicht can't be used there |
18:35 |
celeron55 |
the server could of course access the android assets directly |
18:35 |
sfan5 |
this would require wrapping all C and C++ methods of accessing files |
18:35 |
celeron55 |
they're just file handles with some weird behavior (like being able to read after the end into the next asset if you don't keep track of the length) |
18:35 |
sfan5 |
which is ... a bit much work |
18:38 |
celeron55 |
anyway, like i said, not worth the effort for now |
18:38 |
sfan5 |
correct |
18:39 |
celeron55 |
(wrapping file access functions is not hard though; you can override them at the linker level) |
18:39 |
celeron55 |
(if that's even needed; android might open them by just giving it the right path) |
18:39 |
sfan5 |
and who'll fix that if it breaks on android <version> for some reason? |
18:41 |
sapier |
find . -type d -path "*.git" -exec rm -rf {} \; ; \ |
18:41 |
sapier |
add this line at about 643 where the other exec rm -rf lines are |
18:41 |
sapier |
should remove .git folders from apk completely |
18:42 |
celeron55 |
i removed doc from assets and am now testing with that |
18:42 |
sapier |
well upper line is a fix for .git folders not for doc |
18:43 |
celeron55 |
lol i get a null pointer exception when trying to install the release-unsigned version |
18:43 |
celeron55 |
i guess the installer can't cope with no key |
18:43 |
sapier |
well release unsigned tztz |
18:44 |
sapier |
still 0-pointer on this case is stupid they should handle security relevant issues better then that |
18:46 |
sapier |
celeron why don't you sign it with your developer key you'd have to do that anyway to get it to play store? |
18:46 |
celeron55 |
i'm lazy |
18:46 |
celeron55 |
anyway, the debug build isn't fuckhuge anymore as i removed the doxygen crap from it |
18:47 |
sapier |
ok |
18:47 |
sfan5 |
doxygen docs are 350MB? |
18:47 |
celeron55 |
...what, why is the main menu scaling completely different now |
18:47 |
sapier |
define "different"? |
18:47 |
celeron55 |
previously it filled the screen better |
18:47 |
celeron55 |
now it's tiny |
18:48 |
sapier |
it uses your device dpi setting you can change the gui scaling factor in settings |
18:48 |
sapier |
I'm working on the font size issue |
18:48 |
sapier |
that's not been adapted since the font scaling fixes |
18:48 |
celeron55 |
lol i accidentally scaled it so big that i can't scale it back |
18:49 |
sapier |
lol |
18:49 |
celeron55 |
time for text editing |
18:49 |
celeron55 |
god damnit this is awful |
18:49 |
sfan5 |
sounds user-friendly |
18:49 |
sapier |
well I'm working on it ;-) |
18:49 |
sapier |
right now with little help |
18:49 |
celeron55 |
oh, it fails to save the configuration |
18:50 |
sapier |
anyone willing to join my efforts? |
18:50 |
celeron55 |
well, i guess this is a feature |
18:50 |
sapier |
not really but in your special case it's a feature |
18:52 |
celeron55 |
the turn sensitivity is way too high and the view distance is too high and the jump button is unresponsive |
18:52 |
celeron55 |
such a joyful play experience |
18:52 |
Calinou |
mouse sensitivity should be in GUI |
18:52 |
celeron55 |
the only reason why i'm not dying in 2-deep water is that i managed to turn off damage before starting... |
18:52 |
Calinou |
view distance should have a lower maximum value, like 150 |
18:53 |
twoelk |
try picking up small items like apples on a small screen |
18:53 |
sapier |
well that's what parameters are for. I haven't found a valid setting matching even my 3 devices |
18:53 |
celeron55 |
it's 20 |
18:53 |
celeron55 |
and that results in 11 fps |
18:53 |
Calinou |
view distances above 150 aren't really reasonable on most hardware |
18:53 |
Calinou |
item size was increased thanks to me :P |
18:53 |
sapier |
good thing calinou |
18:54 |
Calinou |
larger stacks of items (as well as tools) show up larger |
18:54 |
sapier |
ok we should collect all those issues and handle them one by one |
18:55 |
Calinou |
so, as a recap… |
18:55 |
celeron55 |
the view distance is the lowest playable one and this thing gets 11fps at BEST |
18:55 |
celeron55 |
i guess this device simply doesn't have enough power 8) |
18:55 |
Calinou |
view distance currently is 35-240, I suggest 40-160 (I personally don't see the point of playing with a view range below 40) |
18:56 |
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18:56 |
Mihaly |
ahhh! Hello all, and thank you for your great game! |
18:56 |
sapier |
well 11fps aren't worst for android devices ;-) |
18:57 |
twoelk |
my old-crap-pc often doesn't have more |
18:57 |
sapier |
celeron what device do you have? |
18:57 |
celeron55 |
building is actually relatively possible once you get the player to a suitable place |
18:57 |
Mihaly |
just curious about an error msg I get saying it can't (re) write the conf file, it's mobf that gives the server the error mesg. any help? ideas, things I am doing wrong? tried setting r/w perms on the file |
18:58 |
celeron55 |
http://www.gsmarena.com/jolla_jolla-5457.php |
18:58 |
Mihaly |
but no joy |
18:58 |
sapier |
Mihaly: what error message exactly? |
18:59 |
Mihaly |
Says it cannot write the conf file. hang on, I'll check the error log file, be patient with me. |
18:59 |
sapier |
no problem |
18:59 |
Calinou |
Mihaly is on Windows 8 by the way. |
18:59 |
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18:59 |
sapier |
uh ... never tried there but I'd not guess to be that different on filehandling |
19:00 |
PilzAdam |
Mihaly, mod problems should be discussed in #minetest |
19:00 |
Mihaly |
well, as I mentioned before it did not help. ------ no, they told me to try /here/ |
19:01 |
PilzAdam |
Calinou, why limit the max view range? if its unreasonable for some hardware then it gets automatically limited anyway |
19:01 |
Calinou |
PilzAdam, server sends to an extent |
19:01 |
Calinou |
the autotuner may set it very high, which is never a good thing |
19:01 |
PilzAdam |
the sending of blocks is handled server side |
19:01 |
Calinou |
should not go above a certain value so that the view range makes sense |
19:01 |
sapier |
then we should fix the autotuner ;-) |
19:01 |
Calinou |
imagine you have a very good PC |
19:01 |
PilzAdam |
it's not affected by the clientt's view range |
19:02 |
Calinou |
view range may be set to 400-500 |
19:02 |
Calinou |
then when you turn around… very low framerate |
19:02 |
sfan5 |
sapier: minetest is actually very playable on my tablet |
19:02 |
sapier |
on mine too |
19:02 |
sapier |
you need about 10 fps to be able to play ... not very smooth but you can |
19:02 |
Calinou |
my PC has a GTX 570, if I want to keep a good framerate everywhere, the biggest view range I can use is about 160 |
19:03 |
Calinou |
(good = 50-60 FPS) |
19:03 |
celeron55 |
once i set the gui scale to something where i actually can hit buttons, this gets a lot more bearable |
19:03 |
Calinou |
playable would be 30 FPS, which is the wanted_fps value |
19:03 |
PilzAdam |
Calinou, if your framerate goes below wanted_fps then the autotuner is rather quick at adjusting the view range |
19:03 |
PilzAdam |
doesn't even take a second in most cases |
19:03 |
Calinou |
my framerate almost never goes below wanted_fps |
19:03 |
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19:03 |
Calinou |
the autotuner works OK |
19:04 |
Calinou |
but it will work worse if the selected min/max are poor |
19:04 |
Calinou |
so optimize these values! |
19:04 |
PilzAdam |
whats your problem then? |
19:04 |
Calinou |
I suggested changing the min/max from 35-240 to 40-160 |
19:04 |
Calinou |
that's all |
19:04 |
twoelk |
minetest was playable, on the last tablet I tried, only the rails extending into the air were irritating and fighting needed lots of training |
19:04 |
PilzAdam |
how does lowering the max affect the autotuner? |
19:04 |
celeron55 |
why |
19:05 |
Calinou |
I have to go now, bye |
19:05 |
celeron55 |
if you want higher fps, you can set a higher wanted_fps |
19:05 |
celeron55 |
it can't be 60 because some systems can't really keep up at 60 no matter how low the view range is |
19:05 |
celeron55 |
by default |
19:06 |
celeron55 |
so they'd see nowhere for no benefit |
19:07 |
sapier |
twoelk can you tell me what device you used? I heared about that issue every now and then but never found some common property causing it |
19:08 |
twoelk |
it was a cheap tablet of a friend I coaxed into trying mt, sorry I cant remember the make, was some noname |
19:09 |
celeron55 |
okay but anyway, i can now build working copies of android minetest |
19:09 |
celeron55 |
so i'll probably put one up on the play store soon |
19:10 |
sfan5 |
are the horrible description in the mainmenu fixes? |
19:10 |
celeron55 |
now that i do have a developer account |
19:10 |
sfan5 |
does it still say "Config MODs" |
19:10 |
sfan5 |
? |
19:11 |
celeron55 |
it says "Config mods" and i can see half of the C and 10% of the s because of font and gui scaling 8) |
19:14 |
sapier |
hmm let me fix the font size prior you do upload first version ;-) |
19:15 |
celeron55 |
fix the button size instead |
19:15 |
celeron55 |
the UI is fucking horrible anyway, a font doesn't matter when it's this bad to use |
19:15 |
twoelk |
https://cdn.mediacru.sh/e3933ac1d16b <- two fotos I was able to take of skyrails on an android tablet |
19:16 |
sfan5 |
skyrails were already fixed, weren't they? |
19:16 |
sapier |
twoelk can you give me your tablet specifications? |
19:16 |
Wayward_One |
speaking of android builds, anyone seen this one? https://forum.minetest.net/viewtopic.php?f=42&t=9389&start=125 I tried it and it works amazingly well, not sure if it'll help any though |
19:17 |
twoelk |
not my tablet as stated befor, It is now 300 km away :( |
19:18 |
twoelk |
fotos were taken december 13, so if there was a fix after that it might not be relevant anymore |
19:21 |
Krock |
there was a fix for it. problem solved |
19:22 |
twoelk |
nice |
19:23 |
sapier |
krock what's been the issue? |
19:23 |
twoelk |
will advise mc-hardcore friend to update his Minetest |
19:24 |
Krock |
sapier, I don't remember exactly. the one end of the texture of this drawtype just went up in the sky |
19:25 |
Krock |
LemonLake opened an issue for it AFAIk |
19:25 |
sapier |
oh so a texture issue .. ok :) |
19:29 |
celeron55 |
a vertex coordinate issue, to be exact |
19:50 |
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19:55 |
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20:02 |
celeron55 |
i wonder if it's acceptable to have the same android version code for different platform-specific patch builds |
20:03 |
celeron55 |
or if i should rename the whole thing for my releases to be under net.minetest (the domain that i own) and use my own version codes for it |
20:03 |
celeron55 |
if it's org.minetest, then it can't really have random fixes as new version codes because those aren't always such that they can be accepted upstream right away |
20:04 |
sapier |
rename? |
20:04 |
celeron55 |
i'm going to take the lazy approach and hope that nothing breaks if i release incremental builds with the same version code |
20:04 |
sapier |
uargh |
20:05 |
sapier |
last time I did this it took half a day to fix every single occurance ;-) |
20:05 |
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20:06 |
celeron55 |
yeah i've done it for a smaller program, it's messy |
20:06 |
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20:06 |
celeron55 |
you have the name written as text, as partial java module paths, as directories, and as partial directories 8) |
20:09 |
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20:10 |
celeron55 |
sapier: have you thought that the android makefile is a bit hazardous |
20:11 |
celeron55 |
sapier: for example, it doesn't check whether it could cd to ${ROOT}/assets and then removes files in the current directory |
20:11 |
celeron55 |
it probably should have "&&" after "cd ${ROOT}/assets" instead of ";", for example |
20:11 |
sapier |
hmm no didn't see that issue but you're right about it of course |
20:12 |
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20:12 |
celeron55 |
or | exit 1 |
20:12 |
celeron55 |
or some kind of error handling that can't mess up important files |
20:12 |
celeron55 |
umm... i mean, "|| exit 1" or how does that even work |
20:13 |
sfan5 |
the makefile should just execute a shell script |
20:13 |
celeron55 |
well it does; the scripts are inlined in the makefile 8) |
20:13 |
sfan5 |
:D |
20:13 |
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20:13 |
sapier |
I didn't want to write 20 small scripts ;-) |
20:14 |
sapier |
benefit and curse of gnumake same time |
20:17 |
sapier |
ok added safety check to asset copy ... I'm gonna merge all the fixes at once later |
20:19 |
VanessaE |
celeron55: how will you deal with the clones that are already on the play store? |
20:20 |
sfan5 |
VanessaE: ignore the, because they comply with gpl. |
20:20 |
sfan5 |
s/gpl/lgpl/ |
20:20 |
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20:20 |
VanessaE |
sfan5: I mean in terms of gravitating users towards the REAL minetest |
20:20 |
VanessaE |
especially since there's already one package on the Apple store that calls itself so. |
20:20 |
celeron55 |
well, i'm going to write that it is the official version |
20:20 |
sfan5 |
^ |
20:21 |
VanessaE |
that's a start, but do you really think that people will take notice of that? |
20:21 |
celeron55 |
the only problem is that our official version can be worse in some aspects than the clones |
20:21 |
sfan5 |
this minetest version is actually full-features |
20:21 |
sfan5 |
full-featured* |
20:22 |
sfan5 |
i think people notice that |
20:24 |
sapier |
well celeron55 I hope to get those issues fixed step by step |
20:44 |
celeron55 |
i went to the sauna and realized i can pick any subgame i want for this without caring about historical compatibility issues |
20:45 |
sapier |
true as it's not gonna be compatible to our current beta release anyway |
20:49 |
celeron55 |
it can't really focus on action at all as that's terrible on a touch screen |
20:50 |
sapier |
true touch control is more targeting towards construction |
20:53 |
celeron55 |
even exploration is probably too much |
20:53 |
celeron55 |
it's so clumsy to move anywhere |
20:53 |
sapier |
guess that's something we should improve |
20:54 |
sapier |
do you still have to jump to get a node up? I had a patch by some time doing this automatically |
20:54 |
celeron55 |
you do need to |
20:54 |
celeron55 |
also there is no diagonal movement |
20:54 |
celeron55 |
i often want to press forward and right or left at the same time |
20:55 |
sapier |
well diagonal is more hard to implement :/ |
20:55 |
sapier |
there are ideas but nothing actual done yet |
20:55 |
celeron55 |
it should be just the area between up and right, doesn't seem terribly hard |
20:55 |
celeron55 |
and up and left |
20:56 |
celeron55 |
or, i mean... well, it should be a circular control to begin with |
20:56 |
VanessaE |
sapier: I told ya. :) |
20:56 |
VanessaE |
buildcrap uses a similar control doesn't it? |
20:56 |
VanessaE |
(similar to what c55 asks for) |
20:57 |
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20:57 |
celeron55 |
i think it does |
20:58 |
celeron55 |
what if we had a mobile-focused game that just works around all these issues by having a relatively flat map, not too rendering-heavy stuff in the world, the "stair constant" tuned so high that the player just glides up hills and so on |
20:58 |
sapier |
well a 9 button pad uses way to much screensize on some devices |
20:59 |
sapier |
I tend to the dragable point control |
20:59 |
VanessaE |
celeron55: you mean like ShadowNinja's creative server. |
20:59 |
VanessaE |
(minus the step height) |
21:00 |
VanessaE |
sapier: what about a virtual trackball in the corner? |
21:00 |
sapier |
that's what I meant |
21:00 |
sapier |
I guess |
21:01 |
sapier |
still implementation is tricky |
21:01 |
VanessaE |
well you're talking of more like a joystick |
21:01 |
sapier |
as we don't have any way to do real full range 360° movement we'd have to map it to keys |
21:02 |
VanessaE |
I was thinking more like a desktop trackball, i.e. that: http://upload.wikimedia.org/wikipedia/commons/9/96/Trackball-Kensington-ExpertMouse5.jpg |
21:02 |
celeron55 |
well the main issue here is that having to jump in order to move around is fucking horrifying |
21:02 |
celeron55 |
fix that and it's 900% better |
21:02 |
celeron55 |
all else is just extra |
21:02 |
VanessaE |
celeron55: I can agree with that - even with normal key/mouse controls it can get annoying depending on the terrain. |
21:03 |
celeron55 |
well it's not anywhere near that, don't even compare that |
21:03 |
sfan5 |
also the touch controls suck if you attack a mouse to the android device |
21:03 |
sfan5 |
but that is probably nothing we have to worry about |
21:03 |
sapier |
give me about 20 min and I'll tell you the line where to fix ;-) |
21:04 |
celeron55 |
how many people are there in this world who connect a mouse to an android device and expect it to work fine? :P |
21:04 |
VanessaE |
celeron55: nono, I get what you're saying, I've played on both sapier's build and on buildcraft. it's ... cumbersome. |
21:04 |
VanessaE |
it's just been a while. |
21:04 |
sfan5 |
the mouse actually worked fine with the system UI, chrome and other apps |
21:04 |
sapier |
VanessaE just always wants MORE ;-) |
21:04 |
sfan5 |
except that right click didn't do anything |
21:04 |
VanessaE |
sapier: not in this case :P |
21:08 |
sapier |
celeron55 localplayer.cpp L 208 increase the player stepheight by 0.5 |
21:13 |
celeron55 |
doesn't seem to work |
21:14 |
sapier |
strange works like charm on desktop |
21:14 |
VanessaE |
that reminds me - something was changed in the step height such that if you RUN up a long flight of stairs (say 10 nodes worth), you "sink" into the stairs a bit. |
21:15 |
VanessaE |
(on PC, can't speak for android) |
21:15 |
celeron55 |
well i'm testing it on desktop |
21:15 |
sapier |
float player_stepheight = touching_ground ? (BS*1.1) : (BS*0.7); |
21:15 |
celeron55 |
wait |
21:15 |
sapier |
is what I wrote |
21:16 |
celeron55 |
actually yes, it works as expected |
21:16 |
celeron55 |
i'm just dumb |
21:17 |
sapier |
guess in the real fix I'm gonna make player stepheight configurable |
21:17 |
sapier |
this way it's not android only |
21:18 |
celeron55 |
random thing to do: android should have performance-oriented defaults for rendering, which is, disable 3d clouds and disable fancy leaves |
21:18 |
sapier |
do those changes give that much performance? |
21:19 |
sapier |
on my devices difference was minor |
21:20 |
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21:22 |
celeron55 |
well, 3d clouds probably don't really matter, but the leaves do if you go in a tree-dense area |
21:22 |
celeron55 |
they *definitely* do |
21:22 |
celeron55 |
i personally like 2d clouds much more visually though |
21:22 |
sapier |
maybe I didn't have that many trees visible when I tried. guess changing this is a minor issue |
21:23 |
celeron55 |
so for me, nothing is lost and something is gained by disabling 3d clouds |
21:24 |
sapier |
ok I'm gonna change it with my next merge of android changes too |
21:25 |
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21:37 |
celeron55 |
now i know why the turn control is terrible |
21:37 |
sapier |
can you be more precise? ;-) |
21:38 |
celeron55 |
it has a too high threshold; if i raise my finger from the screen, it requires me to turn more than i want when i want to turn a bit again, and if i keep my finger on the screen without moving it, it starts digging random stuff even if i'm trying to just fine-tune my direction when walking around |
21:39 |
celeron55 |
it shouldn't try to dig when you walk, to begin with |
21:39 |
sapier |
threshold is configurable |
21:39 |
celeron55 |
i don't care, it's wrong! |
21:39 |
sapier |
well it's wrong anyway as correct value depends on your device |
21:39 |
celeron55 |
what setting name |
21:39 |
celeron55 |
it should be relative to the degrees the player is going to turn |
21:39 |
celeron55 |
not to screen pixels |
21:39 |
sapier |
it should be configurable in settings |
21:40 |
celeron55 |
pixels change, but what does not change is how much the threshold can be relative to the actual turn speed |
21:40 |
celeron55 |
turn amount* |
21:40 |
sapier |
well if you have an idea how to calculate this? |
21:40 |
celeron55 |
i'd guess it's linearly calculated somewhere to the other direction |
21:41 |
sapier |
I don't understand why this is different to mouse turn control? |
21:41 |
celeron55 |
it probably isn't |
21:42 |
celeron55 |
except that mouse doesn't have a threshold value |
21:42 |
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21:42 |
sapier |
true |
21:42 |
celeron55 |
anyway, the threshold should be configured in degrees, not pixels or scaled pixels |
21:42 |
celeron55 |
i guess |
21:43 |
sapier |
well it's actually a threshold to be used to compensate screen blur |
21:43 |
celeron55 |
but more importantly i don't want to dig stuff when i walk! |
21:43 |
celeron55 |
or equally importantly actually |
21:43 |
sapier |
hmm blur is wrong |
21:44 |
celeron55 |
both of those are very annoying; in creative mode it actually manages to destroy terrain unintentionally |
21:44 |
sapier |
you don't unless you keep your finger at exactly same location on screen |
21:44 |
sapier |
once you move digging is disable |
21:44 |
sapier |
d |
21:44 |
sapier |
hmmm |
21:44 |
celeron55 |
of course i do when i want to move straight ahead |
21:44 |
sapier |
maybe we could disable digging if you press one of the move keys too |
21:45 |
sapier |
would solve this issue |
21:45 |
celeron55 |
i want to rest my finger somewhere anyway when i'm walking around, might as well use the screen in the same way as turning but not actually turning |
21:46 |
sapier |
if you wanna be able to rest your finger the only always working way is add another button to switch meaning of your finger |
21:46 |
celeron55 |
because i want to turn tiny angles all the time anyway to keep myself going in a straight line |
21:46 |
celeron55 |
and then the threshold comes and absolutely hates me |
21:46 |
celeron55 |
"let's turn 1 degrees" "no, you dig now here in random places" "NO" "okay let's turn 35 degrees" "GOD DAMNIT" |
21:46 |
celeron55 |
there's how it goes for me |
21:47 |
sapier |
hmm |
21:47 |
celeron55 |
if walking forward, just remove the threshold and never dig |
21:47 |
sapier |
any way to fix this I see right now will use another big part of screen |
21:47 |
celeron55 |
simple as that |
21:47 |
Warr1024 |
maybe an option to multi-touch to dig? |
21:47 |
celeron55 |
you can have the large threshold when not walking |
21:47 |
celeron55 |
it probably makes sense then |
21:47 |
sapier |
we're already using multitouch to place |
21:48 |
sapier |
maybe short multitouch to place long to dig |
21:48 |
Warr1024 |
hm, I thought it was double-tap to place... |
21:48 |
sapier |
no |
21:48 |
Warr1024 |
long multitouch could work |
21:48 |
sapier |
its target with one finger tap with another finger |
21:48 |
celeron55 |
sapier: do you now understand how i think this could be easily solved? |
21:49 |
celeron55 |
if(walking){ turn_threshold=0; allow_dig=false; } |
21:49 |
celeron55 |
nothing else needed |
21:49 |
sapier |
well that's a minor change ... give me 10 min |
21:50 |
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21:51 |
celeron55 |
does someone agree that setting time_speed=0 would make sense for this play store build? |
21:52 |
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21:52 |
sapier |
time_speed? |
21:52 |
celeron55 |
that makes singleplayer permanently daytime |
21:52 |
VanessaE |
noooooooooo |
21:52 |
celeron55 |
i don't think almost anyone wants to look at the 10-minute nights on their mobile device; it's almost impossible to do anything |
21:53 |
celeron55 |
it should be a graphical setting though |
21:53 |
VanessaE |
why not adjust the ratio then |
21:53 |
celeron55 |
it isn't |
21:53 |
celeron55 |
that isn't even a textual setting |
21:53 |
celeron55 |
what's so valuable about nights? |
21:54 |
celeron55 |
they just make it impossible to explore when you want to |
21:54 |
VanessaE |
some people like to build structures that only have their best appearance at night |
21:54 |
sfan5 |
+1 disabling night-time will stop all the people complaining that there are no monsters |
21:54 |
celeron55 |
on desktop you can see something at night; on a phone or tablet you really can't |
21:54 |
VanessaE |
e.g. via artificial lighting |
21:54 |
celeron55 |
on tablets? |
21:54 |
sfan5 |
(except they'll complain that there are no animals) |
21:54 |
VanessaE |
think Eiffel Tower |
21:55 |
celeron55 |
holy fuck show me the person who is going to build the eiffel tower on a tablet |
21:55 |
VanessaE |
*sigh* |
21:56 |
VanessaE |
ok make it always-daytime if you want |
21:56 |
celeron55 |
i won't play it personally, i'm just trying to guess what people would like |
21:56 |
Amaz |
I think always day on mobile would be good. |
21:56 |
celeron55 |
when i play something on my phone, i want to waste 5 minutes while waiting for something |
21:57 |
celeron55 |
a nighttime in minetest does not suit that |
21:57 |
sapier |
not sure if it's gonna be enough celeron but could you try adding : |
21:57 |
sapier |
if (m_move_id != -1) |
21:57 |
sapier |
m_move_has_really_moved = true; |
21:57 |
sapier |
to touchscreengui.cpp L 699 |
21:58 |
sapier |
wait L 685 may work better |
21:58 |
celeron55 |
VanessaE: once there is something more sophisticated in place, i'll change the defaults |
21:59 |
celeron55 |
but my primary goal is to make this work as smoothly in the general case as possible |
21:59 |
celeron55 |
with the few hours i'm willing to use for quickly doing that |
22:00 |
celeron55 |
sapier: note that i'm on 0.4.11, not master |
22:00 |
celeron55 |
i need to cross-check all these line numbers from github |
22:01 |
sapier |
ok it's in TouchScreenGUI::step |
22:01 |
sapier |
right below btn->repeatcounter += dtime; |
22:02 |
celeron55 |
this sounds like a very dirty hack 8) |
22:03 |
sapier |
well it's just a first try |
22:04 |
sapier |
but it's not that dirty it's using same mechanism switching from dig to look as used now just from a different location |
22:04 |
sapier |
hopefully I didn't miss any additional dependency as I haven't tried yet |
22:04 |
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22:06 |
celeron55 |
now that moving around will probably be bearable, i'm going to look if some game is better at providing stuff to explore than minetest_game |
22:06 |
celeron55 |
(without being a resource hog) |
22:06 |
celeron55 |
i'm fine with that being the initial nature of this |
22:06 |
Amaz |
Voxelgarden? |
22:06 |
celeron55 |
that's one option |
22:07 |
celeron55 |
it doesn't have a terribly lot of content in any way though |
22:08 |
Amaz |
BFD? Bit resource heavy, maybe... |
22:09 |
Wayward_One |
Carbone, perhaps? |
22:09 |
celeron55 |
too heavy, and even right away the hotbar is too larg |
22:09 |
celeron55 |
+e |
22:10 |
Wayward_One |
maybe minetest_game with some extra (possibly voted-on) mods? |
22:11 |
Wayward_One |
like the android build's own version of minetest_game |
22:11 |
sapier |
who's gonna maintain it? |
22:11 |
VanessaE |
mt_game along with some of the basics like moreblocks, homedecor, etc. seems like the best way imho |
22:11 |
Wayward_One |
^^ |
22:11 |
celeron55 |
i would like it to have a wider array of biomes |
22:12 |
VanessaE |
any other game is likely to stress a mobile's RAM limits too much. |
22:12 |
celeron55 |
simple but varied biomes are relatively cheap |
22:12 |
Amaz |
ParagenV7? |
22:12 |
VanessaE |
Amaz: +1 |
22:12 |
celeron55 |
and nobody is doing them very much, except voxelgarden a bit |
22:12 |
VanessaE |
(if it can run fast enough) |
22:13 |
Amaz |
VanessaE, that would be my worry... It isn't the biome api, so... |
22:13 |
VanessaE |
"the biome API" is still totally experimental, per hmmmmm's declaration earlier. |
22:13 |
Amaz |
Yeah :P |
22:13 |
VanessaE |
so I guess that's out. |
22:15 |
Amaz |
Apart from the biome api, paragenv7 is the only mod I know of that provides varied biomes fairly fast. But, I'm not sure if it would be fast enough... |
22:17 |
celeron55 |
is there something that uses the biome api and is great? |
22:17 |
VanessaE |
celeron55: you're not allowed to use the biome API |
22:17 |
celeron55 |
because i'm not going to care if something does messy map generation borders in mobile minetest |
22:17 |
VanessaE |
and the only thing I know that uses it to any real degree is Jordach's BFD. |
22:17 |
Amaz |
BFD is the only one I know of. |
22:17 |
celeron55 |
when the biome api is replaced with something else and the game is updated to use the something else |
22:17 |
Amaz |
Or Ethereal. |
22:18 |
celeron55 |
on a server it matters, but not on the singleplayer game on a phone |
22:30 |
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22:32 |
celeron55 |
does someone have a quick fix for it being almost impossible to dig only one node in creative mode |
22:32 |
celeron55 |
it's ridiculously spammy with the finicky touch controls |
22:32 |
celeron55 |
well that wasn't a very descriptive adjective |
22:32 |
celeron55 |
clumsy rather |
22:33 |
paramat |
concerning step smoothing, i still find it too sluggish, try flying up in third-person to see. it was adjusted recently here https://github.com/minetest/minetest/commit/1c9f05d792562374046e74ad3eb75988d529b15c i will try to tune |
22:36 |
paramat |
sluggish step smoothing is actually nauseating |
22:36 |
celeron55 |
i don't think there was anything from with it before |
22:36 |
celeron55 |
wrong* |
22:37 |
celeron55 |
(wtf) |
22:38 |
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22:40 |
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22:47 |
celeron55 |
ahh, now i'm finally getting this to a playable state in creative mode |
22:47 |
sapier |
how? :-) |
22:49 |
celeron55 |
many commits worth of hacks, that's how |
22:49 |
sapier |
lol |
22:49 |
sapier |
nothin we can use in future versions? |
22:52 |
celeron55 |
i'll publish them on my github but only after i publish this apk and everyone says they love it |
22:52 |
celeron55 |
8) |
22:53 |
sapier |
cheater ;-P |
22:55 |
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22:56 |
celeron55 |
i think i'll have to use minetest_game with a few mods |
22:57 |
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22:57 |
celeron55 |
not sure how to organize this, maybe i'll make a new repo to host the engine and the game in one ugly glump |
22:58 |
celeron55 |
or maybe i'll call the game something else |
22:59 |
celeron55 |
i guess that would be the "i still respect some of you guys" solution |
23:06 |
celeron55 |
i'll call the game "straightforward" |
23:06 |
celeron55 |
that's the general idea anyway, lol |
23:09 |
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23:17 |
* twoelk |
smells a new android specific subgame |
23:22 |
kilbith |
is there a way to close the comments but not a pull request itself ? |
23:22 |
sapier |
what's "close a comment"? |
23:23 |
celeron55 |
i think what i'm going to do is use v5 with a tightened-up paragenv7 |
23:24 |
celeron55 |
this is the best i can do to fill a tablet with glorious stuff |
23:24 |
kilbith |
sapier: simply lock the conversation on git |
23:24 |
kilbith |
such as on a forum |
23:24 |
sapier |
for what reason? a pull is supposed to be discussed about |
23:25 |
sapier |
why do you wanna stop ppl from doing (valid) comments? |
23:25 |
kilbith |
same reasons like on a forum or youtube, avoid the stupid comments |
23:26 |
paramat |
celeron55, paragenv7 needs some essential speed optimisations i recently learnt from hmmmm, could you give me a few hours to update it first? |
23:26 |
sapier |
there's a major difference a closed forum thread is not gonna be used for something while a pull most likely is supposed do be merged |
23:26 |
sapier |
if you don't want it do be merged close it but if you want it to be merged you can't stop ppl from telling their oppinion |
23:27 |
kilbith |
the stupid conversation can influence alot the decision to merge or not |
23:27 |
sapier |
well it's not bad style to just stop ppl from discussing if discussion ain't going the way you want it ;) |
23:28 |
kilbith |
well, i'm afraid to offend verbally |
23:32 |
paramat |
also the biomes are big you might want to reduce temp/humidity spreads |
23:33 |
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23:36 |
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23:38 |
celeron55 |
paramat: yeah i already reduced them to 512 and 96 |
23:38 |
celeron55 |
i'm about to test the performance on my phone now |
23:39 |
celeron55 |
kilbith: you just have to trust that the people who have the power are not stupid enough to let stupid comments lead their decisions |
23:40 |
celeron55 |
i do |
23:41 |
paramat |
there's a mistake that will be eating up loads of memory (2D perlinmap size.z should be omitted), also noise objects should be created only once, so fixing these should help performance on a phone |
23:41 |
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23:41 |
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23:42 |
paramat |
if there's glitches at y=47 i can fix those too |
23:44 |
paramat |
BTW the jungletrees have climbable trunks |
23:45 |
kilbith |
celeron55: when someone starts to give a new "curve" in a conversation, the devs tend to drift towards the curving to give reasons to let them freeze the PR. this is my subjective feeling and i'm afraid of that |
23:48 |
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23:49 |
crazyR |
can anyone tell me if it possible to use TAB key as a shortcut to a function within one of my mods? |
23:52 |
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23:53 |
celeron55 |
holy shit i removed homedecor completely and this can barely run for 4 seconds before getting killed by the kernel low memory killer |
23:53 |
celeron55 |
looks like i have a little under 400MB to use before it's dead |
23:54 |
celeron55 |
moreblocks is way too much too |
23:54 |
* celeron55 |
rips everything out |
23:55 |
celeron55 |
i like constraints though |
23:57 |
sapier |
what's your total ram size? |
23:57 |
celeron55 |
minetest_game+paragenv7 manages to barely stay under that limit |
23:57 |
celeron55 |
1 |
23:57 |
celeron55 |
now it got killed again |
23:58 |
sapier |
1gb? |
23:58 |
celeron55 |
paramat: how much do you think the excess memory consumption is after generating like 4 chunks? |
23:58 |
sapier |
celeron right now we have major memory leaks in minetest I don't know if they've been there in 0.4.11 too |
23:58 |
celeron55 |
it was fine with bare minetest_game, i just need to somehow fit paragenv7 to this equation |
23:59 |
sapier |
ok |
23:59 |
paramat |
not sure, but try deleting the z component of 'chulens' line 114 |