Time Nick Message 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 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 02:38 ShadowNinja Got back and finished registered_ores/registered_decorations, will push soon: http://sprunge.us/CKjB?diff 03:40 hmmmm paramat, https://github.com/minetest/minetest/commit/bdcf03ae36553f4c7ba48d18ef8d67f05590dd60 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 04:43 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 05:46 hmmmm erm 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 07:04 paramat thanks 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 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- 12:53 kahrl Zeno`: lgtm 12:54 Zeno` Ok, merging now 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 13:29 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 deezl good morning 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 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 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 13:44 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 13:53 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 14:51 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) 15:36 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 15:41 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 15:51 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 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" 16:41 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 16:46 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;" ? 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. 17:45 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 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 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 ;-) 18:16 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 18:18 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 18:19 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 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 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 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 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 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 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 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 ;-) 20:06 celeron55 yeah i've done it for a smaller program, it's messy 20:06 celeron55 you have the name written as text, as partial java module paths, as directories, and as partial directories 8) 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 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 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 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 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 21:22 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 21:37 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 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 21:51 celeron55 does someone agree that setting time_speed=0 would make sense for this play store build? 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 22:06 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 22:32 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) 22:47 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 22:56 celeron55 i think i'll have to use minetest_game with a few mods 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 23:17 * 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 23:38 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 23:42 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 23:49 crazyR can anyone tell me if it possible to use TAB key as a shortcut to a function within one of my mods? 23:53 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