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03:26 |
hmmmm |
erm |
03:26 |
hmmmm |
why can't you combine anisotropic filtering and mipmapping..? |
03:27 |
hmmmm |
wait wth, what is with dd_filters |
03:27 |
hmmmm |
you can most definitely combine bilinear or trilinear with anisotropic |
03:27 |
hmmmm |
this is retarded, in fact the only options here mutually exclusive with eachother are bilinear and trilinear |
03:28 |
VanessaE |
well it used to be that you could. |
03:28 |
VanessaE |
did someone screw up the dropdown? |
03:28 |
hmmmm |
i don't know, i'm looking at the blame |
03:28 |
hmmmm |
the fact there's a dropdown altogether is wrong |
03:29 |
VanessaE |
looks ok to me? http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2001172015%20-%2010%3a30%3a32%20PM.png |
03:29 |
hmmmm |
oh there are two separate dropdowns |
03:30 |
VanessaE |
mmhmm |
03:30 |
hmmmm |
I still don't understand what the point of that is... |
03:30 |
VanessaE |
because before it was checkboxes, which make no real sense, and we don't have radio buttons I guess |
03:30 |
VanessaE |
(at the time I added those options, I think all we had were checkboxes) |
03:30 |
hmmmm |
checkboxes make perfect sense for almost all the options there |
03:30 |
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03:31 |
hmmmm |
second, there are various levels of anisotropy... |
03:31 |
VanessaE |
we don't set that at all |
03:31 |
VanessaE |
I wish we could set that and the scaling algorithm (and the realtime distance scaling algo also) |
03:31 |
VanessaE |
but I guess the engine leaves those to the discretion of the video driver ala amdcccle or so |
03:32 |
hmmmm |
well i'm fixing it with the options menu |
03:32 |
hmmmm |
this is so fucked |
03:32 |
VanessaE |
what have you got so far? I'm curious (screenshot that is, since I suck at formspecs) |
03:33 |
hmmmm |
i can't say i'm shocked but nevertheless disappointed |
03:33 |
Zeno` |
Add adjustable LoD bias while you're at it |
03:33 |
hmmmm |
will do. |
03:33 |
VanessaE |
LoD? |
03:33 |
hmmmm |
level of detail |
03:33 |
VanessaE |
ah |
03:33 |
hmmmm |
for mipmapping |
03:33 |
VanessaE |
AH |
03:33 |
VanessaE |
yeah that would be useful |
03:33 |
VanessaE |
(to some degree) |
03:33 |
hmmmm |
come on though |
03:33 |
hmmmm |
how come every single videogame ever made can get this right |
03:33 |
hmmmm |
but minetest can't |
03:34 |
Zeno` |
yeah. At the moment the detail "decreases" too rapidly (IMO) |
03:34 |
VanessaE |
hmmmm: you don't want me to answer that. |
03:34 |
hmmmm |
are we really that bad compared to other open source video games with very low levels of activity and development? |
03:34 |
hmmmm |
even openarena |
03:35 |
hmmmm |
openarena comes off as incredibly amateurish, to me anyway, yet it's so much more polished than this turd |
03:35 |
hmmmm |
christ |
03:35 |
VanessaE |
hmmmm: no, it's not so much that. it's more like a degree of laziness, combined with a small formspec that no one wanted to expand, combined mostly with the fact that few who actively work on this part of the engine actually have high-enough-end gfx for those options to matter. |
03:35 |
VanessaE |
remember that c55 started this on, what was it, integrated Intel gfx? |
03:36 |
VanessaE |
getting him to even TRY stuff on the higher-end machine that he had at the time was difficult in the beginning |
03:36 |
hmmmm |
yeah but |
03:36 |
hmmmm |
his mission was to make this run well on low end stuff |
03:36 |
hmmmm |
not necessarily high end too |
03:36 |
VanessaE |
sure, of course. |
03:36 |
hmmmm |
which means not bothering with high-end options |
03:36 |
VanessaE |
but it's all inertia that stemmed from exactly that |
03:37 |
hmmmm |
for what it's worth, we could do way better in the gfx department |
03:37 |
VanessaE |
yes, we could. |
03:37 |
hmmmm |
reflective water shaders? come on, it's not that it's technically easy to code, but the code for it is so widely available |
03:37 |
hmmmm |
and like i said |
03:37 |
hmmmm |
every other game in the universe has it |
03:38 |
hmmmm |
what about tesselation for the plants and crap |
03:38 |
VanessaE |
tesselation? |
03:38 |
VanessaE |
*googles* |
03:38 |
hmmmm |
rather nevermind on that |
03:38 |
hmmmm |
irrlicht probably doesn't have support for tesselation |
03:38 |
gregorycu |
hmmmm: Are you the guy that knows a lot about nodes etc. ? |
03:38 |
VanessaE |
oh this |
03:38 |
hmmmm |
the guy that knows a lot about nodes |
03:38 |
VanessaE |
(I for some reason didn't interpret the word correctly) |
03:38 |
hmmmm |
wtf is that supposed to mean |
03:38 |
Zeno` |
merging #2141 unless there is an objection |
03:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/2141 -- Create empty default constructor for MapNode by Zeno- |
03:38 |
gregorycu |
Ahh Zeno` is here |
03:38 |
hmmmm |
Zeno`: seems fine |
03:38 |
hmmmm |
i saw it before |
03:38 |
Zeno` |
cool |
03:39 |
VanessaE |
Zeno`: *shoots off a shotgun into the air* I OBJECT! |
03:39 |
VanessaE |
;) |
03:39 |
hmmmm |
there are probably plenty of other uses of MapNode ctor with no arguments though |
03:39 |
* Zeno` |
has earphone on |
03:39 |
VanessaE |
jk, go ahead and merge |
03:40 |
gregorycu |
Zeno`: Why does MapNode::getNodeNoEx insert a point into it's area? |
03:40 |
VanessaE |
hmmmm: now all that said, a lot of us have been trying to improve the graphics in whatever ways we can. like what I did with meshes in pipeworks and technic in the last few days. no more thousands of nodeboxes to make complex shapes. |
03:40 |
hmmmm |
don't you mean VoxelManipulator::getNodeNoEx...? |
03:41 |
Zeno` |
gregorycu, insert a point? |
03:41 |
gregorycu |
Sorry, I do |
03:41 |
gregorycu |
VoxelManipulator |
03:41 |
VanessaE |
also RBA has spoken in the past about water surface reflections but he's pretty well-set on hardcoding the nodenames et al. because he believes the shader interface will impose such limits |
03:41 |
Zeno` |
I am refactoring that function today or tomorrow. Funny that you brought it up right now |
03:41 |
hmmmm |
nobody uses getNodeNoEx |
03:42 |
gregorycu |
Then I'll stop refactoring |
03:42 |
Zeno` |
actually no I'm not |
03:42 |
Zeno` |
different getNode :/ |
03:42 |
gregorycu |
hmm... |
03:43 |
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03:44 |
Zeno` |
I'm looking at MapBlock::getNode() |
03:44 |
gregorycu |
Stop being lazy and do them all |
03:44 |
Zeno` |
too many getNode()'s |
03:44 |
gregorycu |
What happens when we run out of things to optimise? |
03:44 |
jin_xi |
lol |
03:45 |
gregorycu |
I made a funny |
03:45 |
Zeno` |
MapNode getNode(s16 x, s16 y, s16 z, bool *valid_position) changing to --> bool getNode(MapNode &dest, s16 x, s16 y, s16 z) |
03:45 |
jin_xi |
you will find there are many suboptimal things |
03:45 |
gregorycu |
There are a lot less than before |
03:45 |
Zeno` |
optimise mesh creation |
03:45 |
gregorycu |
Zeno`: I completly fucked up the rebase |
03:45 |
Zeno` |
gregorycu, I saw that |
03:45 |
gregorycu |
There are now 9 checkins rather than 4 |
03:45 |
Zeno` |
gregorycu, it's fixable though :p |
03:46 |
gregorycu |
So yeah, I asked #github for guidance, nobody got back to me |
03:46 |
gregorycu |
They are good changes, I think you'll like em |
03:47 |
jin_xi |
so some things are just not optimal and need optmization. others need discussion and thought. what about that mailing list idea? |
03:47 |
Zeno` |
I have stopped reading my email |
03:47 |
jin_xi |
nice |
03:47 |
* acerspyro |
applauses |
03:51 |
hmmmm |
https://github.com/minetest/minetest/blob/master/builtin/mainmenu/tab_settings.lua#L160 |
03:51 |
* hmmmm |
blinks |
03:52 |
VanessaE |
hmmmm: I've seen worse than this |
03:52 |
hmmmm |
no |
03:52 |
hmmmm |
I don't get it |
03:52 |
hmmmm |
is this supposed to be inside a function body? |
03:52 |
VanessaE |
which part? |
03:52 |
VanessaE |
oh |
03:52 |
VanessaE |
um |
03:53 |
VanessaE |
wait what? |
03:53 |
VanessaE |
ok that's just wrong tabbing |
03:53 |
hmmmm |
what's the end statement on 246 an end to? |
03:54 |
jin_xi |
^ |
03:54 |
VanessaE |
push that end at 246 over under the "return" or everything from 160 on down all the way to the left margin and it's right |
03:54 |
hmmmm |
how is this valid Lua |
03:54 |
VanessaE |
it ends the if at line 222 |
03:54 |
Zeno` |
I quite like it |
03:54 |
VanessaE |
wait |
03:54 |
hmmmm |
what the fuck |
03:54 |
Zeno` |
'tis artistic |
03:54 |
VanessaE |
that can't be righjt |
03:54 |
hmmmm |
who coded this shit |
03:55 |
hmmmm |
okay |
03:55 |
hmmmm |
that's the end statement to the function 'formspec' |
03:55 |
hmmmm |
... |
03:55 |
VanessaE |
wat |
03:55 |
VanessaE |
how the hell did you spot that |
03:55 |
hmmmm |
I'm not sure |
03:56 |
VanessaE |
so everything from 131 to 159 just needs a tab |
03:56 |
VanessaE |
brb |
03:56 |
hmmmm |
everything about that settings reorganization code breaks standards |
03:56 |
hmmmm |
how did this pass QC |
03:56 |
Zeno` |
QC? |
03:57 |
hmmmm |
dammit sapier it's your job to make sure you don't add crap |
03:57 |
acerspyro |
Quebec |
03:57 |
acerspyro |
:P |
03:57 |
hmmmm |
Quality Control |
03:57 |
Zeno` |
We have a quality control team? |
03:57 |
acerspyro |
Zeno`: No, but it is the devs' jobs to make sure of it. |
03:57 |
hmmmm |
the core developers who commit pull requests |
03:58 |
Zeno` |
I know. I'm being silly again |
03:58 |
hmmmm |
in any case, i know somebody's reaction is going to be to fix it real quick |
03:58 |
hmmmm |
don't.. i'm modifying that portion of code |
03:58 |
hmmmm |
woohoo merge conflicts |
03:59 |
Zeno` |
what idiot merged that! |
04:00 |
Zeno` |
who is Zeno`? |
04:00 |
Zeno` |
I need to speak to him |
04:00 |
jin_xi |
has anyone here used helicopter mod? it currently breaks at camera_offset. |
04:02 |
Zeno` |
to be fair I didn't look at that part of the code closely when I merged it because it was mostly existing code with a few changes (looking at the diffs) |
04:02 |
hmmmm |
?? i thought it was sapier who merged it |
04:02 |
Zeno` |
may have been. The commit I merged modified existing code. I'm not going to look further back |
04:02 |
hmmmm |
oh, that was the follow-up fix commit... grr dammit zeno |
04:03 |
Zeno` |
nah, look at the diff! |
04:03 |
Zeno` |
161- was already there and silly. I still should have noticed it. My bad |
04:04 |
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04:06 |
gregorycu |
Unbelievable |
04:06 |
gregorycu |
Somebody fire him |
04:07 |
hmmmm |
you know performance reviews are rolling around this time of the year |
04:07 |
VanessaE |
soda -> monitor |
04:07 |
hmmmm |
keep this crap up and you'll get a 2! |
04:07 |
VanessaE |
lol |
04:07 |
hmmmm |
1.5% raise |
04:08 |
hmmmm |
no bonus |
04:08 |
VanessaE |
1.5%? damn man, that barely even keeps up with inflation :) |
04:08 |
deezl |
0 * 0.015 is.... |
04:08 |
hmmmm |
at my last job i got a 3% raise and i was supposed to be like psyched about that |
04:08 |
hmmmm |
woot government |
04:12 |
Wayward_One |
singleplayer is completely unplayable for me now:( http://imgur.com/SP5SiJ3,Pe7lcR2 |
04:13 |
hmmmm |
would you be willing to bisect to the problem? |
04:14 |
Wayward_One |
i have no idea how iwould even start |
04:14 |
hmmmm |
hmm |
04:14 |
Wayward_One |
i'm doing the same thing i've always done ever since discovering minetest |
04:14 |
hmmmm |
btw, just to make sure, it's the blank item HUD element that you're complaining about, not the cpu usage, right? |
04:15 |
jin_xi |
its the 20s lag i guess |
04:15 |
Wayward_One |
oh, you mean what's wrong with the picture. look at the lag in the lower right-hand corner, then look at the mods |
04:15 |
VanessaE |
ouch |
04:15 |
VanessaE |
and that's singleplayer |
04:16 |
Wayward_One |
exactly! |
04:16 |
VanessaE |
I didn't spot that either at first |
04:16 |
VanessaE |
you know, someone earlier made the same comment |
04:16 |
VanessaE |
that singleplayer block placement has really started to lag lately. |
04:16 |
hmmmm |
yeah.. |
04:16 |
VanessaE |
I don't see that happening myself, though |
04:17 |
hmmmm |
so when did you all notice it start happening |
04:18 |
gregorycu |
sapier said it yesterday |
04:18 |
gregorycu |
But he didn't submit a proper bug report so I ignored him |
04:19 |
Wayward_One |
for a while now, but i never really payed much attention to it, since i'm usually on multiplayer now. it started affecting me when i began getting into editing mods that needed testing |
04:19 |
VanessaE |
gregorycu: to that end, so far I have not received any complaints about accessing my servers. In fact, my total users seems to have roughly doubled over the past few days |
04:19 |
hmmmm |
merging the network reorganization isn't going to help any with finding the issue |
04:19 |
gregorycu |
I believe it's common knowledge that singleplayer is slower than multiplayer |
04:20 |
gregorycu |
VanessaE: That's excellent |
04:20 |
gregorycu |
How many players is that? |
04:20 |
jin_xi |
2 |
04:20 |
gregorycu |
lol |
04:20 |
Zeno` |
yeah but it shouldn't be *that* slow. I normally launch a local server and connect to 127.0.0.1 |
04:20 |
VanessaE |
hmmmm: one thing I *have* noticed is "connecting to server" seems to take an inordinately long time in singleplayer lately, to a world that has almost nothing built and nothing that could hog CPU |
04:20 |
hmmmm |
agh |
04:20 |
hmmmm |
problems everywhere |
04:20 |
VanessaE |
anywhere from a few seconds longer than normal to upwards of 20 seconds, I'd say |
04:21 |
hmmmm |
that, i am afraid i haven't noticed |
04:21 |
Zeno` |
VanessaE, " so far I have not received any complaints about accessing my servers." should you have? |
04:21 |
VanessaE |
of course it's dreambuilder here, but still this seems to be more than it normally would be |
04:22 |
VanessaE |
Zeno`: I've got nrzkt's network rewrite in place |
04:22 |
VanessaE |
sapier asked me to test it |
04:22 |
Zeno` |
ah ok. MTZ does as well |
04:27 |
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Sokomine joined #minetest-dev |
04:28 |
deezl |
for what it's worth, anytime I recompile my client, first join on the VE-C and VE-S server takes a really long time (but only the first connect) |
04:30 |
Zeno` |
I've noticed that valgrind is slower recently. Before I could get 3FPS under valgrind :( |
04:31 |
hmmmm |
despite all the optimization going on, it keeps getting slower :( |
04:32 |
Wayward_One |
just tested in a build i kept from roughly august-ish, same mods and everything, yet the lag is below 1 second: http://imgur.com/oEYPfsr |
04:33 |
gregorycu |
That could be because the server thread is way faster now |
04:33 |
gregorycu |
Can you let your client sit there for a few min |
04:34 |
Wayward_One |
ok |
04:36 |
hmmmm |
Wayward_One, try setting liquid_loop_max to 10000 |
04:36 |
hmmmm |
I'm just curious |
04:37 |
Wayward_One |
ok, just a sec |
04:37 |
Wayward_One |
wait, on the old client or my current one? |
04:37 |
hmmmm |
current one |
04:37 |
Wayward_One |
ok |
04:38 |
deezl |
I'm connecting to VE-S right now...extremely slow media load, client is git pull from about 20 minutes ago |
04:38 |
deezl |
and mobs are unknowns |
04:39 |
VanessaE |
deezl: the mobs are a mod glitch. leftovers from transition from "mobs" to "carbone_mobs". |
04:39 |
deezl |
ah |
04:39 |
VanessaE |
I need to /clearobjects soon. |
04:40 |
deezl |
I also forgot to enable cURL |
04:40 |
deezl |
:/ |
04:40 |
VanessaE |
actually that's a good thouhg |
04:41 |
deezl |
oh, maybe I didn't need to "USE_CURL=1" |
04:41 |
VanessaE |
thing* |
04:41 |
VanessaE |
if cURL is really disabled and your media download is glacially slow, there's a problem |
04:41 |
VanessaE |
because it wasn't like that before. |
04:41 |
VanessaE |
(at least not right after that big network refit way back when) |
04:48 |
* VanessaE |
tries it with cURL for now just to see... |
04:48 |
VanessaE |
16 seconds to receive all the media from Creative |
04:48 |
VanessaE |
26 seconds to complete the connection |
04:48 |
deezl |
ouch |
04:48 |
VanessaE |
(as in, I'm in the world) |
04:49 |
VanessaE |
that's 36 MB of media mind you |
04:49 |
VanessaE |
I cleared my cache first |
04:49 |
VanessaE |
so at least cURL is about as fast as it's ever been |
04:50 |
Wayward_One |
gregorycu: after letting my old client sit for 14+ minutes (even ran around and mapgenned some) : http://imgur.com/bF1rqs8 |
04:51 |
deezl |
VanessaE, yes, much faster with cURL enabled |
04:51 |
VanessaE |
lemme rebuild without cURL. |
04:51 |
deezl |
I got into VE-C pretty quick |
04:52 |
VanessaE |
hy the way, why is ENABLE_CURL "ON" rather than "1" or "true"? |
04:52 |
VanessaE |
// Enable cURL support for fetching media |
04:52 |
VanessaE |
ENABLE_CURL:BOOL=ON |
04:52 |
deezl |
i did it as -DENABLE_CURL=1 |
04:52 |
deezl |
I did it wrong? |
04:53 |
VanessaE |
these cmake flags need to be made consistent. |
04:53 |
VanessaE |
true or false, people. 1/0 sorta makes sense, but ON/OFF? |
04:54 |
VanessaE |
521 kB/sec and rising. |
04:54 |
VanessaE |
peaked at that. |
04:54 |
VanessaE |
45 seconds to receive media |
04:54 |
Wayward_One |
hmmmm, just tested with your suggestion, no change :/ |
04:54 |
VanessaE |
54 seconds to complete |
04:55 |
VanessaE |
(obviously the completion time is always the same at 9-10 seconds) |
04:55 |
Zeno` |
I cannot work this particle thing out :( |
04:56 |
VanessaE |
Zeno`: what are you working on? |
04:56 |
VanessaE |
the mem leak in particles? |
04:57 |
Zeno` |
nah, unitialised values |
04:57 |
VanessaE |
oh ok |
04:57 |
Zeno` |
Can anybody make any sense of this: http://dpaste.com/1GCGRWR |
04:57 |
Zeno` |
the nvidia thing at the start is normal |
04:58 |
VanessaE |
ok, repeated the cURL test. 13 seconds to get media, 25 seconds to fully into the world. |
04:58 |
Zeno` |
I've been staring at the files for over an hour. I'm obviously missing something very simple |
04:58 |
VanessaE |
(using my Creative server as the target).... this is consistent with my experience from right after the big network rewrite |
04:59 |
Zeno` |
hmmmm, kahrl ^^^^^^ |
04:59 |
deezl |
VanessaE, 23:59:39: ERROR[CurlFetchThread]: http://192.99.11.10/creative-survival-media/index.mth not found (HTTP response code said error) (response code 404) |
04:59 |
VanessaE |
deezl: ignore that. |
04:59 |
VanessaE |
the client should not report that as an error. |
04:59 |
VanessaE |
(I don't use the index.mth style at all) |
04:59 |
deezl |
ah |
04:59 |
hmmmm |
wayword_one: darn. i had a hunch |
05:00 |
hmmmm |
in any case, i wouldn't be surprised if that particle thing had a huge memory leak or other baddies |
05:00 |
hmmmm |
it's crap code |
05:01 |
VanessaE |
hmmmm: I look forward to jin_xi/ShadowNinja's irrlicht particles code going into mainline |
05:01 |
hmmmm |
me too |
05:01 |
VanessaE |
that code can handle orders of magnitude more particles |
05:01 |
hmmmm |
so do we bother fixing this or wait |
05:01 |
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05:02 |
VanessaE |
imho get that ^^^ code up to snuff and merge it if you have the resources to work on it |
05:02 |
VanessaE |
(thing is, by now it's probably in need of a rebase) |
05:02 |
VanessaE |
last I knew there were problems getting collisions working right? |
05:02 |
Zeno` |
hmmmm, can you see anything obvious in that valgrind dump? |
05:02 |
VanessaE |
that was the only hangup |
05:02 |
hmmmm |
well |
05:03 |
Zeno` |
I have nfi what is not initialised, but I've probably been looking at it for too long now |
05:03 |
hmmmm |
i'm looking at it right now |
05:03 |
Zeno` |
maybe I'll have a rest for an hour and come back to it |
05:08 |
hmmmm |
you know it could be incorrect due to the union in ClientEvent |
05:08 |
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05:08 |
Zeno` |
possibly. I was looking at that for a bit as well |
05:08 |
Zeno` |
but I couldn't see anything obviously wrong |
05:08 |
hmmmm |
try writing that code the proper way |
05:09 |
hmmmm |
u32 id = client.particlespawner_add.id; .. |
05:09 |
hmmmm |
see if that gets rid of the error |
05:10 |
hmmmm |
ahh okay i see the error |
05:10 |
hmmmm |
and could you believe it... it was caused by copy & pasting |
05:10 |
hmmmm |
check out the union value it's using on line 440, and then look at the type of event it's handling within that block |
05:10 |
Zeno` |
I wish I could find errors by copying and pasting |
05:11 |
hmmmm |
nevertheless that code is crap and it should be cleaned up |
05:11 |
Zeno` |
haha |
05:11 |
Zeno` |
I see it now. I was blind. Thank you |
05:11 |
Zeno` |
and yes it's terrible code :( |
05:11 |
hmmmm |
also the lock to find/delete the particlespawner being added should be combined with the new one being added |
05:13 |
gregorycu |
Thank fuck |
05:13 |
gregorycu |
#2146 |
05:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/2146 -- Water fixes by gregorycu |
05:14 |
Zeno` |
gregorycu, I told you it was easy |
05:14 |
gregorycu |
kill me now |
05:15 |
Zeno` |
hmmmm, the code is so crap it's barely readable |
05:15 |
Zeno` |
I was whinging about it last night :( |
05:16 |
hmmmm |
against my better judgement i was the one who actually committed it |
05:17 |
hmmmm |
at the time i figured, "meh it's okay, i don't want to be TOO naggy and scare off contributors" |
05:17 |
hmmmm |
yeah... bad idea. |
05:17 |
Zeno` |
running valgrind again, but I expect there will be no issues now |
05:19 |
hmmmm |
hmm, gregorycu, how much of an improvement does those things make? |
05:19 |
hmmmm |
s/does/do/ |
05:19 |
gregorycu |
Each of those 4 changes gave me a noticeable improvement |
05:20 |
gregorycu |
Sorry, 3 of the 4 |
05:20 |
hmmmm |
also the thumbnail of your github avatar makes you look like a monkey with a baseball cap |
05:20 |
gregorycu |
I didn't see much of an improvement for commenting out the unused structure, but there was ASM code there |
05:20 |
gregorycu |
Which disappeared |
05:20 |
gregorycu |
Thank you |
05:20 |
hmmmm |
just saying |
05:21 |
Zeno` |
lol |
05:21 |
hmmmm |
you need to look closer at it for it to look like a human face |
05:21 |
Zeno` |
Fortunately my avatar is a very accurate representation of myself |
05:22 |
hmmmm |
miss piggy? |
05:23 |
Zeno` |
what?! |
05:23 |
gregorycu |
lol |
05:23 |
gregorycu |
hmmmm: Did I do something to offend you? |
05:23 |
hmmmm |
no |
05:23 |
gregorycu |
I just look like a monkey. Ok. |
05:23 |
hmmmm |
from far away |
05:23 |
hmmmm |
and in black and white |
05:23 |
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05:23 |
hmmmm |
you need to zoom in on the thumbnail to make it out |
05:23 |
gregorycu |
You sound like every ex-girlfriend I've ever had |
05:24 |
gregorycu |
I'll redo it tonight, after a shave |
05:24 |
hmmmm |
i am actually laughing out loud right now |
05:25 |
gregorycu |
With regards to the changes, it would be really nice if someone could profile on non-windows for me |
05:25 |
paramat |
i just noticed 5-10s hangs in v5 mapgen when flying at depth where there is a lot of lava, liquid loop max 10000 fixes it |
05:26 |
Zeno` |
I'll profile it (in about an hour when this valgrind session finishes) |
05:26 |
gregorycu |
paramat: My changes should also fix that a little |
05:26 |
paramat |
good =) |
05:26 |
gregorycu |
Well, probably a lot |
05:27 |
paramat |
with 10000 i cannot outfly the mapgen |
05:27 |
Zeno` |
isn't liquid loop max 10000 the default now? |
05:27 |
paramat |
nope 100000 |
05:28 |
Zeno` |
the problem with 10000 is that although it will fix one issue it causes another |
05:28 |
Zeno` |
*sigh* |
05:29 |
paramat |
whats weird is the amount of lava down there per chunk seems no more than the amount of water at the surface, perhaps the way it is distributed increases liquid processing time |
05:30 |
paramat |
.. lots of isolated pockets of lava |
05:30 |
Zeno` |
actually could that be Wayward_One's performance problem? |
05:31 |
Zeno` |
I doubt it would cause 30s lag, but... who knows |
05:33 |
paramat |
think i'll go ahead and make a PR in MTgame for a halved liquid range of 4 for lava, might help a little with underground floods |
05:50 |
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06:01 |
hmmmm |
Zeno`: No, i had him reduce the limit already |
06:01 |
hmmmm |
he said it didn't work |
06:02 |
Zeno` |
ah, cool |
06:03 |
hmmmm |
gregorycu: I am very skeptical that changing const std::string &foo to const char *foo will result in a performance increase |
06:04 |
hmmmm |
could you actually profile that...? |
06:04 |
gregorycu |
Yes, I even took a look at the ASX |
06:04 |
gregorycu |
ASM |
06:04 |
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06:04 |
gregorycu |
It was creating a std::string from the char* |
06:04 |
gregorycu |
To pass in |
06:05 |
hmmmm |
what do the numbers say? can you show the resulting assembly as well? |
06:05 |
paramat |
i notice with 10000 mapgen does not lag but most of the air-bordering lava i see is non flowing |
06:05 |
hmmmm |
well yes... you're also creating a std::string in your version of raiseModified |
06:05 |
gregorycu |
At the bottom |
06:05 |
hmmmm |
oh |
06:05 |
Zeno` |
paramat, that's because the queue is increasing in size |
06:05 |
paramat |
50000 or 100000 mapgen hangs but most lava is flowing |
06:05 |
Zeno` |
it will eventually get there and process those nodes |
06:05 |
hmmmm |
so you're saying you don't want to create unless mod == m_modified |
06:06 |
paramat |
aha |
06:06 |
gregorycu |
Yes |
06:06 |
gregorycu |
That could could be made better |
06:06 |
gregorycu |
code could |
06:06 |
gregorycu |
But it's an improvement |
06:07 |
gregorycu |
Um... I'm in the middle of profiling something else, but I can get numbers for you later |
06:07 |
paramat |
and my processor is an intel i5, fairly fast |
06:07 |
Zeno` |
paramat, that's the side-effect I mentioned earlier ;) The queue can actually keep increasing in size without the server ever catching up in some circumstances |
06:07 |
hmmmm |
I'm looking at all uses of raiseModified right now and it's nearly always MOD_STATE_WRITE_NEEDED |
06:07 |
hmmmm |
my hunch tells me m_modified is that too |
06:07 |
hmmmm |
let me see.. |
06:08 |
paramat |
but then v5 at depth is worst case scenario, many tiny pockets of lava next to long tunnels |
06:09 |
hmmmm |
nice |
06:09 |
hmmmm |
MapBlock defines m_modified as a u32 instead of ModifiedState |
06:09 |
Zeno` |
ok, valgrind finished. I told you it would be about an hour |
06:09 |
hmmmm |
"let's define an enum and not use it as an enum!" |
06:09 |
paramat |
.. and im flying at 20m/s |
06:11 |
hmmmm |
gregorycu: liar. reason is used in the case where mod > m_modified too, but instead it's implicitly converted to an std::string |
06:11 |
gregorycu |
? |
06:11 |
hmmmm |
gregorycu: I highly doubt that particular change would make any different in execution time at all |
06:12 |
gregorycu |
I'll drop what I'm doing now, and take a look |
06:12 |
hmmmm |
you don't need to |
06:12 |
hmmmm |
I'm just saying |
06:12 |
paramat |
.. 50000 is just keeping up with flow, might be a better balance |
06:13 |
Zeno` |
paramat, possibly. How much RAM is it eating up though? |
06:13 |
hmmmm |
I need to take a better look at transformLiquids(), but I think it might be beneficial to transform liquids as much as possible in map generation |
06:13 |
Zeno` |
Also it's processor dependant. The only way to "fix" that code (partially) will be to base it on server_step and time spent in the loop |
06:15 |
Zeno` |
or do more of it in mapgen |
06:15 |
Zeno` |
if that doesn't cause huge delays |
06:23 |
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06:27 |
gregorycu |
hmmmm: raiseModified went from 8% to 1.2% with my change |
06:31 |
gregorycu |
Probably got inlined in a few places |
06:35 |
gregorycu |
i gotta run |
06:51 |
hmmmm |
that would make sense I guess |
06:51 |
hmmmm |
but I don't get it |
06:51 |
hmmmm |
is that how I should be writing code? |
06:51 |
hmmmm |
what I'd like to see is a comparison between assembly output of both versions |
06:52 |
hmmmm |
in any case, it would be fastest without the std::string there at all |
06:53 |
hmmmm |
the only place where the modification reason string is used is in mod profiling |
06:53 |
hmmmm |
not mod profiling, "modprofiler" as in "modified profiler" |
06:54 |
hmmmm |
we can safely remove it all together |
06:54 |
hmmmm |
it's mostly useless |
07:08 |
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07:11 |
hmmmm |
holy shit gregory you're right, it's like twice as fast |
07:12 |
hmmmm |
I am never passing const std::string &s again |
07:15 |
hmmmm |
but those C++ people told me this is the "right" way to do things |
07:15 |
hmmmm |
std::string is the "right" type to use |
07:15 |
paramat |
zeno, yes exactly, i have no idea if 50000 is high enough to avoid overuse of RAM |
07:15 |
hmmmm |
const char * is supposed to be the obsolete, bad way of specifying strings |
07:16 |
hmmmm |
best practices suck |
07:16 |
hmmmm |
"best practices" |
07:18 |
hmmmm |
http://fpaste.org/171027/21565489/ |
07:20 |
paramat |
so i have a suggestion for v5: remove all those irritating tiny lava blobs and replace with v7 large caves, then place the remaining dirt/sand/gravel blobs using 'ore claylike' instead. we can then eliminate 2 3d noises 'crumble' and 'wetness' ..? |
07:20 |
hmmmm |
yeah that's what I wanted to do |
07:20 |
hmmmm |
i renamed claylike to blob |
07:21 |
paramat |
i can work on that then |
07:22 |
paramat |
much less strain on liquid queue also |
07:22 |
hmmmm |
the better solution is to make the liquid queue better |
07:23 |
hmmmm |
err, improve the liquid queue* |
07:26 |
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07:27 |
paramat |
okay guess i'll call v7 large cavegen from within v5 cavegen for now |
07:29 |
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07:35 |
hmmmm |
maybe the unmangled version can be more readable: http://fpaste.org/171030/21566446/ |
07:36 |
hmmmm |
and here's the original source: http://fpaste.org/171031/21566563/ |
07:36 |
hmmmm |
so you can see right away it inlined the FooThing ctor |
07:46 |
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08:20 |
gregorycu |
I'm back, and I'm ready for more |
08:27 |
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08:31 |
Krock |
is there a way to re-new the "po" files? |
08:32 |
Krock |
https://forum.minetest.net/viewtopic.php?t=11043 |
08:34 |
hmmmm |
gregorycu: I did a test on my own and you're right, m_modified_reason = std::string(some_const_char_ptr) is faster, but m_modified_reason = some_const_char_ptr is fastest of all |
08:35 |
hmmmm |
it directly calls std::string::assign(const char *, size_t) whereas the other allocates and deallocates a std::string object |
08:35 |
gregorycu |
Yep |
08:35 |
hmmmm |
it's around 3x faster from my own tests |
08:35 |
gregorycu |
It's called in a few places, that function |
08:36 |
gregorycu |
So, it's probably worth it |
08:36 |
hmmmm |
but you can do even better by removing the string entirely |
08:36 |
hmmmm |
i looked at it and it's quite useless |
08:36 |
gregorycu |
Really? |
08:36 |
hmmmm |
yes |
08:36 |
hmmmm |
celeron's code tends to be very elegant and complete, but total dogshit when it comes to performance |
08:36 |
gregorycu |
What... intended... purpose does it have? |
08:37 |
hmmmm |
profiling how often blocks get modified for what reason |
08:37 |
gregorycu |
lol |
08:37 |
gregorycu |
profiling code that has a disruptive impact on profiling |
08:37 |
hmmmm |
if this functionality is actually needed... it can be done with an enum |
08:37 |
hmmmm |
but for now i say remove |
08:37 |
gregorycu |
Can I revisit it? |
08:38 |
hmmmm |
sure. |
08:38 |
gregorycu |
I don't want to make functional changes alongside perf ones |
08:38 |
gregorycu |
And if I do make a functional change, I want it to be a good one, not half-assed |
08:38 |
gregorycu |
Did you test any of my other changes? |
08:38 |
hmmmm |
no |
08:38 |
gregorycu |
ok |
08:40 |
gregorycu |
Zeno` was gunna do that |
08:41 |
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09:45 |
Zeno` |
I cannot see any problems with #2146 (apart from easily fixed ones) |
09:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/2146 -- Water fixes by gregorycu |
09:46 |
nrzkt |
+1 |
09:48 |
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09:51 |
kilbith |
when i read the logs, 100% of what hmmm's says is shitting on everyone/everything :( |
09:52 |
kilbith |
and almost everyday |
09:55 |
gregorycu |
Well, better not read sapier's logs |
09:56 |
gregorycu |
hmmmmm did say I look like a monkey |
09:57 |
Zeno` |
lol |
09:57 |
Zeno` |
(sorry gregorycu) |
09:57 |
gregorycu |
If I were black, that would have been racist or some shit |
09:57 |
gregorycu |
But I'm as pasty white as they come |
09:57 |
Zeno` |
he said I look like Miss Piggy! |
09:57 |
gregorycu |
That made me feel better |
09:57 |
gregorycu |
He obviously has no idea what he's talking about |
09:58 |
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09:59 |
kilbith |
i'm more concerned about the "shit" or "crap" code |
09:59 |
kilbith |
... he should look into his buggy one instead ... |
10:01 |
gregorycu |
There seems to be a lot more... |
10:01 |
Zeno` |
planning to merge #2146 and #2147 soon. Any objections? |
10:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/2146 -- Water fixes by gregorycu |
10:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/2147 -- Fix particles causing unitialised data being used due to use of incorrect union member by Zeno- |
10:01 |
gregorycu |
animosity than what I'm used to in OSS |
10:02 |
Zeno` |
also #2144 |
10:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/2144 -- Fix use of uninitialized data in Sky and (potentially) GUIChatConsole constructors by kahrl |
10:03 |
Zeno` |
unless kahrl is here. If he is he can merge it himself :P |
10:08 |
Krock |
2147 looks ok |
10:11 |
Krock |
https://github.com/kahrl/minetest/commit/ad41d91#diff-13f6d2a2610eb689cc2fd160ee75f115R54 something like "tsrc->tryGetTexture" would be better IMO |
10:11 |
Krock |
so it's not needed to check if the texture is known or not |
10:12 |
Zeno` |
it's kind of implied by the use of the ?: ternary operator |
10:12 |
Krock |
yes I know |
10:12 |
Zeno` |
although it could still fail even if it's known |
10:12 |
Zeno` |
so, hmmm |
10:13 |
Zeno` |
ah, that's dealt with further down |
10:16 |
Zeno` |
I might leave kahrl's PR until he reads your comments |
10:16 |
Zeno` |
personally I have no problem with it |
10:25 |
Zeno` |
I've done nothing today that I'd planned to do |
10:32 |
Zeno` |
2146 and 2147 done |
10:37 |
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11:08 |
kahrl |
Krock: I thought about that but decided against it for now |
11:08 |
kahrl |
it is too specialized atm (only used in one place) |
11:08 |
kahrl |
it can be added later if it is needed in more places |
11:09 |
kahrl |
"tryGetTexture" would invite people to use it even when they rather want getTexture() |
11:09 |
kahrl |
because tryGetTexture would have strange semantics |
11:10 |
kahrl |
getTexture("logo.png^[brighten") would return a valid (non-dummy) texture but tryGetTexture("logo.png^[brighten") would return NULL |
11:10 |
kahrl |
so I think it should be called something like getSourceTexture or tryGetSourceTexture if added |
11:10 |
kahrl |
brb |
11:13 |
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11:23 |
Krock |
okay |
11:59 |
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12:51 |
gregorycu |
He's back, and ready for more |
12:52 |
Zeno` |
err. Dunno about ready |
12:53 |
Zeno` |
What is this Kenney guy and his VoXus trying to do? |
12:53 |
Zeno` |
make us all look incompetent? |
13:01 |
gregorycu |
Where? |
13:01 |
gregorycu |
We don't need help doing that! |
13:01 |
kilbith |
celeron55: VoXus bundled for the next release, what are your thoughts ? |
13:01 |
Zeno` |
https://forum.minetest.net/viewtopic.php?f=50&t=10895 |
13:04 |
gregorycu |
Oh, I saw that |
13:04 |
gregorycu |
celeron55 loves it |
13:04 |
gregorycu |
He actually says we need to do awesome for these guys |
13:10 |
gregorycu |
Zeno`: I've been optimising again |
13:11 |
gregorycu |
I think I've found something horribly ineffecient |
13:13 |
Zeno` |
how unusual |
13:15 |
gregorycu |
I think you should have spotted it |
13:17 |
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13:19 |
gregorycu |
When a MapBlockMesh is created, it iterates through many points |
13:19 |
gregorycu |
Each time, it tries to visit a non-existent node |
13:20 |
gregorycu |
Each time it reallocates space for those nodes |
13:20 |
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13:20 |
gregorycu |
Which means, there are a shit load of grow-by-one reallocates |
13:25 |
gregorycu |
Good news is that it's 15 + 15 + 15 per MapBlockMesh |
13:26 |
gregorycu |
And not 15^3 |
13:32 |
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13:37 |
* Zeno` |
has had enough |
13:37 |
Zeno` |
watching tv :( |
13:38 |
gregorycu |
This is so exciting |
14:10 |
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15:53 |
sapier |
that singleplayer lag I mentioned yesterday doesn't happen if I don't have pipeworks installed that's why I didn't do a bug report for it. |
15:59 |
T4im |
btw that entity related leaking seems to have improved a lot after your fixes… at least I didn't manage to fill it up with pipeworks alone yet… what ever seems to still use memory now grows very slowly and could come from anywhere… so… thank you once again… it seems to have worked :D |
16:05 |
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16:07 |
sapier |
T4im: if you find a way to reproduce it I'll have a look at it at best within a few minutes as running in valgrind slows things down a lot |
16:07 |
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16:08 |
T4im |
I'll try, but so far I could not find any correlations yet. |
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16:38 |
VanessaE |
hmmmm: you spoke of needing graphics improvements. there's one for you: https://github.com/minetest/minetest/issues/2150 (RBA is taking WAY too long with his "hardware lighting" idea imho) |
16:40 |
sapier |
define "too long"? ;-) I guess it's quite a lot to change |
16:40 |
VanessaE |
sapier over 6 months? |
16:41 |
sapier |
I'd consider the whole thing to be about half a year or more development time. As I don't think he's working on it full time (as anyone of us) there's quite some time to go |
16:41 |
VanessaE |
in this case it's not even hardware lighting that's needed, just consistent face lighting |
16:41 |
VanessaE |
(did you look at the screenshots?) |
16:42 |
sapier |
I did not say it's ok I just wanted to make sure everyone is aware about what huge task this is |
16:42 |
VanessaE |
oh I'm sure it is. |
16:43 |
sapier |
I agree about shading beeing broken |
16:43 |
VanessaE |
that's why I'm suggesting that a simpler fix be implemented - all meshes should be flatly lit, like nodeboxes used to be, if they can't be smoothly lit the way regular nodes are |
16:43 |
VanessaE |
s/used to be/are/ |
16:43 |
sapier |
both on these screenshots are but upper one is less critical |
16:44 |
Calinou |
if we make all shading flat, hmmm is perhaps going to yell at us |
16:44 |
Calinou |
because some subgames may not want that |
16:44 |
VanessaE |
better flat shading than faked shadows that create patters like this |
16:44 |
sapier |
VanessaE: what's the one you like less? |
16:45 |
VanessaE |
sapier: what do you mean? |
16:45 |
sapier |
on your screenshots? upper one creates "steps" while lower one tiles |
16:45 |
VanessaE |
in the upper screenshot is nodebox-based shapes with standard lighting. in the second screenshot is the meshnode equivalents, demonstrating the engine's lighting issue. |
16:45 |
VanessaE |
the problem that the poster (not me) is trying to show is that second screenshot |
16:46 |
VanessaE |
which I agree looks bad |
16:46 |
VanessaE |
mesh nodes should be flatly lit as in the nodebox example at the top |
16:46 |
sapier |
but then they're not nodes |
16:46 |
sapier |
nodes aren't shaded flat too |
16:46 |
VanessaE |
I know |
16:47 |
sapier |
you'd only get a different issue |
16:47 |
VanessaE |
but flat shading is easier than true shading, and is what nodeboxes do |
16:47 |
sapier |
do we really have time to waste on half boiled interim solutions? |
16:47 |
VanessaE |
if you were to display that top screenshot at night with a few torches, you'd notice the flat shading, but no one complains about that really |
16:48 |
VanessaE |
well no, no one *really* wants a half-baked solution, but in the absence of a proper solution, anything that looks better than screenshot number 2 would be welcome :P |
16:49 |
sapier |
of course if someone provides that interim solution we could use it but at least I won't push rba to waste time on it while working on a real solution for both node and meshnodes |
16:49 |
VanessaE |
he's not working on a real solution. |
16:49 |
VanessaE |
he doesn't have the time |
16:49 |
hmmmm |
hrm |
16:49 |
hmmmm |
I agree they should be flat colored |
16:49 |
VanessaE |
he's been too busy with his day job lately, that's why he hasn't been here |
16:49 |
hmmmm |
i mean is there a beter way? =/ |
16:49 |
VanessaE |
hmmmm: light them the "right" way like any other engine would, but that would be slower by comparison |
16:50 |
VanessaE |
flat is better than what they are doing now. |
16:50 |
hmmmm |
i am not aware of how to do that |
16:50 |
hmmmm |
let's talk this over |
16:50 |
VanessaE |
hmmmm: look up gouraud shading |
16:50 |
VanessaE |
that's the fastest answer :) |
16:52 |
hmmmm |
alright i guess i should ask this question next: |
16:52 |
hmmmm |
how are meshnodes implemented right now? are they a separate mesh from the mapblock or is it merged with the mapblock? |
16:52 |
sapier |
I'm not sure if this really will be what we want. I fear the negative effects of it don't become obvious for nodeboxes because of their size. |
16:52 |
VanessaE |
they're part of the same scene node is all I know |
16:52 |
sapier |
Especially as your screenshots already show what I feared ppl would do once meshnodes are available |
16:53 |
VanessaE |
sapier: they're T4im's screenshots btw |
16:53 |
hmmmm |
besides |
16:53 |
hmmmm |
aren't nodes already gourad shaded? |
16:53 |
VanessaE |
hmmmm: regular nodes get something like that, yes, if smooth shading is enabled. |
16:53 |
hmmmm |
lights are specified per vertex and the shading per pixel is interpolated using gourad |
16:54 |
hmmmm |
something something about the surface normal |
16:54 |
VanessaE |
but only regular nodes get that |
16:54 |
hmmmm |
i don't know, really.. |
16:54 |
VanessaE |
pretty much all other drawtypes are flatly lit |
16:54 |
VanessaE |
(except meshes) |
16:57 |
hmmmm |
how much are the mainmenu apis used in games for real? |
16:58 |
VanessaE |
seems to me if you take the vertexes that make up a given poly, calculate the normal vector from those, and then just set the vertex lighting based on "distance" from whatever angle the fake sun is in the scene, that would be close enough. |
16:58 |
sapier |
if someone knows how to change just do it and see, everything else is speculating |
16:58 |
VanessaE |
I don't think the main menu API's are used at all in games. |
16:58 |
hmmmm |
would it be horrible if I tweaked the output of core.get_video_drivers()? |
16:59 |
VanessaE |
I don't see any reason for that to be passed on to a mod at all |
16:59 |
VanessaE |
a mod has no reason to know about something as low-level as that, so tweak if you want |
17:00 |
sapier |
hmmmm: main menu api "l_mainmenu" is mainmenu only |
17:01 |
sapier |
there are some parts in we don't wanna have in mod api by now |
17:44 |
VanessaE |
[01-18 12:44] <Builder123VESv> what would cause updatelistener to fail to -inf,-15993,-475 |
17:44 |
VanessaE |
wow, I haven't see THAT error in ages |
17:46 |
n4x |
uhh, wasn't that supposed to be fixed? |
17:46 |
VanessaE |
so I thought |
17:46 |
VanessaE |
the player says he's just mining straight down using water to control his descent speed |
17:47 |
VanessaE |
could it be an artifact of nrzkt's pull that I'm testing? |
17:47 |
n4x |
do you have a link to it? |
17:47 |
VanessaE |
um |
17:47 |
VanessaE |
#2119 |
17:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/2119 -- Rewrite client/server packet handling by nerzhul |
17:48 |
VanessaE |
ah, guessed it right on the first try :D |
17:53 |
nrzkt |
i don't think |
17:53 |
VanessaE |
ok |
17:53 |
VanessaE |
just that old bug then |
17:53 |
nrzkt |
packets are read as server sent to its client |
17:55 |
nrzkt |
and as client sent to server, but if you have the right packet (opcode) i can look at commit to verify if read is correct, but PR doesn't show that read datas are wrong |
17:55 |
VanessaE |
don't worry about it then. |
17:56 |
VanessaE |
it's probably just that same bug that's just remained buried for a long time, just now showing up again. coincidence. |
17:57 |
nrzkt |
oky :) |
18:00 |
VanessaE |
so to that end, no complaints so far |
18:00 |
VanessaE |
(unless people are just opting not to tell me) |
18:08 |
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18:15 |
hmmmm |
https://github.com/minetest/minetest/commit/839c4a99cddcacdc19dee42286b7029c4c1e7800 |
18:15 |
hmmmm |
really? |
18:15 |
hmmmm |
he's fixing a bug so that makes it okay |
18:17 |
hmmmm |
for fucks sake |
18:17 |
hmmmm |
and the commit before that one too, after i explicitly said to not fix that |
18:18 |
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18:18 |
rubenwardy |
What is that for? -01 |
18:20 |
hmmmm |
there solved |
18:20 |
hmmmm |
hard reset my own commit on my local repo, rebase to upstream, revert his two wacky commits, then cherry pick my most recent commit |
18:22 |
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18:22 |
T4im |
rubenwardy: optimization flags, -O0 (oh-zero) means no optimization, and the higher the number the more optimizations are done (a set of predefined ones see http://gcc.gnu.org/onlinedocs/gcc/Optimize-Options.html) |
18:22 |
rubenwardy |
Spaces are used here, hmmmm: https://github.com/minetest/minetest/commit/c994b7aa24d7a71d3e71c3f4f757cf7287515968#diff-b61e3e14dbe70423022f4ee065fa3f94R20 |
18:23 |
rubenwardy |
T4im, I see. |
18:23 |
hmmmm |
grrrrrrrrr |
18:23 |
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18:23 |
hmmmm |
my ire |
18:23 |
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18:24 |
hmmmm |
sware to god |
18:25 |
hmmmm |
I should figure out how to add a commit hook to github that won't allow pushes to upstream unless it passes a style checking script |
18:25 |
hmmmm |
this way crap won't be able to get it until it's done the right way |
18:25 |
T4im |
tried that, its sad how much even a charset detection script slows commits down :/ |
18:25 |
hmmmm |
s/it/in/ |
18:26 |
T4im |
(to prevent those windows users from littering stuff in anything but utf8/ascii) |
18:26 |
hmmmm |
yeah |
18:26 |
T4im |
whitespaces are half as bad as having codepage-something-something stuff in there :P |
18:27 |
hmmmm |
non-utf8, trailing whitespace, not ending a file with a newline, ending a file with too many newlines, incorrect indentation (with some tolerance logic built in to allow exceptions) |
18:27 |
hmmmm |
detecting use of "and" or "or" operators within C++ source files |
18:27 |
hmmmm |
crap like that |
18:27 |
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18:27 |
hmmmm |
all these dumb, low level errors that seem to pop up constantly |
18:27 |
T4im |
hmm: commit hooks are too slow for that… |
18:28 |
T4im |
hmmmm: use continues integration for that |
18:28 |
T4im |
:)D |
18:28 |
hmmmm |
we doooo |
18:28 |
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18:28 |
T4im |
well.. is travis configured to throw errors on that stuff? |
18:28 |
hmmmm |
but merging isn't contingent upon CI pass/fail |
18:28 |
hmmmm |
i'm afraid that would definitely slow things to a crawl if it hadn't before |
18:29 |
hmmmm |
thanks for noticing that, rubenwardy. |
18:29 |
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18:30 |
rubenwardy |
Well come |
18:30 |
rubenwardy |
* Welcome |
18:30 |
hmmmm |
the problem with using -O0 (otherwise I would've switched it already) is that it's TOO damn slow for development of most tasks |
18:30 |
T4im |
plus optimizations can create weird bugs |
18:30 |
T4im |
the wrong ones anyway |
18:31 |
hmmmm |
if i didn't have a top-of-the-line processor i wouldn't be able to run minetest with -O0 at all |
18:31 |
T4im |
oh wait missread you… shouldn't -O0 actually decrease compile time? |
18:31 |
hmmmm |
yeah, it would |
18:31 |
hmmmm |
i've been in that place |
18:32 |
hmmmm |
before i upgraded to what i have now, i was developing minetest on my athlon 64 3500+ ... that didn't work out particularily well |
18:32 |
sfan5 |
hm |
18:32 |
hmmmm |
so a decent semi-solution would be to add another level of debugging |
18:32 |
sfan5 |
couldn't gcc create a .text.debug additionally to .text that gets used when you run an app in gdb |
18:33 |
hmmmm |
-O0 -g would be the true debug setting, -O1 -g would be good for mapgen development etc. |
18:33 |
hmmmm |
where you need the speed and you need a rough idea of where crashes are occuring |
18:33 |
hmmmm |
-DCMAKE_BUILD_TYPE=Semidebug |
18:36 |
sfan5 |
how about -DCMAKE_BUILD_TYPE=RelWithDebInfo |
18:40 |
hmmmm |
release is -O3 |
18:40 |
hmmmm |
release with debug info would logically be -O3 -g which is absolutely useless |
18:41 |
sfan5 |
CMAKE_CXX_FLAGS_RELWITHDEBINFO=-O2 -g -DNDEBUG |
18:41 |
sfan5 |
thats what my cmake says |
18:41 |
hmmmm |
oh, RelWithDebInfo exists already |
18:41 |
hmmmm |
but it's -O2 so it's kind of useless |
18:43 |
kahrl |
there's no reason it couldn't be changed |
18:44 |
hmmmm |
I don't really like the name |
18:46 |
hmmmm |
is RelWithDebInfo a CMake-specific thing? I can't see it referenced anywhere except in the cmakecache.txt and readme |
18:46 |
sfan5 |
yes, cmake does that |
18:46 |
sfan5 |
there is also MinSizeRel which uses "-Os -DNDEBUG" |
18:52 |
hmmmm |
can you define your own? |
18:52 |
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18:54 |
sfan5 |
dunno |
18:59 |
kahrl |
http://www.cmake.org/Wiki/CMake_FAQ#How_can_I_extend_the_build_modes_with_a_custom_made_one_.3F |
18:59 |
hmmmm |
also |
18:59 |
hmmmm |
I tried reading how to specify a certain compiler to use with cmake, the answer I got was from the cmake mailing list telling me to simply set my CC and CXX environment variables |
19:00 |
hmmmm |
did that, no dice. anybody know if I'm doing something wrong? |
19:02 |
* shadowzone |
pokes sapier |
19:02 |
sapier |
shadowzone: what's up? |
19:03 |
shadowzone |
I am testing the android release and I was wondering how I'd run the .apk |
19:03 |
Calinou |
enable Unknown Sources? |
19:06 |
shadowzone |
nevermind, I figured it out |
19:06 |
sfan5 |
hmmmm: tried rm -R CMakeCache.txt CMakeFiles |
19:06 |
sfan5 |
setting $CC and $CXX works for me |
19:06 |
hmmmm |
I need to delete CMakeFiles too? |
19:07 |
hmmmm |
ahh |
19:07 |
hmmmm |
that would do it.. CompilerIdCXX |
19:08 |
hmmmm |
thanks sfan |
19:14 |
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20:03 |
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20:04 |
hmmmm |
:/ |
20:04 |
hmmmm |
I can't use gcc 4.8 with minetest or so it seems |
20:05 |
hmmmm |
it won't use the correct libstdc++ directory |
20:05 |
kahrl |
4.8.3 works here |
20:06 |
hmmmm |
yea, you're not using freebsd though |
20:06 |
hmmmm |
:p |
20:06 |
kahrl |
indeed ;) |
20:06 |
hmmmm |
I need it to link against /usr/local/lib/gcc48/libstdc++.so.6 somehow |
20:06 |
hmmmm |
argh |
20:07 |
hmmmm |
I am aware of LD_LIBRARY_PRELOAD, before you mention that, but it's obviously hacky |
20:08 |
kahrl |
I won't mention anything because I have no clue about the bsds |
20:09 |
hmmmm |
so.. |
20:09 |
hmmmm |
- why does the -Wno-set-but-unused-variable option not get set when I try to compile with gcc 4.8? the code in theory should work but I guess it's broken |
20:10 |
hmmmm |
- why is that warning disabled at all? it seems all the warnings it produces are legitimate enough |
20:10 |
kahrl |
cmake filters some compiler flags depending on the compiler but iirc it's badly documented how that works |
20:14 |
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21:24 |
hmmmm |
yeah |
21:25 |
hmmmm |
so anyway I doubt this works under MSVC |
21:26 |
hmmmm |
a lot of this makefile seems arbitrary - like why is -fomit-frame-pointer not defined for APPLE? |
21:28 |
hmmmm |
also i'm not sure if this is a mistake, but CXX flags aren't custom set for RELEASE under MSVC |
21:30 |
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22:17 |
hmmmm |
too bad gcc GNAT is only for ada |
22:57 |
est31 |
hello, how can I activate the lua profiler? |
22:57 |
est31 |
does it send the results to the client or into a file |
23:08 |
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23:36 |
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23:36 |
ShadowNinja |
est31: Minetest doesn't have a built-in Lua profiler. Use an external Lua profiling tool. |
23:37 |
est31 |
ok thanks didnt kno |
23:37 |
est31 |
w |
23:41 |
VanessaE |
ShadowNinja: sure it does. |
23:41 |
VanessaE |
sapier added it recently. |
23:41 |
ShadowNinja |
VanessaE: Oh, that thing... |
23:41 |
VanessaE |
yeah |
23:41 |
VanessaE |
I just don't remember how to use it |
23:41 |
ShadowNinja |
I'm not sure what that does or if it's actually helpful. |
23:42 |
VanessaE |
I guess it's not quite valgrind but it measures CPU time taken by different mods and engine calls |
23:43 |
VanessaE |
it's how I was able to get the speed and latency of plantlife down to where it is |
23:43 |
VanessaE |
but sapier did all the profiling :) |
23:45 |
ShadowNinja |
est31: There's a thing that meassures time from some callbacks. Other callbacks won't work though. You can enable it with enable_mod_prifiling = true or something like that. |
23:46 |
VanessaE |
I guess you'll have to measure by reading os.clock, est31 .. |
23:46 |
VanessaE |
or core.get_us_time |
23:47 |
ShadowNinja |
^ That works too if you know where the bottleneck is or just want to see the difference that an optimization makes. |
23:48 |
est31 |
I know it is in one method |
23:49 |
est31 |
why core.get_... not minetest.get_... |
23:50 |
VanessaE |
seemed right is all. |
23:51 |
VanessaE |
(I'm actually a tad unclear on which cases should call for core.*) |
23:51 |
est31 |
minetest really should still cleanly shut down on lua errors... all clients left knowing |
23:51 |
est31 |
not knowing |
23:51 |
VanessaE |
it used to inform the client didn't it? |
23:51 |
est31 |
not anymore |
23:51 |
VanessaE |
or at least the client would stop being able to update its yaw |
23:51 |
est31 |
at least not for the kind of error I got |
23:52 |
est31 |
thought you meant get_os_time |
23:52 |
VanessaE |
if you froze up, you knew you disconnected |
23:52 |
est31 |
was wrong |
23:52 |
ShadowNinja |
est31: That's mainmenu-only. os.clock works fine. sapier says it's very imprecise on linux, but my experience if that it's plenty precise. |
23:52 |
VanessaE |
no, us_time |
23:53 |
est31 |
ok scanning 4.8k blocks takes 21 ms... |
23:53 |
est31 |
wait wrong channel |
23:54 |
est31 |
(no core issue) |
23:54 |
VanessaE |
oh well |
23:54 |
VanessaE |
it's not like there was a big in-depth discussion going on in here :P |