Time |
Nick |
Message |
00:31 |
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00:41 |
hmmmm |
VanessaE: Can you cherry-pick this? https://github.com/kwolekr/minetest/commit/57cb93857ae80d10122b178fbbd2ba1a226aafdb |
02:16 |
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02:18 |
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02:20 |
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02:22 |
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03:09 |
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03:10 |
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03:17 |
VanessaE |
hmmmm: applied over clean HEAD (11372ac6 at the moment), but it does not help. In fact both the place-to-autoroute delay and the crafting grid glitchness are WAY worse now |
03:17 |
hmmmm |
oh wow! |
03:17 |
hmmmm |
okay a couple things: |
03:17 |
VanessaE |
I mean several-seconds-to-a-response worse |
03:17 |
hmmmm |
1). I don't experience this at all |
03:17 |
hmmmm |
2). that reverted the suspected bad commit in terms of functionality |
03:18 |
VanessaE |
weird |
03:18 |
hmmmm |
VanessaE, try minetest at 1b2f644 and tell me if it works there too |
03:18 |
VanessaE |
ok |
03:19 |
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03:19 |
hmmmm |
how did you arrive at 1b2f644 anyway? did you just see that it affected crafting and figured it could be it, so you reverted to the commit before that and voila the problem is fixed? |
03:19 |
VanessaE |
I went with est31's original bisect result, rolled back to the same point, got similar results |
03:19 |
hmmmm |
ahh i forgot est31 worked on this as well |
03:21 |
Tablet_One |
Sorry, trying to fix that >.< |
03:21 |
VanessaE |
placement and crafting lag are about as bad at 1b2f644 as they were at HEAD. |
03:22 |
VanessaE |
(HEAD without your "soft" patch I mean) |
03:22 |
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03:23 |
VanessaE |
which is to say, up to about 1 second delay in the place-to-autoroute instance, and just the just-annoying-enough-to-infuriate glitchiness in the crafting. :) |
03:23 |
hmmmm |
and the commit just before 1b2f644 has no such lag?? |
03:23 |
VanessaE |
let me try again just to be sure. |
03:24 |
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03:27 |
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03:28 |
VanessaE |
oh yeah, 038d3a31d is WAY better. no perceptible crafting glitch (if it's there, I can't see it at all), and placement-to-autoroute delay is again small and variable, but tolerable., |
03:28 |
VanessaE |
you know, I distinctly recall sapier mentioning during his first big re-origanization during the 0.4.9 cycle, how this network-related behavior always seemed to change from one person's machine to another, even when it should be perfectly predictable. |
03:28 |
VanessaE |
maybe this is more of the same? |
03:31 |
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03:33 |
VanessaE |
greetz, Zeno |
03:33 |
hmmmm |
i have no idea |
03:34 |
hmmmm |
the only thing I can think of is that the regression started with 1b2f644 and then something else was added in later that also causes the same regression |
03:34 |
hmmmm |
and its effects were masked by the earlier one |
03:35 |
hmmmm |
so reverting 1b2f644 might be one of several reverts needed to actually fix this |
03:35 |
hmmmm |
I think it would be much more efficient at this point to just find out what the cause of the regression is directly |
03:42 |
Zeno` |
howdy |
03:58 |
hmmmm |
i really wish nerzhul would look into this |
03:58 |
hmmmm |
we can prove it was at least one of his commits involved |
04:04 |
VanessaE |
hmmmm: that's more or less what I was thinking |
04:05 |
VanessaE |
but this is a mish-mosh of commits and changes to dig through, let alone revert |
04:13 |
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04:21 |
Zeno` |
there is a problem... |
04:21 |
Zeno` |
packets that are sending strings are getting strings that seem to be not nul-terminated |
04:22 |
hmmmm |
that's like a critical bug and needs to be fixed asap |
04:23 |
Zeno` |
e.g. 14:11:47: VERBOSE[ServerThread]: TOSERVER_INVENTORY_ACTION: data=Move 999 current_player main 3 current_player craft 7 is followed by a whole bunch of illegal characters |
04:23 |
Zeno` |
every time |
04:24 |
VanessaE |
Zeno`: sounds like probably cause for that serialization issue that was just posted, with the log full of gibberish |
04:24 |
VanessaE |
probable* |
04:24 |
Zeno` |
I don't understand oldForgePacket() |
04:24 |
Zeno` |
and u8* datas = getU8Ptr(0); |
04:24 |
Zeno` |
something seems dodgy but I can't work out what |
04:28 |
Zeno` |
seems like a whole lot of effort just to get rid of some memory allocation requirements for new packets |
04:29 |
Zeno` |
I don't understand why the packet wasn't simply copied right at the beginning in .Send() |
04:29 |
hmmmm |
oldForgePacket is a kludge so that nerzhul's new network interface works with the older low-level code |
04:29 |
hmmmm |
lol Old Forge is the name of a town nearby where I live |
04:29 |
hmmmm |
so whenever I see that function I think of pizza |
04:30 |
Zeno` |
yeah, but... why not copy the packet in void Client::Send(NetworkPacket* pkt) .... errrr, nvm |
04:30 |
* VanessaE |
sighs and pines for the days when sapier was here to work on networking code... |
04:30 |
Zeno` |
Pizza! |
04:30 |
Zeno` |
let's all order pizza from Old Forge |
04:31 |
hmmmm |
I think that it was more or less the fact that an inexperienced newcomer with a track record of shoddy code comes around and rewrites a *major* subsystem of the project |
04:31 |
Zeno` |
I don't like that function at all |
04:31 |
Zeno` |
I suspect it's the source of many of these strange bugs |
04:31 |
hmmmm |
it triggered my spidey senses |
04:31 |
hmmmm |
but because I didn't substantiate anything (was relying on others' who reported the bugs in the first place) I was made out to seem like the bad guy |
04:35 |
hmmmm |
lol, m_datasize += msgsize * sizeof(char) |
04:35 |
hmmmm |
for those cases where sizeof(char) might not be 1 |
04:36 |
VanessaE |
there are platforms where a char isn't exactly 1 byte? O_o |
04:37 |
hmmmm |
yes, but i was being sarcastic |
04:37 |
VanessaE |
oh heh ok |
04:37 |
hmmmm |
the C and C++ standards say that sizeof(char) will ALWAYS be 1, regardless |
04:37 |
VanessaE |
I misread that anyway :) |
04:37 |
hmmmm |
but a char might be more than one "octet" (for example, on many TI DSPs they're 32 bits) |
04:38 |
hmmmm |
CHAR_BIT would be set appropriately |
04:38 |
VanessaE |
interesting. didn't know that |
04:38 |
hmmmm |
char is always the smallest unit of memory that can be addressed by the platform |
04:39 |
Zeno` |
memset(&sb[2], 0, m_datasize); segfaults? |
04:39 |
hmmmm |
it does?? |
04:39 |
Zeno` |
yeah |
04:39 |
hmmmm |
where is that |
04:39 |
Zeno` |
why would it do that if a can memcpy |
04:39 |
Zeno` |
I added it in oldForgePacket |
04:40 |
hmmmm |
hmm |
04:40 |
Zeno` |
ignore me for a moment... looking more |
04:40 |
hmmmm |
u8* datass |
04:40 |
hmmmm |
dat ass. |
04:41 |
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04:44 |
hmmmm |
huh, Zeno`, the old network serialization didn't have a null terminator on the strings either |
04:44 |
hmmmm |
don't you think that'd be kind of weird if it did? |
04:44 |
Zeno` |
yes, but I don't remember all these messages in debug.txt that were not nul-terminated |
04:45 |
Zeno` |
I'm sure i would have noticed because Kate switches to Read Only with a big yellow message at the top when there are invalid characters |
04:46 |
Zeno` |
I'm not sure if I would find it weird if the packets had nul-terminated strings |
04:46 |
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04:47 |
Zeno` |
maybe I've just never used verbose when checking crafting before :) |
04:48 |
hmmmm |
well if they already have a length prefix, a null terminator would be verbose and useless |
04:48 |
hmmmm |
maybe you're looking at a packet that had two strings in a row, and you mistook the high byte of the next string as being a null terminator to the previous one? |
04:49 |
hmmmm |
https://github.com/minetest/minetest/blob/stable-0.4/src/util/serialize.cpp#L31 |
04:54 |
Zeno` |
maybe. I really don't want to be looking at this code but it's annoying me heh |
04:54 |
Zeno` |
and I can't stop myself :( |
04:55 |
Zeno` |
VanessaE, you still there? |
04:55 |
VanessaE |
yeah |
04:56 |
Zeno` |
reverting 133128ab8 makes the inventory lag less noticeable for me |
04:56 |
Zeno` |
oops sorry |
04:56 |
Zeno` |
that's my hash id :) |
04:56 |
VanessaE |
heh |
04:57 |
Zeno` |
2f0107f4 |
04:58 |
VanessaE |
I'll try it |
04:58 |
Zeno` |
it's still there, but seems to be a lot better than before |
04:58 |
Zeno` |
ok, thanks |
04:59 |
Zeno` |
gawd, now it's back |
05:01 |
VanessaE |
aw hell no. |
05:02 |
VanessaE |
'nuff said? :) |
05:04 |
Zeno` |
I'm not looking at this anymore |
05:08 |
Zeno` |
too annoying :) |
05:16 |
Zeno` |
there is no problem in e6ad2ace1072160adcf34a254add4447f935268c |
05:16 |
Zeno` |
maybe just use that |
05:16 |
Zeno` |
:D |
05:58 |
Zeno` |
I've added high priority and blocker to #2544 because it seriously affects playability |
05:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/2544 -- Moving items into crafing grid and back got glitchy (regression) on dreambuilder |
05:59 |
Zeno` |
should probably remove that "on dreambuilder" as well VanessaE |
05:59 |
Zeno` |
I can notice the regression using minetest_game if I run it under valgrind |
05:59 |
VanessaE |
tell est31 :) |
05:59 |
Zeno` |
oh |
05:59 |
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05:59 |
Zeno` |
lol |
05:59 |
Zeno` |
I'll just change it myself :) |
05:59 |
VanessaE |
ok |
06:15 |
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06:17 |
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06:19 |
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06:28 |
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06:45 |
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07:09 |
Zeno` |
hmm reverting 2 commits makes the issue disappear |
07:09 |
Zeno` |
hmmmm |
07:10 |
hmmmm |
which ones? |
07:10 |
hmmmm |
and how did you find them |
07:10 |
Zeno` |
https://github.com/Zeno-/minetest/commits/master |
07:10 |
hmmmm |
heh |
07:10 |
Zeno` |
There are some things I didn't need to revert... I might add them back one by one |
07:10 |
hmmmm |
there's no way getPeerId() is that slow |
07:11 |
Zeno` |
you know how much I profiled... |
07:11 |
Zeno` |
it was never on the radar |
07:12 |
hmmmm |
i don't get it |
07:12 |
hmmmm |
how does that cause the regression |
07:12 |
Zeno` |
nfi... that's why I might add them back one by one |
07:12 |
Zeno` |
but try it. regression gone |
07:13 |
Zeno` |
actually I don't want to work on this, so I'll let nazghul add them back one by one |
07:13 |
Zeno` |
heh |
07:13 |
hmmmm |
how did you find it so quickly? |
07:13 |
hmmmm |
i didn't bother working on it actually |
07:13 |
Zeno` |
well I reverted the commit like you did |
07:13 |
hmmmm |
i'm working on the opaque handle thing |
07:13 |
Zeno` |
but it didn't make a difference (as you know) |
07:14 |
Zeno` |
then i figured that many of the conflicts were caused by that other commit so I decided to start again and revert that other one first |
07:14 |
hmmmm |
didn't realize that |
07:15 |
hmmmm |
i just saw "ugh holy shit conflicts" and i just undid what 1b7 did in functionality |
07:17 |
Zeno` |
well that's what I did at first as well :) |
07:18 |
Zeno` |
the whole thing would have been easier to revert if those two commits were together |
07:18 |
hmmmm |
nerzhul does this thing i think on purpose |
07:18 |
hmmmm |
and to inflate the number of commits |
07:21 |
hmmmm |
i think the workflow involved with making a PR is better overall since it encourages you to condense all of those kinds of commits down into a single commit, and focus more quality on it |
07:22 |
Zeno` |
well, yeah. I've reverted stuff that didn't need to be reverted |
07:23 |
Zeno` |
had to use the hammer :/ |
07:23 |
Zeno` |
but they can be added back |
07:24 |
Zeno` |
now i've made a mess of my master |
07:28 |
hmmmm |
hmm |
07:29 |
Zeno` |
all fixed |
07:29 |
Zeno` |
I like git |
07:32 |
hmmmm |
damn |
07:32 |
* Zeno` |
waves... outside time |
07:32 |
Zeno` |
damn? |
07:32 |
hmmmm |
i just noticed a very subtle bug in my code that had been there for about a half a year |
07:33 |
Zeno` |
:D |
07:33 |
Zeno` |
sleep well |
07:33 |
hmmmm |
night |
07:41 |
VanessaE |
confirmed zeno's "double revert" to fix the problem. |
07:41 |
VanessaE |
dammit, just missed. |
07:53 |
* VanessaE |
wanders off to bed |
08:03 |
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11:57 |
Zeno` |
Any further comments on #2540? |
11:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/2540 -- Slow down the "key repeat" touch speed some Android controls by Zeno- |
12:07 |
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13:01 |
Zeno` |
slow night |
13:04 |
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14:38 |
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14:40 |
Megaf |
Hi everyone |
14:41 |
Megaf |
I'm trying to find the file we have to edit to change this #2539 |
14:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/2539 -- Server console/log timestamp format |
14:41 |
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14:45 |
Megaf |
here? https://github.com/minetest/minetest/blob/master/src/log.cpp |
14:47 |
Megaf |
Found it https://github.com/minetest/minetest/blob/master/src/log.cpp#L127 |
15:00 |
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15:04 |
leat |
Megaf: https://github.com/minetest/minetest/blob/master/src/gettime.h#L58 |
15:09 |
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15:09 |
Megaf |
Zeno`: cool |
15:09 |
Megaf |
#2549 |
15:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/2549 -- Update timestamp to include date by Zeno- |
15:11 |
Zeno` |
HUGE change |
15:11 |
Megaf |
Imense |
15:11 |
Megaf |
so much code added, I'm afraid it will crash the whole network stack Zeno` |
15:11 |
Zeno` |
it might |
15:14 |
Zeno` |
might even crash the internet |
15:15 |
Megaf |
I can foresee some backbones going offline with this change |
15:16 |
Megaf |
Internet is already slower here since I added this changes to my server! |
15:16 |
Megaf |
Even the clock is moving slower |
15:17 |
Megaf |
Zeno`: It would be funny if that actually had side affects on the network stack |
15:17 |
Zeno` |
I suppose I could make it thread safe but I'm not sure it's worth it |
15:18 |
Megaf |
safe enough already |
15:21 |
Zeno` |
@&$*@ though |
15:21 |
Zeno` |
that's returning a pointer to a local variable (I don't care if it's inline) |
15:22 |
Zeno` |
that's bad |
15:25 |
Megaf |
I dont really get why this time thing is defined in two different ways in two different places for the same thing |
15:25 |
Megaf |
https://github.com/minetest/minetest/blob/master/src/log.cpp#L127 |
15:25 |
Megaf |
https://github.com/minetest/minetest/blob/master/src/gettime.h#L58 |
15:26 |
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15:26 |
Zeno` |
it's not |
15:26 |
Zeno` |
your original link is calling the function referenced in your second |
15:29 |
Megaf |
I see |
15:33 |
Zeno` |
oh it's returning std::string already |
15:33 |
Zeno` |
phew |
15:36 |
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15:43 |
VanessaE |
Megaf: how about also fixing the "timestamp" on screenshots while you're at it :) |
15:49 |
Megaf |
^ Zeno` |
15:49 |
Megaf |
:P |
15:51 |
Zeno` |
what timestamp on screenshot? |
15:51 |
Zeno` |
s |
15:52 |
VanessaE |
the random number minetest adds to the screenshot filename |
15:52 |
VanessaE |
makes it pretty well impossible to sort by name |
15:52 |
VanessaE |
(and in a web view, by date either) |
15:53 |
Zeno` |
it's not completely random |
15:53 |
VanessaE |
it should be something more sane like, screenshot-20150324-115310.png |
15:53 |
VanessaE |
or something |
15:58 |
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16:09 |
Zeno` |
I didn't even know you could take a screenshot |
16:09 |
Zeno` |
heh |
16:11 |
VanessaE |
I mostly quit using the built-in because of the weird numbering :P |
16:12 |
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16:15 |
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16:21 |
Zeno` |
ok I will merge #2529 I think |
16:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/2529 -- Protect Player::hud from concurrent modifications by nerzhul |
16:21 |
Zeno` |
it's pretty trivial |
16:21 |
Zeno` |
agree, hmmmm? |
16:22 |
hmmmm |
that was already added |
16:22 |
Zeno` |
huh |
16:22 |
Zeno` |
when? |
16:22 |
hmmmm |
sometime yesterday |
16:22 |
hmmmm |
i was there when it happened |
16:22 |
Zeno` |
doh |
16:22 |
hmmmm |
0e5e497 and 0ae75f2 |
16:23 |
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16:23 |
Zeno` |
sorry, wrong number... #2549 |
16:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/2549 -- Update timestamp to include date by Zeno- |
16:24 |
Zeno` |
kind of crazy even asking :/ But... |
16:25 |
Zeno` |
I should push my latest update which adds a comment after the array size heh |
16:25 |
hmmmm |
yeah, fine |
16:26 |
Zeno` |
I know it's a big change so thanks for reviewing |
16:27 |
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16:32 |
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16:33 |
twoelk |
I love that suggestion to add a name based on the date to the screenshot. Would be nice if the seperator in the debug.txt would also sport a date |
16:36 |
Megaf |
I will be testing the new timestamps in a couple of minutes |
16:36 |
Zeno` |
I'll do it now then |
16:38 |
Zeno` |
with the date in the timestamps the date in the separator is probably not essential |
16:40 |
twoelk |
it simply makes the seperator mor meaningfull when quickly eyeballing the file |
16:43 |
Zeno` |
VanessaE, twoelk, #2520 |
16:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/2520 -- Android: noclip, fly, etc. buttons are way too sensitive |
16:43 |
VanessaE |
? |
16:43 |
Zeno` |
I cannot type :/ |
16:43 |
Zeno` |
lol |
16:43 |
Zeno` |
#2550 |
16:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/2550 -- Change filename of screenshots to something more human readable by Zeno- |
16:44 |
Zeno` |
I leave you with it |
16:44 |
VanessaE |
wow, that took a fair bit of code. |
16:44 |
Zeno` |
not really |
16:44 |
* Zeno` |
wanders off in a daze |
16:46 |
Zeno` |
so it'll be screenshot_20150324_024600.png |
16:46 |
twoelk |
VanessaE: :) that was indeed the suggestion that I was refering to |
16:46 |
hmmmm |
ugh this ruins my workflow |
16:46 |
hmmmm |
i need a new spacebar heater now |
16:46 |
Zeno` |
lol |
16:47 |
VanessaE |
https://xkcd.com/1172/ |
16:47 |
VanessaE |
damn it, ninja'd |
16:48 |
Megaf |
2015-03-24 12:47:43: ACTION[ServerThread]: Announcing to servers.minetest.net |
16:48 |
Megaf |
Looks better |
16:50 |
Megaf |
VanessaE: we can relate to that |
16:53 |
Zeno` |
ok, I know it's a big change and hmmmm needs a new spacebar heater but I think I'll just merge it |
16:53 |
Zeno` |
ok? :) |
16:54 |
hmmmm |
just add an if (g_settings->getBool("spacebar_heating")) |
16:54 |
* Zeno` |
adds and merges |
16:54 |
Zeno` |
lol |
16:56 |
Zeno` |
damn. I forgot to add the check in config |
16:56 |
Megaf |
lol |
16:59 |
VanessaE |
haha |
17:00 |
twoelk |
be carefull with the spacebar heater, nyankittens may fry |
17:09 |
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17:09 |
Megaf |
I found a way to reduce the game/source files size in 10.6 MB |
17:10 |
Megaf |
https://github.com/Megaf/minetest/commit/d576df9463f1add559fd7743a16fcca2a7b9c38b |
17:10 |
Megaf |
I will test that and see if there's any difference |
17:12 |
sfan5 |
are you sure those files are not used? |
17:13 |
Megaf |
Not at all. I'm compiling that branch now, and then I will do code changes if needed |
17:14 |
sfan5 |
i think those code changed would include removing the font stuff by sapier |
17:14 |
Megaf |
Yep |
17:18 |
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17:18 |
VanessaE |
er, sapier added those font files for the sake of differing sizes when not using freetype |
17:19 |
VanessaE |
however, bitmap fonts are all but obsolete now in minetest, aren't they? |
17:21 |
VanessaE |
bbl |
17:21 |
hmmmm |
if ENABLE_FREETYPE=0, they sure are |
17:22 |
Calinou |
as said before, we should remove bitmap fonts entirely |
17:22 |
hmmmm |
if you want to make freetype a mandatory dependency, fix freetype detection first |
17:22 |
Calinou |
what's wrong with FreeType detection right now? |
17:22 |
hmmmm |
it simply does not work |
17:22 |
hmmmm |
it says i don't have freetype installed on my machine when in fact i do |
17:23 |
Megaf |
removing the files do indeed break the game |
17:24 |
hmmmm |
i don't think we need to fix what isn't broken |
17:24 |
hmmmm |
minetest has enough brokenness at the moment |
17:26 |
Megaf |
Ok, and why arent we using only freetype? |
17:26 |
Megaf |
Why are we supporting other stuff? |
17:28 |
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17:28 |
Megaf |
hmmmm: cant freetype lib be bundled with Minetest? |
17:29 |
hmmmm |
sure |
17:29 |
Calinou |
don't bundle libraries when it isn't needed, Megaf |
17:29 |
hmmmm |
how do we decide if a lib should be bundled though |
17:29 |
hmmmm |
it seems sort of random right now |
17:30 |
paramat |
hmmmm, #2533 is tested and ready to go once checks finish, please could you check the code? |
17:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/2533 -- lua_api/l_mapgen: generate_ores/decorations: make p1, p2 optional by paramat |
17:31 |
hmmmm |
looks good |
17:31 |
paramat |
cool, thanks |
17:33 |
hmmmm |
i don't like the name GenElement |
17:33 |
Megaf |
Calinou: interesting, I got a Segmentation Fault removing those files |
17:33 |
Megaf |
2015-03-24 17:23:09: ERROR[main]: Using irrlicht default font. |
17:33 |
Megaf |
Segmentation fault |
17:33 |
hmmmm |
can somebody come up with a better name for those things that are ores, biomes, decorations, and schematics? |
17:33 |
hmmmm |
Megaf: sounds like a bug that needs fixing =] |
17:34 |
Megaf |
hmmmm: well, thats a bug introduced by me on a branch of my fork, how should I report that in Minetest? |
17:34 |
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17:34 |
hmmmm |
just say that removing those files introduces a segfault and to reproduce, delete the files |
17:36 |
Megaf |
yep, well, that happened with FREETYPE=0, I will try with =1 |
17:37 |
hmmmm |
well it shouldn't happen with =1, since they'd be ignored anyway |
17:38 |
Megaf |
Let's see |
17:38 |
Megaf |
Does windows comes with Freetype? |
17:38 |
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17:39 |
Megaf |
Anyway, Freetype source coude, compressed is 1.4 MB, much smaller than the fonts files that I removed |
17:39 |
Megaf |
code* |
17:42 |
Calinou |
Windows doesn't come with it |
17:42 |
Calinou |
that's why its font rendering is ugly |
17:43 |
Zeno` |
Windows |
17:43 |
Zeno` |
oops |
17:43 |
Zeno` |
Windows' font rendering is ugly? |
17:43 |
Calinou |
exactly |
17:43 |
Calinou |
MacType fixes that partially |
17:44 |
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17:45 |
Megaf |
Ok, Minetest runs nice when FREETYPE=1 |
17:46 |
Zeno` |
freetype on Linux in fugly. If not for the infinality patches I'd probably start throwing chairs around. There are two major reasons why Werner is not adding the infinality patches to freetype; the most enlightening one is that he believes they reduce performance |
17:48 |
Zeno` |
So at least he's very conscious of keeping the lib as fast and small as possible :) |
17:49 |
Zeno` |
But, it has its flaws |
17:49 |
rubenwardy |
Kenney is offering to pay a developer for adding features to the engine he wants: https://forum.minetest.net/viewtopic.php?p=173859#p173859 |
17:50 |
hmmmm |
why doesn't he just list the features he wants |
17:51 |
hmmmm |
developers *will* add them on their own with no incentive if they're good features |
17:52 |
Zeno` |
well if it's interesting enough |
17:53 |
rubenwardy |
His public to do list is here: https://trello.com/b/EOPoI8Au/voxus-to-do |
17:53 |
rubenwardy |
New UI API/engine |
17:53 |
rubenwardy |
Custom keystrokes |
17:53 |
rubenwardy |
Random textures |
17:53 |
rubenwardy |
Advanced connected textures |
17:53 |
rubenwardy |
Change sound pitch |
17:53 |
hmmmm |
sounds like everything i want |
17:53 |
Zeno` |
same |
17:54 |
Zeno` |
New UI is a big task though |
17:54 |
hmmmm |
i don't think so - |
17:54 |
hmmmm |
it depends on how you go about it |
17:54 |
Zeno` |
possibly |
17:54 |
hmmmm |
my implementation is going to be super lightweight |
17:54 |
Zeno` |
mine is going to be lightweight AND attractive |
17:54 |
hmmmm |
oh okay :) |
17:54 |
rubenwardy |
Lol |
17:54 |
hmmmm |
we should collaborate |
17:54 |
hmmmm |
i'm serious |
17:54 |
Zeno` |
me too |
17:54 |
rubenwardy |
> Open source |
17:55 |
rubenwardy |
> Collaboration |
17:55 |
rubenwardy |
XD |
17:55 |
Zeno` |
I think I mentioned a while ago I was interested in that aspect of the engine |
17:55 |
hmmmm |
yeah |
17:55 |
rubenwardy |
Joking, of course. A new UI system would be very good to see. |
17:55 |
Megaf |
folks, #2551 |
17:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/2551 -- Minetest segfaults on start if png and xml fonts files are removed from the fonts folder. |
17:55 |
hmmmm |
the UI system would be probably the first thing to get added with client side modding |
17:55 |
hmmmm |
but the RPC mechanism needs to come first |
17:55 |
Megaf |
it should crash, not segfault |
17:56 |
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17:56 |
hmmmm |
formspec compatibility can be done basically with a set of lua functions that abstract it away with client side mods and RPC |
17:56 |
rubenwardy |
remote procedure call? |
17:56 |
hmmmm |
yeah |
17:56 |
hmmmm |
it's really goddamn simple too |
17:56 |
hmmmm |
we already have lua serialization |
17:57 |
Zeno` |
we should chat tomorrow, hmmmm. Right now it's 4AM and I need to kinda sleep |
17:57 |
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17:57 |
hmmmm |
the work consists of adding a new packet and some script mangement code |
17:57 |
hmmmm |
transferring serialized lua |
17:57 |
hmmmm |
okay night Zeno` |
17:57 |
Zeno` |
O/ |
17:57 |
hmmmm |
lol, it's 2 PM for me |
17:57 |
* Zeno` |
idles 'til he disconnects |
17:57 |
hmmmm |
i shouldn't start too many things at once |
17:58 |
rubenwardy |
We need some way of talking about technical details that is time independant. Github issues just isn't being used for this. |
17:58 |
hmmmm |
finishing up schematics to make them what they should've been all along is top priority |
17:58 |
hmmmm |
yeah, forum would be nice in theory but it's too noisy |
18:00 |
rubenwardy |
A seperate developer forum which is semi-hidden (linked to from dev.minetest.net, github issues and IRC). Problem is that you'll still get those kind of talkative users who won't be able to help with the technical side. |
18:00 |
rubenwardy |
Like that user on Github Issues |
18:00 |
hmmmm |
they feel like they need to give a comment on everything 8) |
18:01 |
rubenwardy |
Yeah. I wish I could be more helpful, I just don't have the know how |
18:03 |
rubenwardy |
If time and work was no problem, we'd probably end up clearing the repo and rewriting most of the project. Same ethos, more consistent code. But that's infeasible of course. |
18:05 |
paramat |
okay now pushing 2533 |
18:05 |
rubenwardy |
#2533 |
18:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/2533 -- lua_api/l_mapgen: generate_ores/decorations: make p1, p2 optional by paramat |
18:09 |
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18:10 |
neoascetic |
If mapgen v7 is supposed to be extendable by nodes only, why there are flowers, and sand, and stone? |
18:10 |
hmmmm |
??? |
18:10 |
paramat |
lol |
18:11 |
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18:11 |
paramat |
i'll explain in a moment |
18:12 |
neoascetic |
Ok, I am waiting |
18:12 |
rubenwardy |
sand, flowers and stones are nodes? |
18:12 |
neoascetic |
yes |
18:13 |
neoascetic |
not sure for flowers though :) |
18:14 |
hmmmm |
i don't really understand the question being asked |
18:14 |
rubenwardy |
Neither do I :P |
18:14 |
neoascetic |
Where trees (which also nodes) and other stuff? |
18:15 |
rubenwardy |
Trees etc are decorations? |
18:15 |
paramat |
the default v7 biomes can be removed and replaced by your own biomes defined by the biome API |
18:15 |
neoascetic |
Why flowers are better than everything else? |
18:15 |
neoascetic |
default v7 biomes are empty |
18:15 |
paramat |
the default biomes are unfinished |
18:15 |
neoascetic |
I mean, there is no trees and all the stuff |
18:15 |
paramat |
see my biomesdev mod for the work in progress |
18:16 |
paramat |
we put a simple grassland biome in to stop the complaints about v7 being only stone |
18:17 |
paramat |
of course now the complaints are 'where are the trees?' lol ;) |
18:17 |
neoascetic |
Okay, i. e. default biomes will exist in v7 when it is finished? Or with mods only? |
18:17 |
paramat |
yes |
18:18 |
neoascetic |
Yes on second question? :) |
18:18 |
paramat |
first |
18:18 |
neoascetic |
Oh, great |
18:18 |
paramat |
with the option of removing them and creating your own |
18:18 |
neoascetic |
I really like v7 output (all these rivers/etc) |
18:18 |
paramat |
yes it's my favourite mapgen |
18:18 |
neoascetic |
(hope it will be finished one day) |
18:19 |
paramat |
i'll be tuning the terrain a little so it will get better |
18:19 |
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18:19 |
paramat |
just 1-2 months it will be ready |
18:19 |
rubenwardy |
And then v8! |
18:19 |
paramat |
lol |
18:19 |
rubenwardy |
http://sandbox.ltmnet.com/images/vl/1503.00.png :£ |
18:19 |
paramat |
and v9 |
18:19 |
rubenwardy |
* :3 |
18:20 |
paramat |
hopefully one by hmmmmm and one by me |
18:20 |
rubenwardy |
hmmmm, that's the sort of flexibility which would be nice. |
18:20 |
neoascetic |
paramat I saw your paragenv7 mod - will we have something like that when v7 is finished? |
18:21 |
hmmmm |
mapgens are supposed to have unique personalities but no "crazy" terrain and one-off features |
18:21 |
paramat |
similar but better, see the 'mapgen news' thread on the forum |
18:21 |
hmmmm |
those things are supposed to be for mods |
18:21 |
hmmmm |
balanced for easy playability |
18:21 |
Tablet_One |
I can't wait to see the new mapgens |
18:22 |
paramat |
you can use my biomesdev mod already in v5/v7 for a taste |
18:22 |
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18:23 |
paramat |
BTW push complete |
18:23 |
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18:24 |
neoascetic |
great, so I'll wait for another 1-2 month before starting my server: I want only default biomes on the map |
18:25 |
paramat |
back later |
18:25 |
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18:42 |
hmmmm |
yaY my replacement hard drive came |
18:46 |
rubenwardy |
Woohoo! :P# |
18:59 |
Krock |
hmmmm, what have you done to destroy the older one? |
19:01 |
VanessaE |
Krock: dd-wipe the drive once, if possible, then nail the HDD to a tree, aim shotgun, fire. take resultant pieces, dissolve in acid. |
19:01 |
VanessaE |
:) |
19:01 |
Krock |
VanessaE, have you tried all ways to make sure it works? |
19:02 |
VanessaE |
Krock: I was joking :P |
19:02 |
VanessaE |
there's an old rumor that the US Navy used to do something not too dissimilar from that when decommissioning a hdd. |
19:03 |
VanessaE |
(supposedly they'd wipe, shred into fine particles, scatter at sea) |
19:07 |
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19:09 |
rubenwardy |
Guttman method |
19:09 |
rubenwardy |
or whatever |
19:09 |
rubenwardy |
~g guttmann method |
19:09 |
ShadowBot |
rubenwardy: http://en.wikipedia.org/wiki/Gutmann_method | The Gutmann method is an algorithm for securely erasing the contents of computer hard drives, such as files. Devised by Peter Gutmann and Colin Plumb and ... |
19:09 |
rubenwardy |
We should implement this into Minetest! |
19:10 |
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19:10 |
Calinou |
it's BS |
19:12 |
rubenwardy |
Probably |
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19:29 |
hmmmm |
the previous one arrived DOA but i didn't realize that for about a month since i was busy with other stuff and never got to install it |
19:36 |
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19:37 |
VanessaE |
aw man, spoil my joke :P |
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21:12 |
paramat |
sfan5 Tesseract here's a PR for MTGame that will speed up mapgen game#474 can anyone approve? i can push it for you |
21:12 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/474 -- flowers/mapgen.lua: Register flower decorations for mgv6 by paramat |
21:14 |
paramat |
i would like to do the same for default mod papyrus, cacti and grasses in another PR |
21:15 |
hmmmm |
paramat, i tried biomesdev v7 and i didn't see any cacti in the regular, square pattern like in the screenshot |
21:15 |
hmmmm |
i've seen it before but it takes rather specific noise params to reproduce it... |
21:16 |
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21:16 |
paramat |
biomesdev uses deco code so no square pseudorandom patterns |
21:17 |
paramat |
those patterns occur in mgv6 only due to bad pseudorandom |
21:17 |
hmmmm |
ohh |
21:18 |
hmmmm |
are you *sure* about that? |
21:18 |
hmmmm |
because i've noticed it myself |
21:18 |
hmmmm |
you realize that decorations use pseudorandom too |
21:18 |
paramat |
oh hang on, i guess it could happen because the deco code uses pseudorandom |
21:19 |
paramat |
you will improve the PR code? |
21:19 |
hmmmm |
i need to replace all instances of PseudoRandom with PcgRandom |
21:19 |
paramat |
yeah |
21:19 |
hmmmm |
all? |
21:19 |
hmmmm |
well hrmm |
21:20 |
paramat |
well whatever |
21:20 |
hmmmm |
i can't really change PseudoRandom in CavesV6 because with mapgen v6, caves are part of the terrain |
21:20 |
paramat |
at least in deco code |
21:20 |
hmmmm |
yeah |
21:21 |
paramat |
the old PR code seems okay with caves, not noticeable |
21:21 |
paramat |
the issue in biomesdev is tree density dropping in patchy areas |
21:22 |
paramat |
seen best in jungles because they should be solid |
21:22 |
paramat |
often density drops on hills and 3D noise terrain |
21:22 |
paramat |
it's bemusing |
21:25 |
paramat |
affects tree schems only, the junglegrass in jungles is solid as it should be |
21:31 |
paramat |
as for schematics, i have a request: i need a way to convert the lua data table of a lua-table-defined-schematic into a .mts file. worldedit cannot do several essential things, and surprisingly lua tables are often easier and faster to work with |
21:33 |
est31 |
paramat, what exactly do you mean with that request? |
21:34 |
est31 |
and what are those essential things. |
21:36 |
est31 |
because, as I read it, you request what "minetest.serialize" effectively does. |
21:36 |
paramat |
placing ignore nodes, punching air to set it's probability, setting y-slice probabilities |
21:37 |
hmmmm |
yes totally agreed |
21:37 |
paramat |
however even if those are enabled lua tables are often much better to work with |
21:37 |
hmmmm |
i'll have to create conversion routines for lua -> mts and vice versa |
21:38 |
paramat |
great |
21:38 |
hmmmm |
i was always dissatisfied with how cumbersome creating schematics is |
21:38 |
est31 |
still not getting you. perhaps I need context... |
21:38 |
paramat |
this is the final obstacle to finishing v5/v7 biomes |
21:38 |
paramat |
erm there's a thread at github.. |
21:39 |
est31 |
paramat, do you address me? which thread do you mean? |
21:39 |
paramat |
https://github.com/minetest/minetest/issues/2481 |
21:40 |
est31 |
ok thx |
21:44 |
paramat |
essentially when working with force-placed schems i need to place ignore nodes or alternatively set air probability to zero. y-slice prob is needed to vary tree height |
21:47 |
paramat |
for saplings: because there are now 2 sets of tree designs i might need a sapling abm to detect mapgen and either choose mgv6 lua tree spawn code or spawn a v5/v7 schematic |
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Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
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