Time Nick Message 05:32 hmmmm Zeno`: Hey I haven't read much of the backlog to answer your question, 0.4.12 can be released when that super nasty performance regression is fixed 05:32 Zeno` ok, just wanted to make sure that was the major stumbling block 05:34 Zeno` It's not the easiest regression in the world to find :/ 05:35 est31 havent you found it 05:35 est31 that viewrange adjustment? 05:35 Zeno` nah, it's not that 05:36 Zeno` I am now suspecting the MeshUpdateThread 05:37 Zeno` hmmmm, have you had any luck with it? 05:37 hmmmm i haven't had any chance to look at it 05:37 Zeno` est31, I asked Wayward_One to try something for me but I'm not sure if he did or not 05:38 est31 did the bisect you did fail? 05:39 Zeno` it didn't go so well, no 05:42 Zeno` Mainly because I have to artificially slow things down to actually experience the issue 06:07 * Zeno` doesn't understand 06:21 Zeno` #2252 06:21 ShadowBot https://github.com/minetest/minetest/issues/2252 -- Framerate cut in half, HUD problem ? 06:22 hmmmm whaat 06:22 est31 is this dpi calculation going on every draw? 06:23 hmmmm oh shit.. 06:23 Zeno` when I am running in callgrind drawtime with hud disabled is ~35. with hud enabled drawtime is about 250 06:23 Zeno` average 200 06:23 Zeno` that's a pretty large difference 06:23 est31 can you try whether you get it with other formspec too 06:24 est31 or is HUD no formspec 06:25 Zeno` inventory formspec open or closed makes not much difference (if any) 06:27 hmmmm yuppers 06:27 hmmmm try reverting e201620ee1051545ed7856fb18f805c67adccc85 06:28 hmmmm rather not that one 06:30 hmmmm 0f1d33933d264fa84b2d97668258d066da0ca01c 06:39 Zeno` +1 06:39 Zeno` drawtime is now the same with or without HUD 06:40 Zeno` ~~40.... rather than 200 :) 06:41 est31 as it seems its doing a call to XOpenDisplay and XCloseDisplay at every render loop 06:41 hmmmm christ 06:41 hmmmm thanks a lot sapier :) 06:42 hmmmm thanks Zeno`, est31, for tracking this down 06:42 hmmmm you guys are awesome 06:42 hmmmm I feel bad for not doing anything to help :( 06:42 est31 Zeno` did the time intensive work 06:43 Zeno` hmmmm, you can help by checking my conflict resolution ;) 06:43 Zeno` will push in a second 06:43 hmmmm well 06:43 hmmmm obviously don't revert the commit 06:43 hmmmm just cache the value 06:43 est31 ^ 06:44 Zeno` duh 06:44 * Zeno` slaps himself. wake up 06:44 hmmmm lol 06:44 hmmmm what time is it there in aussieland 06:45 est31 lol its calling that 4 times 06:46 hmmmm now I suppose the real question is why bisecting failed here 06:46 hmmmm we want to learn from our mistakes 06:47 Zeno` there was no real way for me to measure it :/ 06:48 Zeno` /ctcp time Zeno` 06:48 Zeno` might not work 06:49 Zeno` haha 06:49 hmmmm lol 06:49 hmmmm you inverted your arguments 06:49 Zeno` 4:50PM Thursday 06:49 hmmmm you're not supposed to fall asleep BEFORE dinner 06:49 Zeno` oh :) 06:50 Zeno` why not? 06:50 hmmmm because you get tired after you eat 06:51 * Zeno` makes a note 06:51 hmmmm I wish you could set color themes for windbg :( 06:51 hmmmm white backgrounds == eyerape at night 06:51 Zeno` windbg? 06:52 Zeno` https://github.com/Zeno-/minetest/commit/970b75550a36b6812432c7c3cc6665e9c0dc639f 06:53 est31 I'd cache it inside porting.cpp 06:53 hmmmm probably a better idea 06:53 hmmmm i was just about to say that fontengine could use that too 06:53 Zeno` ok 06:54 est31 https://github.com/minetest/minetest/search?p=1&q=getDisplayDensity&utf8=%E2%9C%93 06:55 est31 when the progress bar at loading is drawn its called too 06:56 est31 and at other places 06:59 Zeno` ugh, it's a float 07:00 Zeno` will have to add an is_cached bool I guess 07:00 est31 or cache it everywhere 07:01 Zeno` nah I mean I was just going to set it to -1 if not initialised 07:01 Zeno` but I don't like comparing floats; would rather add the bool 07:02 est31 ah you want to calculate it at the first draw? 07:02 Zeno` yeah 07:02 Zeno` https://github.com/minetest/minetest/pull/2260 07:03 Zeno` where did you mean to cache it? 07:04 est31 when the program starts 07:04 Zeno` add an initDisplayDensity() function or something? 07:04 est31 static float c_display_density = getDisplayDensity(); 07:04 Zeno` and have it as global? 07:04 Zeno` oh 07:04 Zeno` yeah 07:04 est31 the way you do it, it is regenerated every iteration 07:04 est31 :) 07:04 Zeno` no it's not :p 07:05 est31 ahh ok youre right 07:08 Zeno` this is an alternative: https://gist.github.com/Zeno-/1d01769ee969ebeec50c 07:08 Zeno` I probably like that better 07:09 Zeno` saves a conditional :3 07:09 Zeno` lol 07:09 Zeno` I leave it to you and hmmmm to vote 07:10 Zeno` I'm going with the gist... updating PR 07:10 hmmmm wait make that g_static_cached_display_density 07:11 Zeno` it's not global 07:11 hmmmm ohhh 07:11 hmmmm sorry i misread that 07:11 hmmmm yup sounds good 07:11 Zeno` #2260 07:11 ShadowBot https://github.com/minetest/minetest/issues/2260 -- Fix performance regression by Zeno- 07:11 est31 it was my idea, so why be against it? :) 07:11 Zeno` merging soon then 07:11 hmmmm LGTM 07:12 Zeno` thanks for the help hmmmm and est31 07:12 hmmmm the coding purists are probably rolling in their graves right now 07:12 hmmmm OH MY GOD GLOBAL STATIC VARIABLES 07:12 est31 1 question: does this also get executed for the server? 07:12 hmmmm WHY AREN'T YOU USING A SINGLETON DESIGN PATTERN WITH WIN-WIN SYNERGY AND REACTOR OBSERVER MVCS 07:12 est31 because then the other might seem better 07:12 Zeno` heh 07:12 Tesseract Zeno`: Wait. 07:13 * Zeno` halts 07:13 hmmmm est31, it doesn't get executed for the server unless XORG_USED is defined 07:13 Tesseract Zeno`: Make it a static inside the function. No global needed. 07:13 est31 that was the approach before 07:13 Zeno` swap it back? lol 07:13 est31 (the alternative) 07:13 Tesseract static x = init(); return x; 07:14 Tesseract Zeno`: If that's what you had before. 07:14 Zeno` oh. ok 07:14 hmmmm thats' better 07:14 hmmmm also it's probably a good idea to change getDisplayDensity_init to something like... calcDisplayDensity 07:15 hmmmm and don't make it static so other people can call it if they explicitly want to 07:15 hmmmm for whatever odd reason... 07:16 Zeno` demands, demands, demands 07:16 Zeno` changing now 07:17 * est31 is happy the issue got nailed down 07:17 hmmmm me too =] 07:20 Zeno` calcDisplayDensity() being public... kind of silly imo 07:20 Zeno` I'll have to add versions for non xorg builds :/ 07:20 hmmmm oh 07:20 hmmmm nevermind 07:21 Tesseract Oh, I mentioned two bugfix pulls a few hours ago -- did you check those? 07:21 hmmmm i forgot about that 07:21 * Tesseract looks for #s 07:21 Zeno` good :) 07:21 Zeno` didn't want to type toooooo much 07:21 Zeno` heh 07:21 Tesseract #2245 & #2256 07:21 ShadowBot https://github.com/minetest/minetest/issues/2245 -- Fix dying of lava causes repeated death by gregorycu 07:21 ShadowBot https://github.com/minetest/minetest/issues/2256 -- Give full breath after death by SmallJoker 07:23 Tesseract Zeno`: Your patch LGTM now. 07:24 Zeno` ok thank you 07:25 Tesseract hmmmm: Those two O.K.? 07:26 Zeno` 2256 is fine; I looked at it last night 07:26 Zeno` 2245 makes sense as well 07:28 Tesseract Zeno`: Great! Can you also check #2176? It's a bit bigger. 07:29 ShadowBot https://github.com/minetest/minetest/issues/2176 -- Fix translation issues by ShadowNinja 07:30 Tesseract Oh, and you can merge those two, or wait til tomorrow and I'll do it then. 07:30 Zeno` Ok, I'll merge mine and those 2 in a few minutes 07:30 Zeno` 2176 may take me a while to look through 07:33 hmmmm yeah those works 07:34 hmmmm I would prefer that he used getS32NoEx() instead but it's fine 07:34 hmmmm yeah those work* 07:36 Tesseract hmmmm: What are you reffering to by getS32NoEx? None of the last 4 patches mentioned uses it or a related function. 07:37 hmmmm https://github.com/SmallJoker/minetest/commit/28e0c9ba5e9a31519f896dbca297249f0d2f627e ???? 07:37 hmmmm am I going nuts 07:38 hmmmm try { foo = args.getS32("foo"); } catch (SettingNotFoundException &e) { foo = FOO_DEFAULT; } can be replaced with foo = FOO_DEFAULT; args.getS32NoEx("foo", foo); 07:39 Tesseract Ah, yes. He didn't write that, but it could be amended. 07:39 hmmmm for some reason I thought that was gregorycu's commit 07:39 hmmmm hmm 07:39 hmmmm yea it's okay like i said, not a deal breaker by any means 07:40 Tesseract Alright. It would be great if you could check out my translation pull too hmmmm. But G'Night now. o/ 07:41 hmmmm good night 07:42 hmmmm excellent 07:42 hmmmm 2176 looks great to me. lots of nagging issues fixed 07:44 Zeno` night 07:44 * Zeno` looks outside. It's still light 07:46 hmmmm the days pass by way too quickly 07:51 Zeno` I'd prefer the comment // You must free the returned string! (const wchar_t *narrow_to_wide_c(const char *mbs)) to actually indicate that the mem was allocated with new, but that's being pedantic (i.e. 2176 looks fine to me) 08:11 paramat hmmmm, if you have time #2229 is ready (good screenshots too) 08:11 ShadowBot https://github.com/minetest/minetest/issues/2229 -- Mgv7: Bugfixes for 0.4.12 and update conf.example by paramat 08:13 Zeno` The endless vertical walls has been the main reason I've avoided mgv7 so far 08:15 paramat they only occur if you use custom noiseparams in a recent version, i removed a rangelim a few weeks ago :} 08:21 hmmmm great stuff 08:21 hmmmm paramat, do you have anything more you'd like me to merge while i'm at it? 08:21 paramat wow nice fix, my latest build runs faster now 08:21 paramat nothing else thanks 08:21 hmmmm btw add an extra newline in between your first and second lines in the git commit 08:22 hmmmm that way when it gets printed as a single line only the first line gets printed 08:22 paramat okay, looks neater 08:25 paramat recently, every time i started a new world and first turned around i noticed the terrain would take ages to appear, now fixed 08:25 paramat by the HUD bugfix 08:25 hmmmm amazing how such an inoccuous looking commit could have such a big effect 08:26 hmmmm so glad we didn't release this without fixing the regression 08:26 hmmmm in any case, 0.4.12 is supposed to last us a while before 1.0.0 08:27 paramat im working on improved noiseparams for mgv7, the cliffs work if you boost the noise scale to 20+, i can get nice mgv6 type terrain now 08:27 hmmmm but one question: 08:27 hmmmm how did that have anything to do with singleplayer? 08:29 hmmmm boost what noise scale to 20+? 08:29 paramat ah i see mediacrush is closing down 08:30 paramat mgv7_np_height_select = 0, 20, (500, 500, 500), 4213, 5, 0.7, 2.0 08:30 hmmmm so it DID work 08:30 VanessaE hmmmm: wait, the formspec scaling thing still needs fixed 08:30 hmmmm VanessaE, ?? whathhahtah 08:31 hmmmm I am so not getting involved with the formspec scaling issue 08:31 VanessaE look at the pause menu at different window sizes. 08:31 VanessaE also the HUD. 08:31 paramat perhaps some donation maoney could fund image hosting for MT, it's always a problem for me, back to imgur 08:31 VanessaE well that should be fixed before 0.4.12 goes out, it's a regression 08:31 nrzkt VanessaE, approved 08:34 paramat hmmmm, http://i.imgur.com/lLg0RES.png 08:34 nrzkt wtf xD 08:35 hmmmm well that's interesting terrain to say the least 08:35 paramat next i'll tune the 3d mountain noise, i could even use it to create floatlands throughout the atmosphere if you guys approve 08:41 paramat so i have a feel now for what you were attempting with v7 base terrain, my work has been to realise that, using the existing code if possible 08:46 paramat so, in mgv7 rare and scattered 3d noise can be the floatlands but also the mountains where they intersect the ground. i have been getting requests for 'levels' in core mapgen. the floatland noiseparams could be an alternative set, not necessarily the default :) 08:46 paramat http://i.imgur.com/jnZ15hj.png 08:46 VanessaE O_o 08:47 VanessaE looks like a technological ant colony 08:48 paramat my 'projecs' mod. very neglected mod with huge potential for endless growing architecture 08:48 paramat must work on it .. 11:08 puhfa Calinou: hmm, lowered gain to .5 and max_hear_distance to 6, still hearing it full-force at 200 m 11:08 puhfa is there a good working example in one of the mods? 11:09 VanessaE puhfa: homedecor's door sounds. 11:09 puhfa ty 11:09 VanessaE pos, gain and max_hear_distance have to all be specified, and the sound has to be 1-channel (mono) 11:09 VanessaE otherwise it won't behave as you expect it to 11:10 VanessaE https://github.com/VanessaE/homedecor_modpack/blob/master/homedecor/doors_and_gates.lua#L414 11:10 VanessaE example ^^^ 11:11 puhfa yes, just copied those parameters, still the same 11:11 puhfa arent you using oggs there as well? 11:11 VanessaE yep. 11:11 puhfa weird 11:11 VanessaE make sure your sound file is mono 11:11 puhfa oh 11:14 puhfa it should be 11:14 puhfa well, it is 11:15 VanessaE *shrug* 11:21 gregorycu So, https://github.com/minetest/minetest/commit/9a0dd47057cad18522e43d159a06c856dfdeeef4 fixes perf issues? 11:25 gregorycu Ahh linux only, can't really look at that 11:25 gregorycu game time 12:57 paramat hmmmm #2175 is ready for review and merge O/ 12:57 ShadowBot https://github.com/minetest/minetest/issues/2175 -- Mgv5: Remove blobgen, add large caves. De-link terrain level from water level. by paramat 13:53 Wayward_One latest git still gives me the massive lag in singleplayer :( 13:54 Zeno` Wayward_One, but changing the thread priority (the patch I asked you to test last night) made a difference? 13:55 Wayward_One it seemed to, a little 13:55 Zeno` sigh 13:56 Zeno` can you try the patch again now? (on top of latest git)? 13:57 Zeno` and maybe change the line (in client.cpp) porting::threadSetPriority(threadId(), 9); to porting::threadSetPriority(threadId(), 20); 13:58 Wayward_One ok 13:58 Zeno` 'tis driving me nuts 14:02 Wayward_One sorry, lost the link >.< 14:03 nrzkt Zeno`, can you look at your PM ? :) 14:05 Zeno` I don't have any PMs (?) 14:06 nrzkt strange, i have a working conversation with you on IRC 14:06 nrzkt pidgin doesn't tell me there is a problem 14:07 Zeno` lol 14:36 sfan5 nrzkt: tip: pidgin is a bad irc client 15:24 nrzkt sfan5 maybe but it's my choice and it works properly for my needs. 16:13 Calinou translations don't work in latest Git 16:19 Tesseract Calinou: Specify "don't work". 16:19 Calinou the game just uses English 16:19 Calinou no errors in log 16:19 Tesseract I tested with language=es and it worked in spanish for me. 16:20 Calinou I'll try manually specifying language 16:20 Tesseract You've got gettext support enabled, translations compiled, and are using a supported laguage? 16:20 Calinou yes (French) 16:21 Calinou -- GetText enabled; locales found: 16:28 Zeno` Wayward_One, do you experience the singleplayer lag issue with 0.4.11? 16:29 Zeno` or 0.4.10? 16:33 Tesseract Calinou: Manual language works or not? 16:35 Calinou nope 16:42 Tesseract Calinou: Found the issue. *grumbles something about C's stupid preprocessing functionality* 16:50 Tesseract Calinou: Fixed. 16:51 Zeno` the c preprocessor is great! 16:52 Wayward_One Zeno`, just tested 0.4.10, lag seemed normal, let me try 0.4.11 16:55 Zeno` the C preprocessor is the greatest invention since sliced mushrooms 16:57 Tesseract Zeno`: Maybe, but it could stand some improvement, like "#if LOLNOTDEFINED" being an error. 16:58 Zeno` you can do that with #error can't you? 16:59 Zeno` e.g. #ifndef LOL #error "oops" #endif 16:59 Tesseract Zeno`: No, I mean using undefined values should be an error, like "if (typodvarname)" is an error. 17:01 Tesseract Zeno`: You could do that of course, but it adds three lines to every use of #if on a defined constant. 17:04 Zeno` make a macro! :) 17:05 init make a macro that adds a macro for you 17:05 init s/adds/makes 17:05 Zeno` j/k ... the thing is it failed and was easy to find. Stuff happens. 17:06 Zeno` i.e. no big deal IMO :P 17:31 Wuzzy Hi! Is the bug that the big subgame logo in the main menu is not shown for some resolutions already known? 17:33 VanessaE as far as I can see it's only omitted if it won't fit 17:33 VanessaE (just tried it) 17:33 Wuzzy Yes, that's what I meant. 17:33 Wuzzy But isn't the logo scaled anyways? So this behavior is inconsistent 17:34 VanessaE it only scales with window witch 17:34 VanessaE width* 17:34 VanessaE ah 17:34 Wuzzy Hmpf, this sucks. :-( 17:34 VanessaE but the formspecs scale with window *height 17:35 VanessaE therein lies the problem 17:35 Wuzzy So: Should I report on GitHub? :P 17:36 Wuzzy or is this not news to you? 17:36 VanessaE I knew the scaling was undesirable, but I didn't know the two were scaling by different "keys". definitely report it. 17:36 VanessaE (scaling of formspecs is undesirable I mean) 17:39 VanessaE I believe I made the suggestion once before, but I will say it again for the record: if you're gonna scale something in a windowed setting like this, you need to scale based on the smaller of width vs. height of the window at any given moment, not just arbitrarily pick one or the other ahead of time. 17:40 VanessaE and apply that idea to every element/group where there's window-size-based scaling, so stuff like your bug doesn't happen. 17:40 VanessaE (nevermind that formspecs shouldn't scale to *begin* with) 17:41 Wuzzy Reported. Issue #2262. 17:41 ShadowBot https://github.com/minetest/minetest/issues/2262 -- Subgame banner is hidden for wide windows 17:41 est31 Wuzzy: add screenshot? 17:42 Wuzzy if you insist ... 17:42 Wuzzy but its REALLY easy to test IMO 17:42 Wuzzy just start minetest and scale the window around and see what happens 17:58 VanessaE bbl 18:06 sofar VanessaE: do you happen to know if PilzAdam is still active? He's made a ton of mods that are useful but I don't see him doing much maintenance on them. 21:56 shadowzone So, is there gonna be a release anytime soon? Cause I think Zeno` assigned me to change logs.