Time |
Nick |
Message |
00:27 |
Taoki |
hmmmm: I'm noticing with my Structures mod that minetes.place_schematic still has a surprising chance of failure. As in, the schematic only spawning partly and there being pieces which are missing. |
00:27 |
Taoki |
I'm not complaining... just reporting to make sure it's known. Even if it being somewhat slow is understandable, I think it should never fail to properly spawn a schematic. |
00:28 |
Taoki |
Of course, this does happen when a LOT of large schematics are being spawned (huge cities), even if I have a 0.25 second delat between structure spawns. Still, I wonder if that can eventually be fixed somehow |
00:29 |
est31 |
qwerty keyboards are weird |
00:29 |
est31 |
I use qwertz |
00:48 |
Warr1024 |
I've never seen amqwertz keyboard; most of the ones I've used have been made of plastic. |
00:48 |
Warr1024 |
except this stupid on-screen one with the too-smallmspacebar |
00:52 |
est31 |
heh |
01:32 |
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CraigyDavi joined #minetest-dev |
01:42 |
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sloanchrome joined #minetest-dev |
01:48 |
sloanchrome |
Hello |
01:49 |
sloanchrome |
How can minetest be modified to make it easier to film videos of good quality? |
01:50 |
sloanchrome |
Does the version number in the upper left corner get removed when you turn off the hud? |
01:51 |
est31 |
sloanchrome, you have multiple buttons |
01:52 |
sloanchrome |
What? |
01:52 |
sloanchrome |
I'm not sure I understand |
01:52 |
est31 |
press f8, thats cinematic mode |
01:53 |
est31 |
perhaps before |
01:57 |
sloanchrome |
f8 is cinematic mode? |
01:57 |
sloanchrome |
?? |
01:58 |
est31 |
yes, makes camera smoother |
01:59 |
est31 |
all lets play videos I could find had the text |
01:59 |
est31 |
so seems there is no way to hide the version |
02:08 |
sloanchrome |
I dont see a cinematic mode enabled thing |
02:09 |
sloanchrome |
Does this work in 0.4.12? |
02:09 |
est31 |
no I think |
02:09 |
sloanchrome |
do you want me to pm you est31? |
02:09 |
sloanchrome |
Oh which version does it work on?? |
02:09 |
est31 |
no, but perhaps speak on #minetest |
02:09 |
est31 |
I work on the latest git version |
02:15 |
est31 |
5 mins till push https://github.com/est31/minetest/commit/d75009a75853bd188f132e93165622c5e1315f70 |
02:15 |
est31 |
perhaps I should update README.android too |
02:17 |
est31 |
ah no |
02:43 |
est31 |
nrzkt, still around? |
02:44 |
VanessaE |
AAAAARRRRGGGGGGHHHHHHHH |
02:44 |
* VanessaE |
screams |
02:45 |
est31 |
how big is the lavagrief? |
02:45 |
est31 |
or you scream bc sth else? |
02:49 |
est31 |
wow |
02:49 |
est31 |
there is a leak of 81 MiB in TextureSource::getTextureAverageColor |
02:50 |
est31 |
used by minimap |
02:50 |
est31 |
only by that |
02:50 |
est31 |
and you can already get from the name, that the texture isnt needed |
02:50 |
est31 |
so it should be all freed |
02:50 |
est31 |
but instead it hangs around |
02:50 |
est31 |
bad bad bad |
02:50 |
est31 |
(81 MiB on dreambuilder conditions) |
02:52 |
exio4 |
81mb on dreambuilder conditions sounds like 81kb under normal conditions :p |
02:52 |
est31 |
heh |
02:53 |
est31 |
when I disable mesh caching, dreambuilder takes 590 MiB |
02:53 |
est31 |
so its quite alot |
02:53 |
est31 |
> 10% |
02:57 |
est31 |
but mesh cache |
02:57 |
est31 |
it ** really ** takes .9 GiB |
02:57 |
est31 |
thats 2/3 of RAM |
02:57 |
est31 |
only because to turn it around |
02:58 |
est31 |
ah |
02:58 |
est31 |
its only a cached texture |
02:58 |
est31 |
ok then its no leak |
03:00 |
VanessaE |
est31: I scream my head off because of those G*d damned ghost entities and player-delete bugs |
03:01 |
est31 |
useless or verbose? |
03:01 |
VanessaE |
verbose. WAY too verbose. like gigabytes-worth-of-useless-actions verbose. |
03:03 |
est31 |
yea I know |
03:03 |
est31 |
hrmm you still have the information by the player placing the node, dont you |
03:04 |
VanessaE |
you mean the griefer? |
03:04 |
est31 |
yes a griefer can perhaps avoid being recorded by placing a deployer |
03:05 |
est31 |
but they cant avoid the placing event |
03:05 |
VanessaE |
yeah, his actions were also recorded in the debug.txt as usual. I was able to search the logs, compare with where I saw the griefs, and xban him. |
03:06 |
est31 |
but if you dont record machine stuff, your rollbacks arent super proper anymore |
03:08 |
VanessaE |
I know |
03:08 |
VanessaE |
and if I do, I end up with so much rollback data that /rollback_check becomes unable to cope |
03:11 |
est31 |
so lets try that deleted player bug |
03:11 |
est31 |
do you have a backtrace? |
03:11 |
VanessaE |
there's nothing to backtrace. |
03:12 |
VanessaE |
it doesn't crash anything |
03:12 |
VanessaE |
it just causes the player reference to...disappear... forcing the player to re-login |
03:12 |
VanessaE |
all I know is it happens when the engine goes to delete "suspicious numbers" of entities |
03:13 |
VanessaE |
or of amounts greater than the configured per-block limit |
03:31 |
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03:53 |
est31 |
VanessaE, how does the ghost entity bug happen? |
03:53 |
VanessaE |
est31: entities just multiply out of nowhere, without an obvious pattern, but when you go look at the mapblock that supposedly contains them, there's nothing but map there. |
03:54 |
VanessaE |
the only reliable way I know to trigger the bug is to spawn a bunch of gravel or sand using worldedit, a large layer at least 2 meters thick, and make it fall. |
03:54 |
VanessaE |
a large portion of the fallen nodes will become dropped entities buried inside the nodes that "landed". |
03:54 |
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03:55 |
VanessaE |
from there on, that block will have a large chance of going ghostly, even if you clean up the dropped entities. |
03:55 |
VanessaE |
and /clearobjects does not remove the references. |
03:56 |
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03:56 |
est31 |
restart? |
03:56 |
VanessaE |
nope. |
03:56 |
VanessaE |
no standard practice fixes the issue. |
03:57 |
VanessaE |
one person claimed that migrating the map to a different database backend and back is helpful |
03:57 |
VanessaE |
but I consider that a rather extreme "fix", if it worked at all. |
03:57 |
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04:02 |
est31 |
ok I see no speedup in mesh updates at all when changing enable_mesh_cache |
04:03 |
est31 |
always ~1 ms per mesh |
04:04 |
est31 |
~1.6 ms |
04:07 |
VanessaE |
yeah, I have that disabled here |
04:07 |
VanessaE |
all it does is cost me memory |
04:09 |
est31 |
https://github.com/minetest/minetest/pull/2597#issuecomment-117429020 |
04:09 |
VanessaE |
make sure those tests are done with HDX512 + dreambuilder of course |
04:10 |
est31 |
HDX512... |
04:10 |
VanessaE |
mmhmm |
04:10 |
VanessaE |
bigger textures to slow the mesh gen down as much as possible ;) |
04:12 |
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04:12 |
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diemartin joined #minetest-dev |
04:13 |
VanessaE |
kaeza! |
04:23 |
est31 |
so can you share a benchmark VanessaE? |
04:23 |
VanessaE |
sure if you like |
04:24 |
VanessaE |
using this? https://github.com/est31/minetest/tree/meshbenchmark |
04:24 |
est31 |
yes |
04:24 |
VanessaE |
stand by |
04:24 |
est31 |
just copy the last value from stdout |
04:25 |
VanessaE |
https://xkcd.com/303/ |
04:29 |
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04:33 |
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kaeza joined #minetest-dev |
04:34 |
VanessaE |
est31: http://pastebin.com/q4AyHBZG |
04:35 |
VanessaE |
(in all cases, the "max" values were at the beginning of the test run) |
04:35 |
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paramat joined #minetest-dev |
04:35 |
VanessaE |
same map, deleted it between tests. all "settings" menu items left at their defaults. Just stood in the same place and panned around until everything to a reasonable distance was loaded all around me. |
04:36 |
VanessaE |
using minimal, seed = 3518901531585311615 |
04:38 |
paramat |
will push #2859 once rebased |
04:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/2859 -- Cavegen: Cleanup code. Define constant for MGV7_LAVA_DEPTH by paramat |
04:45 |
est31 |
VanessaE, can you share those on the github thread? |
04:45 |
VanessaE |
sure. |
04:47 |
VanessaE |
done. |
05:19 |
paramat |
now pushing 2859 |
05:23 |
paramat |
complete |
05:24 |
est31 |
VanessaE, what exactly happens when a block is "ghostey"? |
05:25 |
VanessaE |
nothing visible, you just get tons of messages like this: |
05:25 |
VanessaE |
2015-07-01 07:24:55: ERROR[ServerThread]: ServerEnv: Trying to store id=28418 statically but block (-43,1,-28) already contains 1840 objects. Forcing delete. |
05:25 |
VanessaE |
2015-07-01 07:24:57: ERROR[ServerThread]: ServerEnv: Trying to store id=28419 statically but block (-43,1,-28) already contains 1840 objects. Forcing delete. |
05:25 |
est31 |
so that alone doesnt delete players does it? |
05:25 |
VanessaE |
after several such messages, eventually you'll see : |
05:25 |
VanessaE |
2015-07-01 07:24:27: ERROR[ServerThread]: ServerEnvironment::deactivateFarObject |
05:25 |
VanessaE |
s(): id=28392 m_static_exists=true but static data doesn't actually exist in (-4 |
05:25 |
VanessaE |
3,1,-28) |
05:25 |
VanessaE |
WARNING: StaticObjectList::remove(): id=28392 not found |
05:25 |
VanessaE |
oops, sorry for the extra newlines. |
05:26 |
VanessaE |
each time that latter error + warning happens, the "already contains xxxxx objects" count increases. |
05:26 |
VanessaE |
but the forcing-delete message I'm pretty sure is when the player handle disappears too |
05:27 |
VanessaE |
ShadowNinja did some SAO rework a while back, which may be what caused this |
05:27 |
est31 |
ok I have written some code which makes tons of entities |
05:27 |
VanessaE |
at least, it wasn't a problem before that commit |
05:28 |
VanessaE |
well, worldedit is sufficient to cause it too |
05:28 |
VanessaE |
plus it causes a lag spike, which may be important (I am not sure) |
05:28 |
est31 |
https://gist.github.com/anonymous/c496631346b028d0852f |
05:28 |
est31 |
and remove item merging |
05:28 |
est31 |
e.g. with |
05:28 |
est31 |
try_merge_with = function() |
05:28 |
est31 |
return false |
05:28 |
est31 |
end, |
05:29 |
est31 |
and remove the old try_merge_with or name it differently |
05:29 |
VanessaE |
wait |
05:29 |
VanessaE |
kahrl: didn't you already create a command for this? dummyball or something? |
05:40 |
paramat |
one for mtgame team game#549 helps with world base problems |
05:40 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/549 -- Default/mapgen: Raise lower limit of gravel blobs. Cleanup code by paramat |
05:40 |
VanessaE |
ah I was right |
05:40 |
VanessaE |
https://github.com/minetest/minetest/blob/990a96578f20244626b6b9f67f8e79a7e2e614ea/games/minimal/mods/experimental/init.lua#L210 |
05:40 |
VanessaE |
est31: ^^^ |
05:42 |
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05:42 |
est31 |
well, I cant reproduce with that |
05:43 |
VanessaE |
neither did he :) |
05:43 |
VanessaE |
try my method |
05:43 |
VanessaE |
worldedit in a bunch of gravel, say 50 x 2 x 50 |
05:43 |
VanessaE |
dig one corner so that it all falls |
05:45 |
est31 |
argh |
05:46 |
est31 |
how can I manually select a worldeit area |
05:46 |
est31 |
just without flying |
05:46 |
est31 |
like coord a coord b |
05:48 |
VanessaE |
//pos1 |
05:48 |
VanessaE |
//pos2 |
05:48 |
VanessaE |
at opposite corners |
05:48 |
VanessaE |
OH |
05:48 |
VanessaE |
I think you can //pos1 <coords> also |
05:49 |
VanessaE |
hm no |
05:50 |
VanessaE |
it's //fixedpos set1 x y z |
05:50 |
VanessaE |
(with spaces between the axes) |
05:51 |
est31 |
didnt work |
05:51 |
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05:51 |
est31 |
I get tons of Trying to store id= |
05:51 |
VanessaE |
https://github.com/Uberi/Minetest-WorldEdit/blob/master/ChatCommands.md#fixedpos-set1-x-y-z |
05:51 |
est31 |
but no remove |
05:51 |
VanessaE |
you probably need to turn the limit up higher |
05:51 |
VanessaE |
mine is set to 500 |
05:51 |
est31 |
its bad if I cant reproduce |
05:51 |
VanessaE |
(because pipeworks and signs_lib) |
05:52 |
VanessaE |
it may not happen immediately though |
05:52 |
est31 |
ok where to set? |
05:52 |
VanessaE |
minetest.conf, max_objects_per_block = <foo> |
05:54 |
est31 |
wow I got a SerializationError in processMessage(), message="\u0000\u0000\u0001\u0000\u0000\u0000\u0000d\r\u00b0\u0000\/\u0001\u0000\t\u009c\u00f0\u0000\b\u00ddb\u00ff\u00fbl \u0000\u0000\u0000\u0000\u00ff\u00ffl\u00bd\u0000\u0000\u0000\u0000\u0000\u0000\u0000\u0000\u00ff\u00fey`\u0000\u0000" |
05:55 |
VanessaE |
bingo |
05:55 |
VanessaE |
well no, |
05:55 |
VanessaE |
that's a different error :) |
05:55 |
est31 |
yea |
05:56 |
est31 |
but good to know its no network problem |
05:56 |
est31 |
because you know singlepleyer |
05:56 |
VanessaE |
yep |
06:01 |
est31 |
can you reproduce VanessaE? |
06:01 |
VanessaE |
moment |
06:01 |
VanessaE |
bare minetest_game is sufficient? |
06:02 |
VanessaE |
(well + worldedit) |
06:03 |
est31 |
yea |
06:03 |
est31 |
doing minimal |
06:04 |
VanessaE |
ok, what set of commands did you use to trigger it? |
06:05 |
est31 |
I cant reproduce as I said |
06:05 |
VanessaE |
I mean the Serialization error |
06:05 |
est31 |
nothing fancy |
06:05 |
est31 |
just //pos1, //pos2 |
06:05 |
VanessaE |
oh ok |
06:05 |
est31 |
//set default:sand |
06:05 |
est31 |
then mine one |
06:05 |
est31 |
then wait |
06:06 |
VanessaE |
yeop |
06:06 |
VanessaE |
I can reproduce |
06:07 |
VanessaE |
it threw a ton of the errors I mentioned, and it throw your serialization error. |
06:07 |
VanessaE |
this is minimal |
06:07 |
VanessaE |
oh wait, those are "more than 49 objects" errors. |
06:07 |
VanessaE |
but the serialization error happened. |
06:08 |
VanessaE |
criminy I can't type tonight. |
06:09 |
VanessaE |
ah HAH |
06:09 |
VanessaE |
it DID throw my errors also |
06:10 |
VanessaE |
2015-07-01 02:08:27: ERROR[ServerThread]: ServerEnv: Trying to store id=50565 statically but block (7,2,1) already contains 929 objects. Forcing delete. |
06:10 |
VanessaE |
2015-07-01 02:08:27: ERROR[ServerThread]: ServerEnvironment::deactivateFarObjects(): id=50566 m_static_exists=true but static data doesn't actually exist in (7,2,1) |
06:10 |
VanessaE |
WARNING: StaticObjectList::remove(): id=50566 not found |
06:10 |
VanessaE |
and it's creating dropped entities like I said earlier, as well |
06:11 |
VanessaE |
I created a sand layer about 50 x 10 x 50 in size, wasn't paying too close attention to the thickness |
06:15 |
VanessaE |
poor minetest, I gave it a heart attack :) |
06:16 |
est31 |
bad to have stuff which is so unreliable to reproduce |
06:16 |
VanessaE |
well like I said, I can reproduce all three problems with just this minimal world and a large enough chunk of falling sand. |
06:18 |
est31 |
my usual way is to print log messages everywhere |
06:18 |
est31 |
but here... |
06:18 |
* VanessaE |
breathes a sign of relief that it isn't any of her mods that are the cause :) |
06:19 |
VanessaE |
a sigh* |
06:23 |
est31 |
also the ghost bug doesnt appear |
06:24 |
VanessaE |
it did for me, but briefly |
06:24 |
VanessaE |
it doesn't appear to be repeatedly re-creating them |
06:25 |
VanessaE |
it probably needs some ongoing entity creation via pipeworks or similar. |
06:36 |
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06:40 |
VanessaE |
the serialization error is easy enough to reproduce though. |
06:40 |
VanessaE |
sometimes it's just an empty string though, rather than \u0000 |
06:43 |
VanessaE |
at the very least, the serialization and player-delete can be reproduced |
06:46 |
VanessaE |
you may have to just download my Creative world and play around with it |
06:47 |
est31 |
how large |
06:47 |
VanessaE |
a few gigs |
06:58 |
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06:58 |
est31 |
link? |
07:00 |
asl97 |
serialization error on singleplayer... going to quote it in the issue report |
07:00 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worlds/Creative_World.tar.bz2 |
07:01 |
VanessaE |
2015-07-01 03:00:31: ERROR[ServerThread]: ServerEnv: Trying to store id=7499 statically but block (1,-1933,-2) already contains 960 objects. Forcing delete. |
07:01 |
est31 |
so whats the problem with the creative map? |
07:02 |
jin_xi |
VanessaE: i saw this error thousands of times (deco making pyramids, its fun do dig the central bottom node if its over some void), and never seen it have any consequences |
07:02 |
VanessaE |
created this error by making a large empty space down at -30912 and creating a ~30 x 2 x 30 sand slab within it, and making it fall down into the void |
07:02 |
jin_xi |
this is without other mods, so there might be some interaction |
07:02 |
VanessaE |
2015-07-01 03:00:31: ERROR[ServerThread]: ServerEnv: Trying to store id=7498 statically but block (0,-1933,-2) already contains 392196 objects. Forcing delete. |
07:02 |
VanessaE |
there's the message just prior to the other one. |
07:03 |
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07:03 |
VanessaE |
I'd say that's a problem :) |
07:03 |
VanessaE |
est31: my creative map suffers especially badly from the ghost entities issue and the player delete issue triggered by it |
07:05 |
est31 |
the problem is that I have a map with so much things "going on" |
07:05 |
VanessaE |
yeah |
07:05 |
est31 |
its hard to filter out the one small thing that causes the bug from the noise |
07:05 |
VanessaE |
but even near the spawn about all that's active is pipeworks sending tubed items around |
07:09 |
VanessaE |
I think I've reproduced the ghost entities bug in this minimal world |
07:09 |
VanessaE |
but for whatever reason, it's not causing my player to be deleted (maybe that's multiplayer-specific) |
07:11 |
VanessaE |
yep, I've reproduced it |
07:11 |
VanessaE |
it's just not as "active" as it is on creative because there are no machines here. |
07:12 |
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07:12 |
VanessaE |
teleport yourself down to 0,-30912,0. Use worldedit to hollow out a large chunk at least say 50 x 20 x 50. Use worldedit to add a 2-meter thick slab of sand, say 30 x 2 x 30 in size. dig it. let it all fall. //set sand again, make it fall. Do that three or four times, until the server starts throwing errors |
07:13 |
VanessaE |
then start dropping items with shift-Q |
07:13 |
VanessaE |
it'll keep saying it's deleting the entities, but it doesn't do so reliably and the count will keep going up. |
07:14 |
VanessaE |
and the count will remain above the max-objects-per-block setting from that point on |
07:14 |
VanessaE |
what doesn't get deleted will settle down at what looks like 1 mapblock below the bottom of the world (I guess that's new?). |
07:14 |
VanessaE |
this is with a minimap map and no mods other than worldedit. |
07:15 |
VanessaE |
so you don't really *have* to download the creative map unless you wanna see how that one behaves |
07:15 |
jin_xi |
maybe mt does not handle some cases of entity deletion properly. like it does not for other stuff |
07:15 |
VanessaE |
oh and btw: your fps will drop like a rock as you run through those steps |
07:16 |
VanessaE |
it's like there's a ton of invisible entities being rendered by the client, killing fps |
07:17 |
VanessaE |
as soon as you quit the game, it'll dump a TON more "trying to store...forcing delete" errors. |
07:17 |
VanessaE |
HAH! |
07:17 |
kilbith |
this is known |
07:18 |
VanessaE |
restart the game: invalid block in database! |
07:18 |
VanessaE |
kilbith: indeed, but I'm trying to find a pattern for reproducing the ghost-entities bug using the simplest possible configuration |
07:19 |
kilbith |
dropping tons of gravel/sand somewhere |
07:19 |
paramat |
sfan5, can i push game#549 ? trivial code cleanup |
07:19 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/549 -- Default/mapgen: Add missing spaces by paramat |
07:20 |
* VanessaE |
sets "ignore load errors" to true and continues |
07:20 |
sfan5 |
paramat: yes |
07:21 |
paramat |
thanks |
07:22 |
est31 |
also, whats the opinion of other core devs on #2597 |
07:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/2597 -- Disable mesh cache by default by est31 |
07:23 |
est31 |
whats the spawn coords VanessaE |
07:23 |
VanessaE |
-307,19,-426 |
07:24 |
VanessaE |
est31: do you want this now-broken minimal world as well? |
07:25 |
nrzkt |
est31: sorry i was afk, i forget to kill hexchat on my work computer. What did you want ? |
07:26 |
VanessaE |
est31: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/minimal-broken.zip |
07:26 |
VanessaE |
(~ 4.5 MB) |
07:27 |
paramat |
now pushing to mtgame |
07:32 |
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07:33 |
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07:34 |
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07:36 |
paramat |
complete |
07:37 |
paramat |
RealBadAngel i'd like to see a PR for your improved ice texture, much needed |
07:41 |
nrzkt |
est31: i think a menu option to disable it is good. |
07:41 |
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07:41 |
VanessaE |
disable by default, with a menu option. |
07:42 |
est31 |
nrzkt, that thing is completely unneccessary |
07:42 |
est31 |
I havent found any case where it speeds up anything |
07:42 |
nrzkt |
est31: you call me yesterday, but i don't know why, do you remember ? :) |
07:42 |
est31 |
neither me |
07:42 |
est31 |
I dont think it was something important |
07:42 |
est31 |
perhaps it was that issue |
07:43 |
est31 |
Unless RealBadAngel can show a benchmark where the cache actually has a benefit, I vote for removing that thing |
07:44 |
est31 |
it holds 2/3 of minetest's RAM |
07:44 |
nrzkt |
why not :) |
07:45 |
nrzkt |
maybe our implementation is not the good thing |
07:45 |
est31 |
note that the "mesh cache" is nothing but copying the texture multiple times, and rotating it |
07:45 |
est31 |
so that it doesnt have to be rotated afterwards |
07:46 |
est31 |
when rendering |
07:46 |
VanessaE |
I'd have thought rotating the texture would be as "simple" as rotating the vertexes or normals in the mesh |
07:46 |
VanessaE |
(hence no need for a cache) |
07:47 |
est31 |
thats what I think yes |
07:49 |
nrzkt |
graphic engines doesn't need that cache if it's the role. Having the texture only 1 time in memory is sufficient. Rotation are simple operation for GPU |
07:52 |
VanessaE |
that's what I'd have thought, nrzkt |
07:52 |
VanessaE |
(but my mesh experience is limited to models, rather than whole mapblocks) |
07:53 |
est31 |
this is the mesh caching commit https://github.com/minetest/minetest/commit/dd4c21c1808acedfbcf8402c09ce9129b6ac31c7 |
07:54 |
est31 |
updateTextures() is run when joining a server |
07:54 |
est31 |
and mapblock_mesh_generate_special is run by the mesh gen thread |
07:57 |
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08:00 |
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08:01 |
nrzkt |
est31: i send a little condition optimisation, else it seems good |
08:01 |
est31 |
? |
08:06 |
nrzkt |
i comment the commit you mentionned |
08:08 |
est31 |
ah |
08:08 |
est31 |
yea thats small thing |
08:10 |
kilbith |
est31, https://github.com/minetest/minetest/pull/2597#issuecomment-117522026 |
08:11 |
VanessaE |
est31: are those times in microseconds? |
08:11 |
est31 |
yes |
08:11 |
kilbith |
(minimal game) |
08:12 |
est31 |
VanessaE, its the average, the number in () is the sample count |
08:12 |
VanessaE |
looks like an average of ~1000 uS faster for kilbith with the cache enabled. |
08:12 |
kilbith |
results seems random to me |
08:13 |
kilbith |
with mesh cache, it's higher and then decreases |
08:13 |
kilbith |
without cache, it's lower but then increases |
08:15 |
* VanessaE |
pokes at RBA... he's gonna want to have some say in this :) |
08:15 |
est31 |
RealBadAngel ^ |
08:15 |
VanessaE |
I was avoiding highlighting him ..... |
08:41 |
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08:51 |
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08:59 |
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09:31 |
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09:33 |
RealBadAngel |
who the fuck told est31 hat mesh cache is copying textures??? |
09:34 |
kilbith |
*that |
09:34 |
RealBadAngel |
he doesnt even know the difference bout point and vector, and now has brilliant idea to touch the cache |
09:38 |
kahrl |
what *is* the difference between point and vector in 3d programming, practically speaking? |
09:38 |
kahrl |
I know in differential geometry a "point" is an element of a manifold and a "vector" is an element of a tangent bundle, but we're not in differential geometry |
09:41 |
RealBadAngel |
whatever ;) |
09:42 |
RealBadAngel |
anyway, mesh cache caches meshnodes and mainly nodeboxes |
09:42 |
RealBadAngel |
complicated nodeboxes were damn slow to genereate |
09:42 |
kahrl |
didn't you change it so it generates the cached meshes on demand anyway? |
09:43 |
RealBadAngel |
when cache enabled theyre converted and prerotated |
09:43 |
RealBadAngel |
which made actually the fastest drawtype |
09:43 |
RealBadAngel |
cache is controlled via setting |
09:43 |
kahrl |
yeah but all of them, which uses a ton of memory |
09:44 |
RealBadAngel |
ofc |
09:44 |
kahrl |
most of them aren't used in a typical game session |
09:44 |
RealBadAngel |
and you know why it is a ton? |
09:44 |
RealBadAngel |
because hundreds or even thousand duplicated nodedefs |
09:45 |
RealBadAngel |
thats is not cache fault |
09:45 |
RealBadAngel |
if somebody doesnt like name of cache and that it eats ram, dont use it |
09:49 |
RealBadAngel |
maybe it could be made so that only already used meshes could get into cache |
09:49 |
RealBadAngel |
but that would slow down meshgeneration |
09:50 |
RealBadAngel |
and here folks are way much more sensitive |
09:51 |
RealBadAngel |
when minimap fetched colours on the fly dreambuilder caused 3-4s lags before map could be even displayed |
09:52 |
RealBadAngel |
VE cried about it and wanted special gfx in map informing that "map is being loaded" |
09:52 |
RealBadAngel |
another example is flipping creative pages and wait for item textures... |
09:53 |
nrzkt |
est31: yeah small thing but can improve a little the algo performance :) |
09:53 |
kahrl |
people found the delay in flipping creative pages preferable to waiting for all them generated before the game starts |
09:53 |
kahrl |
which is which preload_item_visuals defaults to false now |
09:53 |
kahrl |
which is why* |
09:54 |
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09:57 |
est31 |
RealBadAngel, in linear algebra, point and vector describe the same thing |
09:58 |
est31 |
but perhaps its different in gfx programming |
10:00 |
kahrl |
if the concern is that players shouldn't be seeing an almost empty world after joining (due to no meshes generated yet) |
10:00 |
kahrl |
then a solution could be to keep the loading screen visible until a certain number of meshes have been generated |
10:00 |
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10:00 |
RealBadAngel |
vector is about TWO points |
10:01 |
RealBadAngel |
who teached you algebra? :P |
10:02 |
Calinou |
who taught you English? :P |
10:02 |
RealBadAngel |
hehe |
10:03 |
kahrl |
in linear algebra, a vector is an element of a vector space |
10:03 |
kahrl |
R^n is a vector space |
10:03 |
est31 |
and a vector space is especially a group with the addition |
10:03 |
est31 |
especially meaning its closed under + and - |
10:03 |
jin_xi |
go to #math |
10:04 |
est31 |
so every difference between two vectors, and every sum of two vectors is again a vector |
10:04 |
est31 |
also, every group has a neutral element |
10:04 |
est31 |
in vector space notation its denoted as 0 |
10:05 |
est31 |
neutral element means 0 + g = g + 0 = g for all group elements |
10:05 |
RealBadAngel |
The difference is precisely that between location and displacement. Points are locations in space, Vectors are displacements in space. |
10:07 |
est31 |
RealBadAngel, so you say when I take a meshnode and screwdriver it, its slower without mesh cache? |
10:07 |
RealBadAngel |
generating nodeboxes is damn slow |
10:07 |
RealBadAngel |
and rotating them |
10:08 |
est31 |
I want to benchmark it |
10:08 |
RealBadAngel |
i did when i was coding that |
10:08 |
RealBadAngel |
more complex nodebox the gain is better |
10:08 |
est31 |
and I want to do it again. the cache is damn large |
10:08 |
RealBadAngel |
ofc it is |
10:09 |
RealBadAngel |
more bloated the game it will be bigger |
10:09 |
RealBadAngel |
main cache killers are technic wires, mesecons and pipeworks |
10:09 |
RealBadAngel |
propably those 3 mode are responsible for like 90% of the cache |
10:09 |
est31 |
but its not needed for them, is it? |
10:10 |
kilbith |
technic wire are 1.1K drawtypes you said ? |
10:10 |
est31 |
because they never get rotated |
10:10 |
est31 |
also they are not wallmounted |
10:10 |
RealBadAngel |
theyre nodeboxes |
10:11 |
RealBadAngel |
kilbith i was talking bout full6d mesecon wires |
10:12 |
RealBadAngel |
because that 1k nodedefs we dont have them in mod |
10:12 |
est31 |
can somebody suggest a nodebox with a very complicated mesh? |
10:12 |
est31 |
perhaps in homedecor? |
10:12 |
RealBadAngel |
and without proper drawtype or setmetanodedef we never will get real wires in minetest |
10:12 |
est31 |
or some other mod |
10:13 |
RealBadAngel |
take circular saw for example (if its still a nodebox) |
10:13 |
kilbith |
circular saw is only 7 nodeboxes |
10:14 |
RealBadAngel |
so not too much |
10:14 |
est31 |
yes yes yes I even saw it being rotated the earlier day |
10:14 |
est31 |
in a house in VE's creative server |
10:14 |
est31 |
really impressive house |
10:14 |
kilbith |
est31, you have a barrel with tons of nodeboxes here : https://github.com/Sokomine/random_buildings/blob/d00fbd1eca148089351818161227953a757b124d/cottages/nodes_barrel.lua |
10:15 |
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10:15 |
RealBadAngel |
ah thats nice indeed |
10:17 |
RealBadAngel |
est31, if you want to benchmark something in meshgen i suggest building a pillar to high above the clouds, making there a platform for testing, exit the game and load back |
10:18 |
RealBadAngel |
this way you will have world with just one mapblock with meshes |
10:18 |
est31 |
good idea |
10:18 |
RealBadAngel |
you can safely then put timers inside mapblock_mesh.cpp |
10:18 |
RealBadAngel |
without being spammed |
10:21 |
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10:21 |
RealBadAngel |
when i was testing the code, r2d2 model was at about same speed as stair nodebox |
10:23 |
twoelk |
here's an old mt-icon-model of mine that uses lots of useless unseen nodeboxes :) -> https://forum.minetest.net/viewtopic.php?p=130093#p130093 |
10:24 |
RealBadAngel |
but even a simple stairs node is good example |
10:25 |
RealBadAngel |
it has two nodeboxes and is constantly rotated without cache |
10:26 |
RealBadAngel |
so, est31, you will see huge speedup on developed worlds, like VE's ones |
10:27 |
RealBadAngel |
cache on the other hand will have no impact on fresh, newly generated world |
10:28 |
RealBadAngel |
we are not talking bout FPS here, but mapblock mesh generation time ofc |
10:28 |
est31 |
yes |
10:29 |
RealBadAngel |
btw, some1 could add stairs as a meshnode, without duplicated vertices |
10:30 |
RealBadAngel |
theyre displayed slower "thx" to that |
10:30 |
kilbith |
i'll do that for MTG |
10:31 |
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10:31 |
RealBadAngel |
you can clearly see the problem with stairs when you highlight it |
10:33 |
RealBadAngel |
another advantage of the meshnodes vs nodeboxes is that meshnodes doesnt require textures to be rotated for each face |
10:33 |
RealBadAngel |
uvmapping does that all |
10:34 |
est31 |
damn you cant screwdriver barrels |
10:35 |
est31 |
there is cottages:barrel |
10:35 |
est31 |
and cottages:barrel_lying |
10:35 |
est31 |
what a waste |
10:35 |
est31 |
what do I have to change to make them screwdriver-able? |
10:37 |
kilbith |
est31, paramtype2 = "facedir" |
10:37 |
est31 |
kilbith, and change it to? |
10:37 |
kilbith |
inside minetest.register_node |
10:37 |
kilbith |
of the barrel |
10:37 |
est31 |
yes it already has that value |
10:38 |
kilbith |
oh yes |
10:38 |
kilbith |
but only on one barrel |
10:38 |
kilbith |
the horizontal one |
10:46 |
kilbith |
RBA, for the duplicated vertices on the stairs, you talk about that ? https://lut.im/sEiXllBP/gLxakvww |
10:46 |
kilbith |
between the 2 nodeboxes |
10:46 |
kilbith |
with a proper mesh model you don't have such hidden vertices |
10:49 |
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10:56 |
est31 |
RealBadAngel, no noticeable difference |
10:56 |
est31 |
I'm testing with 9 barrels |
10:56 |
est31 |
which are lying, but screwdrivered to stand |
10:57 |
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10:57 |
RealBadAngel |
kilbith, exactly |
10:57 |
est31 |
I've done if position != (0,1562,0) continue to ensure only one mapblock gets meshes generated |
10:57 |
est31 |
then I just checked how much time new MapBlockMesh(q->data, m_camera_offset); takes |
10:58 |
RealBadAngel |
est31, shouldnt you just compare single node inside mapblock mesh? |
10:59 |
est31 |
the other stuff is air |
10:59 |
RealBadAngel |
9 nodes compared to rest of mapblock mesh code is nothing |
10:59 |
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11:00 |
RealBadAngel |
propably you wont be able to measure the difference |
11:00 |
est31 |
so you say its nothing compared to air? |
11:00 |
est31 |
then our air mesh gen code is inefficient |
11:00 |
RealBadAngel |
atm youre comparing whole mapblock mesh code vs just 9 nodes |
11:01 |
RealBadAngel |
1st you should measure in ms, the second rather in ns |
11:01 |
est31 |
its us |
11:01 |
est31 |
why |
11:02 |
RealBadAngel |
time of single node is tiny in comparision to the rest of the code |
11:03 |
RealBadAngel |
either put there shitload of barrels or compare times inside mapblock mesh for single nodes |
11:04 |
RealBadAngel |
edit content_mapblock.cpp |
11:05 |
RealBadAngel |
pick the drawtype and measure time from start till putting break |
11:05 |
RealBadAngel |
-putting |
11:05 |
est31 |
ah you mean that super long function? |
11:06 |
est31 |
1520 lines currently |
11:06 |
RealBadAngel |
all the drawtypes are made here |
11:07 |
est31 |
its equivalent to benchmark the call to mapblock_mesh_generate_special inside mapblock mesh.cpp |
11:07 |
est31 |
ah no |
11:09 |
RealBadAngel |
yes, you can measure that function |
11:09 |
RealBadAngel |
but this is for whole mapblock |
11:12 |
est31 |
so without the cache it needs 234267 to 176893 ns |
11:13 |
est31 |
with it, it needs 49919 to 113358 ns |
11:14 |
est31 |
so its faster for most cases |
11:14 |
RealBadAngel |
damn faster |
11:14 |
est31 |
but rotating isn't "damn slow" |
11:14 |
est31 |
around 5x to 10x |
11:15 |
est31 |
for something thats already very fast |
11:15 |
RealBadAngel |
rotating the mesh mean rotating each and every vertice in it |
11:15 |
est31 |
more around 3x to 5x |
11:15 |
RealBadAngel |
more complex the mesh, gain is bigger |
11:16 |
est31 |
barrel is already very complex |
11:16 |
RealBadAngel |
rly? |
11:16 |
RealBadAngel |
measure r2d2 obj |
11:17 |
RealBadAngel |
barrel in world of meshes is like 16px texture comparing to 512x hdx |
11:17 |
RealBadAngel |
please do note that the barrel you are testing is already converted to mesh |
11:17 |
est31 |
RealBadAngel ? |
11:18 |
RealBadAngel |
runtime there are no nodeboxes |
11:18 |
RealBadAngel |
its only scripting way to describe a mesh |
11:18 |
RealBadAngel |
ive eliminated them from the engine practically |
11:19 |
RealBadAngel |
code for them in content_mapblock.cpp is dead |
11:19 |
RealBadAngel |
you can disable converting in nodedef and measure original times tho |
11:20 |
est31 |
what does this have to do with nodeboxes?? |
11:20 |
RealBadAngel |
nodeboxes were way slower |
11:21 |
est31 |
but now we have meshes |
11:21 |
RealBadAngel |
inside yes |
11:21 |
est31 |
so you say it was justified as we had nodeboxes, but now as we have meshes, the situation is different? |
11:22 |
RealBadAngel |
no, i just wanted to point that times you are measuring now are nothing you could see with original nodeboxes code |
11:22 |
RealBadAngel |
thats all |
11:23 |
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11:23 |
est31 |
thats good then |
11:24 |
est31 |
so, RealBadAngel can we set it to default off? |
11:24 |
RealBadAngel |
by now i can agree |
11:24 |
est31 |
great, you are the second +1 after Zeno |
11:24 |
est31 |
I merge my PR then |
11:24 |
est31 |
will rebase |
11:25 |
RealBadAngel |
when we will have setmetanodef or specialized drawtypes for wires, tubes and the like i will want it back to on |
11:25 |
est31 |
noted |
11:26 |
RealBadAngel |
any solution that will eliminate those thousands of unnecesary node defs |
11:26 |
est31 |
we will have to keep around those nodedefs for some time, for legacy maps |
11:27 |
RealBadAngel |
i meand for example single technic LV cable |
11:27 |
RealBadAngel |
its 64 nodedefs |
11:27 |
RealBadAngel |
instead of just one |
11:27 |
est31 |
yes |
11:27 |
est31 |
I know |
11:28 |
RealBadAngel |
we wont need to keep them |
11:28 |
est31 |
problem is: those nodedefs are used in old maps |
11:28 |
RealBadAngel |
cables will update themselves |
11:28 |
est31 |
otherwise you will see unknown node |
11:28 |
est31 |
or you will have to update the cable |
11:28 |
RealBadAngel |
mod will do that |
11:28 |
est31 |
e.g. remove it, and re-build it |
11:28 |
est31 |
or let the mod do it on load |
11:29 |
est31 |
perhaps with an ABM on those nodes |
11:29 |
RealBadAngel |
abm wont be needed |
11:29 |
est31 |
either way, if they are responsible for 90% of all texture RAM, they will still remain responsible for all texture RAM after mesh cache got disabled |
11:30 |
est31 |
so we still will spare 90 % of texture RAM |
11:30 |
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11:30 |
RealBadAngel |
hold on a sec |
11:30 |
est31 |
but now its not 900 MB but "only" 100 MB |
11:30 |
RealBadAngel |
mesh cache has nothing to do with textures |
11:30 |
est31 |
you say its only the vertices which take that amount of RAM? |
11:31 |
RealBadAngel |
vertices and indices |
11:31 |
RealBadAngel |
textures are totally differnt story |
11:31 |
est31 |
so, if you are right, the overhead by mesh cache is the same on 16 px and 512 px? |
11:32 |
RealBadAngel |
ofc |
11:32 |
est31 |
lets test |
11:32 |
RealBadAngel |
mesh is a bunch of meshbuffers |
11:33 |
est31 |
its not the same at all |
11:33 |
RealBadAngel |
should be in any case |
11:34 |
RealBadAngel |
meshbuffers only store pointers to textures used |
11:34 |
RealBadAngel |
not the textures itself |
11:35 |
RealBadAngel |
how do you check how much it occupies? |
11:37 |
est31 |
ok you might be right |
11:37 |
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11:37 |
est31 |
I cant test have only 8 gb ram |
11:38 |
H-H-H |
anyone here built the android port of minetest? |
11:38 |
est31 |
textures already take more than that |
11:38 |
est31 |
I pass my border for both |
11:38 |
RealBadAngel |
est31, hdx512 needs circa 12gb |
11:38 |
est31 |
yea :/ |
11:38 |
RealBadAngel |
and thats not caused by mesh cache |
11:39 |
RealBadAngel |
there are several factors |
11:39 |
RealBadAngel |
mipmapping |
11:39 |
RealBadAngel |
and whats worse our way of handling overlays |
11:39 |
est31 |
either way, my point stands, if they are responsible for 90% of all mesh RAM, they will still remain responsible for all mesh RAM after mesh cache got disabled |
11:39 |
nrzkt |
H-H-H: i build it on my Jenkins and also for releasing it on play store |
11:40 |
nrzkt |
H-H-H: no release since a long time. perhaps we should do a mid-0.4.12 release on play store for improve our users experience |
11:40 |
est31 |
err 90% of all |
11:40 |
kilbith |
H-H-H ?? |
11:41 |
H-H-H |
im trying to build it on arch but everytime i try to install the ndk from the aur it makes my pc freeze and even rebooted once lol |
11:41 |
RealBadAngel |
est31, its like 1 to 24 |
11:41 |
RealBadAngel |
full 6d means 24 copies of the mesh |
11:41 |
est31 |
yes |
11:41 |
RealBadAngel |
1 stays here with or without the cache |
11:41 |
est31 |
we are speaking about cable redefinitions now |
11:42 |
RealBadAngel |
that is more complex |
11:42 |
H-H-H |
i did as others have sugested and expanded the size of the /tmp as thats where arch builds its aur stuff and no go lol |
11:42 |
RealBadAngel |
you should count nodedefs also |
11:42 |
est31 |
btw, do cable definitions even generate 6d rotated meshes? |
11:42 |
RealBadAngel |
ofc |
11:42 |
RealBadAngel |
hmmm |
11:42 |
RealBadAngel |
hold on |
11:43 |
RealBadAngel |
no, they shouldnt |
11:43 |
RealBadAngel |
that would be overkill |
11:43 |
RealBadAngel |
facedir nodes do |
11:43 |
RealBadAngel |
cables are not facedired |
11:43 |
est31 |
then removing their nodedefs wont reduce mesh cache overhead, will it? |
11:44 |
RealBadAngel |
ofc it will |
11:44 |
RealBadAngel |
atm 1 cable is 64 nodedefs, 64 meshes |
11:44 |
est31 |
and without mesh cache? |
11:44 |
RealBadAngel |
same |
11:45 |
est31 |
so no mesh cache overhead here, is it? |
11:45 |
est31 |
if we remove these nodedefs yes we will spare RAM |
11:45 |
RealBadAngel |
cache does nothing with cables |
11:45 |
est31 |
but it wont be mesh cache RAM |
11:45 |
RealBadAngel |
it will be |
11:46 |
RealBadAngel |
remember that we have 64 meshes for a single node now |
11:46 |
RealBadAngel |
with specialized drawtype there wont be any mesh |
11:46 |
est31 |
so, we've seen mesh cache does very minimal benefit (factor 5 **at best**, for very complicated meshnodes) |
11:46 |
est31 |
why bargain it |
11:46 |
est31 |
but again its later discussion |
11:46 |
RealBadAngel |
you have chosen very simple mesh for testing |
11:47 |
RealBadAngel |
it was complicated in terms of nodeboxes, yes |
11:47 |
RealBadAngel |
but within meshes its very simple |
11:48 |
nrzkt |
H-H-H: ndk on Archlinux uses 3.3GB space, maybe if you don't have enough ram it doesn't build |
11:48 |
nrzkt |
if the build failed i suggest you to download and install it manually in your homedir |
11:51 |
H-H-H |
am d/l the ne on wiki page now as i only have 2 gb ram on this machine |
11:51 |
RealBadAngel |
est31, but even with it, calling 2x - 5x times faster a "minimal benefit" ? |
11:51 |
RealBadAngel |
dont be jokin :) |
11:51 |
est31 |
its a huge benefit |
11:52 |
est31 |
but not huge enough for occupying 2/3 of minetest's RAM |
11:52 |
est31 |
note, that mesh generation is very fast |
11:52 |
est31 |
usually |
11:52 |
RealBadAngel |
est31, join vanessa's spawn |
11:53 |
RealBadAngel |
and imagine what cache does there |
11:53 |
RealBadAngel |
even 10% gain there would be HUGE benefit |
11:54 |
RealBadAngel |
and yet we are talking bout at least 200% |
11:54 |
est31 |
VanessaE spawn doesnt have mesh thread lag |
11:54 |
est31 |
but main thread lag |
11:54 |
est31 |
thanks to gazillon signs |
11:55 |
RealBadAngel |
those needs a drawtype too, definitely |
11:55 |
est31 |
yes, colored text |
11:55 |
RealBadAngel |
i just need a code that will make a text from raster fonts |
11:56 |
RealBadAngel |
rest is piece of cake |
11:56 |
est31 |
what do you need exactly? |
11:57 |
RealBadAngel |
a code that will create a texture with text |
11:57 |
RealBadAngel |
it shall use bitmap font |
11:57 |
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11:57 |
kilbith |
RBA, someone did that in C already : https://github.com/fogleman/Craft |
11:58 |
kilbith |
sign.c |
11:58 |
est31 |
I think we want a more higher level approach |
11:58 |
est31 |
doesnt irrlicht offer this already to us? |
11:59 |
RealBadAngel |
what do you mean? |
12:00 |
est31 |
http://irrlicht.sourceforge.net/forum/viewtopic.php?t=39916 |
12:00 |
est31 |
hrmm thats not drawing on the texture |
12:01 |
est31 |
or is it? |
12:03 |
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12:11 |
RealBadAngel |
est31 irrlicht doesnt have draw methods that would fit for us |
12:11 |
RealBadAngel |
ive already checked whats aviable |
12:12 |
RealBadAngel |
to display a sign with text we need a texture with text |
12:12 |
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12:12 |
RealBadAngel |
so only solution is a "converter" string -> texture |
12:13 |
RealBadAngel |
also we do need a fast one, so imho only bitmap fonts can be that fast |
12:14 |
est31 |
what bout this http://irrlicht.sourceforge.net/forum/viewtopic.php?t=43712 |
12:19 |
RealBadAngel |
need to reboot, brb |
12:25 |
est31 |
and I gtg |
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14:57 |
VanessaE |
est31: the preceding conversation, btw, is why I wanted RBA's opinion ;) |
14:58 |
est31 |
I too learned alot from it |
14:59 |
VanessaE |
idk why his "reboots" always take so damn long though :P |
15:04 |
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15:06 |
est31 |
5 mins till push https://github.com/est31/minetest/commit/2e44873ac987c484ef7f9ace5eeabfd376f6d8f8 |
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16:43 |
crazyR_ |
Hi im having compiling issues when compiling with redis option enabled: https://gist.github.com/crazyR14/2041a56249bb93552f5d |
16:43 |
crazyR_ |
Anyone have any ideas as to what i should do? |
16:47 |
Calinou |
instal libhiredis-degv |
16:47 |
Calinou |
instal libhiredis-dev |
16:47 |
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16:49 |
crazyR_ |
i did. il try again. |
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17:37 |
est31 |
merging bugfix in 5 minutes #2861 |
17:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/2861 -- Fix world.mt not written when selecting mode by kilbith |
17:46 |
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17:54 |
VanessaE |
minetestbot and shadowbot can't seem to agree on who made that patch :) |
17:54 |
VanessaE |
oh wait,. |
17:54 |
kilbith |
Sokomine |
17:54 |
kilbith |
i did a git --amend --author |
17:55 |
VanessaE |
yeah, misread |
17:55 |
VanessaE |
no worries. |
17:55 |
VanessaE |
just github being stupid :) |
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19:22 |
Taoki |
RealBadAngel: Hi. Any news on the VBO pull? |
19:23 |
RealBadAngel |
not really, had no time lately. yesterday i was fighting with shaders for older amd gpus |
19:23 |
RealBadAngel |
maybe tommorow, sorry |
19:26 |
Taoki |
I understand. |
19:26 |
Taoki |
Just that the sooner it's up, the sooner it can be tested. Besides, it's only hitting a button on the Github page and writing a description about the pull request :) |
19:29 |
kilbith |
pressurizing ppl can leads them to the burn-out, though... |
19:29 |
kilbith |
not like the feature is exciting but still |
19:30 |
Taoki |
kilbith: It is pretty exciting to be honest :P Because the performance improvement is very visible |
19:30 |
Taoki |
But yeah |
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19:38 |
neoascetic |
Hi all. Is there a simple way to track all map changes? I tried redefining minetest.set_node and minetest.place_node, but it seems like this doesn't work |
19:45 |
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19:45 |
red1 |
where can I report bugs in the forum? |
19:48 |
est31 |
about forum? |
19:48 |
red1 |
yes |
19:48 |
est31 |
ask celeron |
19:48 |
est31 |
also there is an extra thread in the forums |
19:49 |
red1 |
I can't login |
19:49 |
est31 |
well I pingedhim so he will show up eventually |
19:50 |
red1 |
should i /msg him? |
19:50 |
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19:51 |
red1 |
reset a password doesn't work now. |
19:55 |
neoascetic |
is minetestmapper.py still actual? |
19:56 |
Calinou |
it still works, but you probably want to use the C++ one, which has more features. |
19:57 |
neoascetic |
I don't want to use it; I want to see how it converts data from DB to color |
19:58 |
Calinou |
it uses colors.txt |
19:58 |
neoascetic |
Yeah, but where can I read about format stored in a DB? |
19:58 |
neoascetic |
How to convert that integer to position |
20:07 |
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20:17 |
H-H-H |
anyone know perhaps why my audio is badly distorted on a home built apk instead of d/l it from play store on as note 10.1 |
20:31 |
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20:33 |
Calinou |
we get a crapton of spam registrations on forum |
20:33 |
Calinou |
can't we block them in some way? |
20:45 |
H-H-H |
nrzkt are you around by anychance ? |
20:52 |
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20:53 |
H-H-H |
est31 hi can i ask you a few questions regarding minetest on android |
20:53 |
H-H-H |
the wiki says you maintain the fdroid apk |
20:59 |
est31 |
more or less yes H-H-H |
21:00 |
est31 |
dunno why your audio is distorted |
21:00 |
est31 |
which distro do you use? |
21:01 |
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21:02 |
H-H-H |
building on manjaro(arc) |
21:03 |
H-H-H |
the normal one plays audio fine just the one i built is really bad its loud and distorted |
21:03 |
H-H-H |
arch^ |
21:03 |
est31 |
perhaps its a bug with the source code |
21:03 |
est31 |
can you test 0.4.12 version? |
21:03 |
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21:04 |
H-H-H |
let me checkout the 4.12 tag code rather than head and try tha |
21:04 |
* est31 |
wonders what neoastetic is planning behind the curtains |
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