Time |
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Message |
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06:23 |
Zeno` |
OK, I'm going to bisect this performance issue... somehow |
06:23 |
Zeno` |
in the hopes we can push 0.4.12 out the door |
06:26 |
est31 |
Zeno`: which one? |
06:26 |
Zeno` |
est31, there are several. The "multi-second delay" in singleplayer seems to be the main one (the others are probably related... fingers crossed) |
06:27 |
est31 |
k |
06:27 |
Zeno` |
Did you have another in mind? |
06:28 |
est31 |
there is #2210 |
06:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/2210 -- getCraftRecipes implementation is very slow |
06:28 |
est31 |
thats no regression though |
06:28 |
Zeno` |
yeah, that was there in 0.4.11 though. |
06:28 |
Zeno` |
yep |
06:28 |
est31 |
so for after the release then |
06:30 |
hmmmm |
Zeno`: try changing the NoDataException thrown by Connection::Receive() to a return value |
06:33 |
Zeno` |
hmmmm, ok... noted. Right now I want to get some comparisons between 0.4.11 and HEAD though (because I've noticed that valgrind is much slower recently as well, although I don't know yet if this is a figment of my imagination). |
06:34 |
Zeno` |
hmmmm, did the NoDataException get added recently? |
06:37 |
hmmmm |
it actually hasn't |
06:37 |
hmmmm |
i just noticed it sucking up 25% of wayward's serverthread time |
06:37 |
hmmmm |
and another 38% was being sucked up by servicing ABMs |
06:38 |
hmmmm |
btw I have optimizing ABM cals on my todo list |
06:38 |
Zeno` |
ok |
06:38 |
hmmmm |
lol this is funny |
06:38 |
hmmmm |
i spend my entire day doing nothing but coding |
06:39 |
Zeno` |
*shrug* |
06:39 |
Zeno` |
nothing else to do :) |
06:39 |
hmmmm |
except nothing else is getting done |
06:40 |
hmmmm |
if I wasn't so ADD i would probably be able to make a healthy balance between work coding and minetest coding |
06:40 |
hmmmm |
yea i'm doing my day job work at 1:40 AM :( |
06:40 |
Zeno` |
hire a housemaid? :3 |
06:41 |
Zeno` |
she can do other stuff like make sure you bathe etc as well |
06:41 |
hmmmm |
haha |
06:41 |
hmmmm |
I have a gf who takes care of that sort of stuff (mostly) |
06:42 |
Zeno` |
lol. "hmmmm, c'mon get outa bed and have a shower! you haven't bathed in 6 weeks now" |
06:42 |
hmmmm |
more like 3 days |
06:43 |
hmmmm |
ironically i blow away a lot of time i'd otherwise have to make elaborate dinners for us |
06:47 |
Zeno` |
I shudder to think of a situation where that is "ironic" |
06:48 |
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06:50 |
Zeno` |
ok, I've narrowed the performance regression down to somewhere between HEAD and 3f83ca29d |
06:51 |
Zeno` |
and it's real |
06:51 |
Zeno` |
and huge |
06:52 |
est31 |
o_O |
06:52 |
hmmmm |
just curious how are you testing this |
06:52 |
Zeno` |
the most professional way possible |
06:53 |
Zeno` |
checkout, compile, run under valgrind, and eyeball it... lol |
06:53 |
hmmmm |
i'm so paranoid that this was caused by me |
06:53 |
Zeno` |
(looking a dtime) |
06:55 |
Zeno` |
see... very professional methodology |
06:55 |
Zeno` |
failsafe :3 |
07:00 |
Zeno` |
HEAD is (very roughly) half the speed of 0.4.11 |
07:01 |
Zeno` |
this is going to be a long afternoon |
07:01 |
hmmmm |
presumably you did the next bisection step... so? |
07:01 |
hmmmm |
I'm eager to hear this =] |
07:01 |
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07:01 |
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07:01 |
Zeno` |
nah, I just wanted to make sure my environment is exactly the same between runs first |
07:02 |
Zeno` |
dummy database, same location, same time of day, etc, etc, etc |
07:02 |
Zeno` |
then confirm there is a difference (there is) |
07:02 |
Zeno` |
and now I'll start the tedious bit |
07:03 |
Zeno` |
not that those previous steps were not tedious as well :D |
07:10 |
hmmmm |
ugh templates are the worst |
07:10 |
hmmmm |
i don't think i've ever seen a worse approach to generics |
07:11 |
hmmmm |
i feel completely dirty using them |
07:13 |
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07:14 |
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07:20 |
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07:25 |
Zeno` |
I just realised something. I hope I did my first step of the bisect correctly lol |
07:26 |
Zeno` |
maybe I should start again now while I'm not too far into it |
07:34 |
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07:35 |
Zeno` |
*@$(82$*) |
07:35 |
Zeno` |
I might have to start again: 7ad17a25f4dfc81427df54d5c855b40b4472d517 is the first bad commit |
07:35 |
Zeno` |
:( |
07:36 |
hmmmm |
how'd you mess it up? |
07:36 |
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07:36 |
Zeno` |
I think I forgot to call callgrind_control -i on on my first step. Modifying my script |
07:37 |
Zeno` |
Modifying my script now* |
07:37 |
Zeno` |
but that commit has a dtime of 100 or so |
07:38 |
Zeno` |
and 0.4.11 has dtimes of 35 or so |
07:38 |
Zeno` |
so it's probably narrowed down a bit. I'll do it again from scratch though |
07:39 |
hmmmm |
:)! keep up the good work |
07:40 |
hmmmm |
templates are a steaming pile of shit. i honestly do not care what the C++ fanboys tell me. this is horrible. I get cleaner code by removing the templates entirely |
07:40 |
est31 |
did a bisect of openal last weekend, due to a crash I encountered with MT. some commits had build errors. |
07:40 |
hmmmm |
it's all this extra stuff that gets added and then the language tells me that I need to start writing things in a very specific manner |
07:40 |
est31 |
then I found out that these errors came from examples |
07:40 |
est31 |
but only after my 3rd failed try |
07:41 |
nrzkt |
hmmmm, if templates are misused yes, but when template replaced 20 common functions it's useful. |
07:44 |
Zeno` |
is there are way to compile all the commits between known good and bad automatically so I can go away and sleep for a while until that's done and then just do the bisect on each compiled target nice and quick when I wake up? (only half joking) |
07:45 |
hmmmm |
scripts? |
07:45 |
Zeno` |
I might write one |
07:45 |
Zeno` |
seems like the sort of thing I'd liek |
07:45 |
Zeno` |
heh |
07:45 |
est31 |
Zeno`: you can set up a bisect script |
07:45 |
hmmmm |
unless your processor is really crap that won't help much since it'd take just as long to write it |
07:45 |
est31 |
it only needs a return value in a specified way |
07:46 |
hmmmm |
builds take around 57 seconds for me |
07:46 |
Zeno` |
est31, I mean so I have, say, 90 pre-compiled executables |
07:46 |
est31 |
but most times the thing that hmmmmapplies |
07:46 |
est31 |
there were only 90 commits? |
07:46 |
Zeno` |
hmmmm, yeah they take about that for me I guess as well... towards the end of the bisects it's much faster |
07:46 |
hmmmm |
lol. if you're doing a bisect you should only need more like 7 compiles |
07:46 |
Zeno` |
90 was just a number plucked out of the air |
07:47 |
Zeno` |
90 commits doesn't take any longer than 7 usually |
07:47 |
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07:47 |
Zeno` |
oh.. compiles, yes |
07:47 |
* Zeno` |
shuts up so he doesn't stuff this up a second time |
07:50 |
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07:51 |
Zeno` |
hmmmm, my point was if I had executables of all 90 commits I wouldn't have to sit here distracting myself between builds |
07:51 |
Zeno` |
57 seconds is enough for me to get distracted |
07:52 |
est31 |
yea |
07:52 |
est31 |
know this:) |
07:52 |
Zeno` |
I could just do it(R)(TM)(C) |
07:52 |
est31 |
? |
07:52 |
est31 |
I see youre building right now |
07:52 |
Zeno` |
yes |
08:13 |
twoelk |
wouldn't a maybe semipublic repository of builds be usefull? |
08:15 |
hmmmm |
btw Zeno` did you have any comments on https://github.com/minetest/minetest/commit/0118c111e8f12602b03cee8deb4c86f9b9e28cf3 |
08:15 |
hmmmm |
oh nevermind that was sapier |
08:19 |
Zeno` |
This is insane |
08:21 |
Zeno` |
how can HEAD be twice as slow as 0.4.11 (and I can repeat this consistently) and none of the intermediate builds show much of a difference at all? There is no sudden jump at least |
08:22 |
Zeno` |
geez |
08:22 |
hmmmm |
erm |
08:22 |
hmmmm |
i guess the problem is quite recent? |
08:22 |
nrzkt |
compilation options ? |
08:22 |
Zeno` |
nah, compilation options are the same |
08:23 |
Zeno` |
I guess there could be more than one commit that's the problem |
08:23 |
Zeno` |
and that's what's confusing my bisect results |
08:27 |
Zeno` |
I guess I'll do it the hard way then :( |
08:28 |
Zeno` |
first time bisect has let me down. We should abandon git. (haha j/k) |
08:31 |
hmmmm |
maybe your testing methodology sux |
08:32 |
Krock |
Zeno`, build fails exist |
08:33 |
Zeno` |
hmmmm, it does to a certain extent. I need to rule out more variables |
08:33 |
Zeno` |
Krock ? |
08:34 |
Zeno` |
hmmmm, it's good for most things though. Trying to tighten it up some more now |
08:34 |
Krock |
when I had problems with compiling, it just required a build from scratch but I think you do that everytime |
08:34 |
hmmmm |
I suppose |
08:34 |
hmmmm |
there must be a reason for this, it's only logic |
08:34 |
Zeno` |
hmmmm, of course |
08:35 |
Zeno` |
hmmmm, I am just wondering if it's two commits that are causing the issue. I'll eliminate all other variables (that I can) before exploring that hypothesis further though |
08:35 |
hmmmm |
oh you mean like it got temporarily fixed by an earlier commit and then got re-broken in a later one? |
08:35 |
hmmmm |
yeah.. |
08:36 |
twoelk |
I mean that building for bisecting does take up much time, so if all builds made for such a purpose where saved to a common archive, that could get more detailed over time. I guess the only problem would be to have a standardised enviroZeno`: related to this ? https://forum.minetest.net/viewtopic.php?p=169313 |
08:37 |
twoelk |
gah that text was deleted, sorry was in cache |
08:37 |
twoelk |
only wanted to send the link |
08:38 |
* twoelk |
runs and hides |
08:38 |
hmmmm |
fwiw I gave bisecting the problem a half-assed attempt |
08:38 |
hmmmm |
I quit after like 3 builds though |
08:39 |
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08:41 |
twoelk |
btw, are the irc logs down? |
08:42 |
est31 |
?? |
08:43 |
est31 |
http://irc.minetest.ru/minetest-dev/2015-02-03#i_4140666 |
08:43 |
Zeno` |
Once I eliminate every single variable I can think of (and I'm struggling to think of any more) I'll probably do some quick "hand bisecting" targeting commits that look like they could be potential offenders... not a very good way of doing things but maybe I can narrow it/them down a bit more at least. I'm kind of annoyed that performance is (apparently) back to where it was before all the crap I went through pre 0.4.11 though heh |
08:43 |
Zeno` |
Note also that I profile using minimal_game, so... |
08:43 |
hmmmm |
could it be the liquid transform 'fixes'? |
08:43 |
Zeno` |
how minetest_game performs I have not idea |
08:44 |
hmmmm |
that honestly looks like the only commits that could have such an effect |
08:44 |
Zeno` |
which fixes to liquid transform? |
08:44 |
* Zeno` |
looks |
08:44 |
hmmmm |
the ones gregorycu was doing |
08:44 |
hmmmm |
again... they only LOOK like they could have such an effect |
08:44 |
Zeno` |
yeah "potential" |
08:44 |
hmmmm |
relative to all the other things |
08:45 |
Zeno` |
oh those commits |
08:45 |
Zeno` |
yeah, they're in my list of candidates |
08:45 |
Zeno` |
so are some of mine |
08:45 |
Zeno` |
and some of yours :p |
08:45 |
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Krock joined #minetest-dev |
08:46 |
hmmmm |
I know but we're really grasping at straws |
08:46 |
Zeno` |
I'll be happy if it's just narrowed down a bit more |
08:46 |
hmmmm |
which commits of mine? |
08:46 |
Zeno` |
I agree we're grasping at straws... but I'm running out of ideas :) |
08:47 |
Zeno` |
oh they're not yours... I apologise |
08:48 |
Krock |
How can I reduce the data amount which is sent by the server? I've set max_packets_per_iteration = 40 and dedicated_server_step = 0.3 but my wireless network still crashes after some minutes playing on a local server |
08:48 |
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08:48 |
Krock |
Funny thing is, there are no heavy mods activated |
08:48 |
Zeno` |
I just noticed that in both of my failed bisects that something completely unrelated (I would have thought) caused slight slow downs. I attributed these as anomalies and re-ran the test before marking them as good |
08:49 |
Zeno` |
(stuff related to gui and font scaling) |
08:49 |
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08:50 |
Zeno` |
Doing "statistical averaging" and significance by watching d_time is not exactly reliable (hheh) which is why I erred on the side of caution when marking things good/bad |
08:51 |
hmmmm |
so do you actually feel the difference in performance between good and bad commits? |
08:51 |
Zeno` |
yeah I can see it |
08:52 |
Zeno` |
as in "jerkiness" |
08:52 |
hmmmm |
personally, I can't |
08:52 |
Zeno` |
I can't in a normal build |
08:52 |
Zeno` |
but running under valgrind it's obvious |
08:52 |
hmmmm |
it's like minetest has always been 'jerky' for me probably because of some odd interaction between my OS and drivers |
08:52 |
hmmmm |
more like my drivers |
08:52 |
hmmmm |
freaking nvidia |
08:52 |
Zeno` |
I use nvidia |
08:53 |
Zeno` |
under valgrind for 0.4.11 and can almost play the game |
08:53 |
Zeno` |
maybe 10 fps |
08:53 |
Zeno` |
HEAD is about 2-3 fps |
08:53 |
Zeno` |
s/and can/I can |
08:53 |
Zeno` |
I noticed this first about a week ago but kind of thought I was imagining it for some reason |
08:54 |
Zeno` |
but I'm not. I've tested that about 8 times today |
08:54 |
hmmmm |
i have to run it under valgrind |
08:54 |
hmmmm |
even with -O0 it's too fast for me to see the effects |
08:54 |
Zeno` |
I have to as well otherwise I just get 60FPS heh |
08:54 |
Zeno` |
same |
08:54 |
Zeno` |
which is why I'm using valgrind... to slow it down in (what I hope is) a kind of consistent way |
08:54 |
Zeno` |
adding a sleep won't work |
08:54 |
hmmmm |
problem is I get incorrect path_user when I run under valgrind |
08:54 |
Zeno` |
(obviously) |
08:55 |
hmmmm |
I added that freebsd code too :( |
08:55 |
Zeno` |
wonder why |
08:55 |
hmmmm |
how does Valgrind lie to the application about its executable path? |
08:55 |
Zeno` |
can I PM? |
08:55 |
hmmmm |
sure |
08:58 |
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09:00 |
twoelk |
Zeno`: In the link I messed up sending, TenPlus1 says turning the hud on and off with F1 makes a great difference fps-wise |
09:01 |
Zeno` |
twoelk, I saw that |
09:01 |
Zeno` |
and it makes .... |
09:02 |
Zeno` |
<Zeno`> I just noticed that in both of my failed bisects that something completely unrelated (I would have thought) caused slight slow downs. I attributed these as anomalies and re-ran the test before marking them as good |
09:02 |
Zeno` |
more plausible ;) |
09:02 |
Zeno` |
because both of the commits I noticed affect the HUD |
09:02 |
Zeno` |
bbiab |
09:03 |
Zeno` |
I'll ask 10+1 for some more info later, most likely |
09:03 |
kilbith |
can't reproduce that issue |
09:10 |
Zeno` |
neither can I, so maybe just a coincidence but I'm trying to keep an open mind atm |
09:10 |
Zeno` |
because I'm running out of ideas :) |
09:11 |
kilbith |
some people are full of weird issues |
09:11 |
kilbith |
murphy's law or so |
09:11 |
Zeno` |
I have the performance issue... just that hud or hud seems to make no difference for me |
09:11 |
kilbith |
ditto |
09:11 |
Zeno` |
I don't think.. It might, I have to add more to my tests |
09:12 |
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09:12 |
kilbith |
F1 on/off is strictly FPS constant |
09:13 |
Zeno` |
it does add about 30ms to d_time |
09:13 |
Zeno` |
wouldn't think that'd make a difference, but maybe it does in some configs |
09:14 |
Zeno` |
you're not going to see 30ms make a difference under normal circumstances though, of course ;) |
09:15 |
kilbith |
it'd be not negligable in a FPS game... not here |
09:18 |
rubenwardy |
Would be hilarious to see average FPS against commit number. |
09:18 |
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09:33 |
Zeno` |
kilbith, I mean you would not normally notice it, not that it's negligible ;) |
09:34 |
Zeno` |
rubenwardy, profile 0.4.10 and 0.4.11 :D |
09:35 |
Zeno` |
kilbith, you know me better than that :p |
09:35 |
Zeno` |
I didn't increase avg fps from 20 to 60 just for the heck of it heh |
09:36 |
Zeno` |
anyway, test environment is as "clean" as I can get it now |
09:36 |
Zeno` |
trying to bisect again |
09:36 |
kilbith |
i was not implying that you thought it was negligible |
09:37 |
kilbith |
just said that 30ms of diff. is derisory on a voxel game |
09:38 |
Zeno` |
you are, of course, 110% correct :D |
09:38 |
Zeno` |
I just realised there may be an easier way to track this down |
09:38 |
kilbith |
and that'd make sense only on furious FPS game |
09:38 |
Zeno` |
30ms is a HUGE amount of time btw |
09:40 |
Zeno` |
dunno why I didn't think of this alternative way before instead of wasting time bisecting |
09:40 |
rubenwardy |
Running at 60fps would give 17ms, so 30 is a lot. |
09:40 |
Zeno` |
rubenwardy, yep |
09:42 |
Zeno` |
but this 30ms is in, hmmm, "altered conditions" (so I can actually see things happening). Under "real" it's a 25% slowdown on a function that's very fast to begin with, but 25% is 25% |
09:42 |
Zeno` |
not 25% overall slowdown |
09:42 |
Zeno` |
although it could be... it's complex :( |
09:43 |
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09:43 |
Zeno` |
whatever the case it's not acceptable or desirable |
09:45 |
Zeno` |
this also could be a side-effect of things being faster in general |
09:45 |
Zeno` |
which was the source of another hard to find "bug" |
09:45 |
rubenwardy |
Slow downs because it is faster? O_o |
09:46 |
Zeno` |
rubenwardy, in the other case it was a mem-leak that really never showed up until things were faster |
09:46 |
Zeno` |
but yeah... that "auto ranging thing".... |
09:47 |
rubenwardy |
Well, good luck. |
09:47 |
Zeno` |
maybe it's misbehaving now |
09:47 |
Zeno` |
I think we'll need it because atm this is causing people to tear their hear out :D |
09:47 |
Zeno` |
hair |
09:47 |
rubenwardy |
If Minetest was an iceberg, I've barely even got a milimetre into it from the top, let alone underneath the water. |
09:50 |
Zeno` |
when I disallow the game changing v_range with it's ... not sure what to call it... auto optimise view range? ... things are a lot less different between 0.4.11 and head |
10:07 |
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10:15 |
twoelk |
maybe a fixed viewrange frees the engine of having to decide what to display. Like when it flickers between showing and not showing |
10:44 |
Zeno` |
well, it does... |
10:44 |
rubenwardy |
Solution: |
10:45 |
Zeno` |
I'm becoming more convinced that the "auto range" thing is the actual issue |
10:45 |
rubenwardy |
OPTIMISE!!! |
10:45 |
Zeno` |
but what "auto range" does is always increase the v_range until the game loop cannot cope and then slowly decreases until it can again |
10:45 |
Zeno` |
and then off it goes again |
10:46 |
rubenwardy |
Lol |
10:47 |
rubenwardy |
What would a better solution be? |
10:51 |
Zeno` |
I'm not really sure |
11:15 |
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11:29 |
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12:05 |
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12:05 |
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12:08 |
gregorycu |
Is it just me, or are there a lot of new bugs out of nowhere |
12:17 |
gregorycu |
http://irc.minetest.ru/minetest-dev/2014-12-22#i_4073950 |
12:58 |
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12:58 |
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13:04 |
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13:06 |
Zeno` |
this is quite mind boggling |
13:09 |
celeron55 |
the range adjuster is intentionally as responsive as possible; it was causing problems when it was too unresponsive |
13:10 |
celeron55 |
i guess it could be tuned to be not that responsive now that we have the mesh loading slowness problem; altough it's only a problem with dedicated GPUs |
13:13 |
celeron55 |
someone with the issue could see whether it's best solved by tweaking min_time_per_range or the wanted_range_change dampening multiplier in camera.cpp |
13:14 |
Zeno` |
no, no |
13:14 |
Zeno` |
it's not that at all |
13:14 |
celeron55 |
altough now that i think of it, both of those are actually unsuitable |
13:15 |
celeron55 |
there should be a measurement window of a couple of frames from which always the fastest frame is taken |
13:15 |
Zeno` |
yeah, that needs tweaking and stuff but this is not the source of the performance regression |
13:15 |
Zeno` |
and I need to compile and test for a 5th time to make sure I'm not imagining things |
13:15 |
Zeno` |
because the issue is quite... crazy |
13:15 |
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13:15 |
celeron55 |
the issue with the range adjuster is that it always masks issues for people new to minetest |
13:16 |
celeron55 |
and then they waste time thinking about it instead of their real problem |
13:19 |
Zeno` |
well, the only reason I brought it up was because... I can't remember why I brought it up |
13:19 |
Zeno` |
but it's not the issue |
13:23 |
Zeno` |
ok, I am certain of the commit |
13:24 |
Zeno` |
I've checked it 4 times now |
13:24 |
Zeno` |
I even reverted it on top of HEAD instead of checking it out to be quadruple sure |
13:24 |
Zeno` |
https://github.com/minetest/minetest/commit/38bd9e93a252cb2dd5ace6b0132514edff38b504 |
13:24 |
Zeno` |
but... |
13:25 |
Zeno` |
why? |
13:25 |
Zeno` |
it *seems* to be related to src/clientmap.cpp line 193 being commented out |
13:26 |
Zeno` |
I wonder if that being in a lock even if it's unused changes something |
13:26 |
Zeno` |
I'm truly at a loss :( |
13:26 |
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13:27 |
Zeno` |
that commit, for a reason that I cannot work out, adds 11% work to the update/draw/render loop |
13:27 |
Zeno` |
(for the client) |
13:32 |
SudoAptGetPlay |
Quick question : can we still register new nodes after all mods are loaded ? |
13:33 |
SudoAptGetPlay |
nvm I will try a different approach |
13:37 |
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13:40 |
Zeno` |
https://www.dropbox.com/s/5wj5xqbvnm52stw/perf_reg.tar.gz?dl=0 |
13:41 |
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13:41 |
* Zeno` |
panics |
13:43 |
Zeno` |
8 hours of bisecting, checking valgrind logs, stablising my test env, reverting, checking, double checking, and I end up with a commit that's the cause and I cannot understand why |
13:43 |
Zeno` |
this is is tragedy |
13:43 |
* Zeno` |
might need to have a shower or something else just as drastic |
13:43 |
nrzkt |
bisect the commit himself ? |
13:43 |
nrzkt |
itself* |
13:45 |
Zeno` |
my head hurts. /me wanders off in search of a painkiller |
13:47 |
Zeno` |
HUD is not being drawn twice is it? |
13:48 |
Zeno` |
hmm, no |
13:49 |
Zeno` |
anyway, look at the profiles... the only apparently relevant file (for this) is clientmap.cpp |
13:50 |
Zeno` |
and sfa has changed :/ |
13:50 |
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14:16 |
alket |
hi |
14:16 |
alket |
can anyone help me setup a minetest server ? , I will give you ssh access |
14:16 |
alket |
I already installed 0.4.10 through PPA |
14:16 |
kilbith |
all the documentation on wiki / forum already |
14:17 |
SudoAptGetPlay |
4.10 is quite outdated |
14:17 |
alket |
yes but it doesnt work for me |
14:17 |
kilbith |
ask on #minetest please |
14:30 |
Zeno` |
Wayward_One, can you do a test for me? |
14:31 |
Zeno` |
Wayward_One, can you compile this https://github.com/Zeno-/minetest/commit/02d7efefdb852b256fb2a349b95b629df03f9a49 and see if it affects your performance issues? |
14:31 |
Wayward_One |
sure, one sec, finishing a callgrind session |
14:32 |
Zeno` |
you're ok with getting and applying the patch? |
14:32 |
Wayward_One |
yep :) |
14:32 |
Zeno` |
good, I can pass out then |
14:34 |
Wayward_One |
lol |
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17:46 |
Niebieski |
Hey guys, I want to contribute, is there something I can do ? |
17:49 |
sfan5 |
Niebieski: http://dev.minetest.net/How_to_start_contributing |
17:50 |
sfan5 |
that page is a little empty |
17:50 |
sfan5 |
so ask if you want to know more |
17:50 |
Niebieski |
Alright. |
17:51 |
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17:51 |
acerspyro |
You could develop that page ^.^ |
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18:37 |
Niebieski |
I've read the page, and decided to take a look at main.cpp and I can't understand most of things. |
18:45 |
Niebieski |
Like why we need many time getters. |
18:45 |
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18:59 |
est31 |
what are the blocking issues for 0.4.12 now. can I help |
19:00 |
luizrpgluiz |
0.4.12? That fast, which will be the new? |
19:02 |
rubenwardy |
The main blocker is drop in FPS. |
19:02 |
rubenwardy |
Probably due to the algorithm which adjusts the view range |
19:02 |
rubenwardy |
It's being worked lon |
19:02 |
est31 |
by Zeno |
19:03 |
rubenwardy |
Yes |
19:03 |
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19:04 |
VanessaE |
there are other bugs that really need to be fixed before 0.4.12 goes out, imho |
19:04 |
VanessaE |
anything that was a blocker for 0.4.10 or 0.4.11, but which got unmarked as such and was never fixed |
19:04 |
VanessaE |
and anything marked as "high priority" |
19:08 |
est31 |
luizrpgluiz: https://github.com/minetest/minetest/compare/3f83ca2...master |
19:08 |
est31 |
for a detailed list |
19:09 |
Calinou |
rubenwardy, we could try disabling range tuner entirely |
19:09 |
Calinou |
we could have a setting for this (detects min/max range, if they are equal, disable range tuner) |
19:09 |
Calinou |
to see if it causes FPS losses/drops |
19:09 |
Calinou |
VanessaE, there is a bug with wield item rendering on Windows, still present |
19:10 |
rubenwardy |
It is not a vital feature, although it is good. |
19:10 |
Calinou |
yeah, we could do without it, let users tweak view range in GUI instead |
19:10 |
Calinou |
the default would be 60 or so |
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luizrpgluiz |
will leave the faster engine? |
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23:33 |
est31 |
Tesseract: do you already have something I can rebase onto? |
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