Time |
Nick |
Message |
00:00 |
paramat |
it was overgenerated edges of large caves that made these shadows |
00:00 |
TBC_x |
and potentoinally leaks fds |
00:00 |
paramat |
i recognised the shape from holes eaten in my early lua mapgens |
00:01 |
paramat |
fixing commit was #2410 |
00:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/2410 -- Mgv6: Add heightmap. Do not make large caves that are entirely above ground by paramat |
00:05 |
paramat |
those mgv6 shadows suddenly became very common in early 2014 for some reason, they're in 0.4.12 stable |
00:06 |
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00:08 |
twoelk |
using we seems to still generate random shadows. there must be more than flying nodes and invisible caves that generates shadows |
00:09 |
paramat |
yes |
00:11 |
paramat |
in mgv5/v7 at y=63 #2759 (63 is the new 47) |
00:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/2759 -- Lighting bug at y = 63 in mgv7 and core mapgens in development |
00:11 |
paramat |
also i see occasional square shadows, possibly 16x16 |
00:14 |
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00:20 |
RealBadAngel |
paramat, reopened issue 2996 and added screenshots |
00:21 |
paramat |
okay |
00:21 |
RealBadAngel |
look at those screenies, thats not normal imho |
00:23 |
RealBadAngel |
on a newly generated world, flying around for a minute or two i spotted a few such squares of cobble flying at y=50 circa |
00:24 |
paramat |
these have been in MT for years, no point arguing over whether it's a bug or a magickal feature |
00:25 |
paramat |
i did the arguing months ago =) |
00:26 |
paramat |
since they have become a much loved (by some) characeristic the default is 'enabled' |
00:27 |
twoelk |
those are relicts of the ancients. the possesed the knowledge of levitating dungeons |
00:27 |
paramat |
^ |
00:27 |
twoelk |
+y |
00:28 |
paramat |
the issue is more the 'projecting complete rooms' which make the most awesome bases |
00:28 |
RealBadAngel |
call it whatever you like, such rings of mossy cobble are bug no matter what |
00:28 |
RealBadAngel |
and the bugs lifetime is no excuse to call it a feature |
00:29 |
paramat |
longtime bugs often become the most loved features of games |
00:29 |
twoelk |
when was voxelmanip added or made more accessable? does that corrolate with the increase of shadows? |
00:30 |
paramat |
they're like finding a magickal floatng stone circle. i like ancient monuments |
00:31 |
paramat |
the mgv6 shadows were probably due to changes in lighting code, the most recent change caused the y=63 shdows |
00:31 |
paramat |
(shadows) |
00:31 |
est31 |
ok bugfix for #2915 is here: #2933 |
00:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/2915 -- Shift-Click in Minetest Game replicates items |
00:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/2933 -- MoveItemSomewhere double bugfix by est31 |
00:32 |
twoelk |
sneak elevators are a cool and usefull bug, those structures should be kept rare like nyan cats to stay something special |
00:32 |
RealBadAngel |
rare? 3 rings found near spawn |
00:33 |
est31 |
sneak elevator != cave ring |
00:33 |
paramat |
the stome rings became more common when i enabled dungeon generation high above ground, si yes they are almost too common now |
00:33 |
paramat |
(so) |
00:33 |
est31 |
s/cave/dungeon/ |
00:33 |
paramat |
even i'm becoming neutral about them =) |
00:36 |
|
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00:36 |
twoelk |
g'night |
00:45 |
est31 |
night all |
00:47 |
RealBadAngel |
#2934 |
00:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/2934 -- Add wielded (and CAOs) shader by RealBadAngel |
00:47 |
RealBadAngel |
its ready for testing |
01:13 |
|
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01:14 |
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01:16 |
paramat |
hmmmm let me know sometime if you approve of #2932 |
01:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/2932 -- Cavegen: Mgv6: No small caves entirely above ground by paramat |
01:16 |
hmmmm |
yeah I guess so |
01:19 |
paramat |
okay thanks |
01:22 |
|
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01:43 |
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01:44 |
est31 |
hmmmm, can you have a look at #2933 |
01:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/2933 -- MoveItemSomewhere double bugfix by est31 |
01:44 |
paramat |
now pushing 2932 |
01:49 |
|
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01:51 |
paramat |
push complete |
02:03 |
|
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02:06 |
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paramat left #minetest-dev |
02:10 |
Tesseract |
TBC_x: safeLoadFile uses stdin if no file is passed because that's what regular Lua loadfile does. |
02:10 |
Tesseract |
Please tell me if there's an actual security issue with that. |
02:17 |
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02:17 |
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stormchaser3000 joined #minetest-dev |
02:27 |
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stormchaser3000 joined #minetest-dev |
02:46 |
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03:26 |
johnnyjoy |
Does anyone know is est31 is planning to be back anytime soon? |
03:27 |
VanessaE |
dunno. |
03:37 |
|
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03:39 |
johnnyjoy |
Thanks VanessaE, est31 was just helping me with a PR. |
03:40 |
|
est31 joined #minetest-dev |
03:44 |
est31 |
johnnyjoy, whats the problem? |
03:46 |
johnnyjoy |
Just wanted to see what I could do to advance the PR. |
03:53 |
est31 |
perhaps ask people to test it, and try it |
03:56 |
hmmmm |
est31: looks good to me |
03:57 |
hmmmm |
hmmm |
03:57 |
hmmmm |
minetest's signed number serialization is borked |
04:02 |
est31 |
ok hmmmm do you think it needs a third person to have a look at? |
04:02 |
hmmmm |
est31: no.. |
04:03 |
est31 |
ok pushing then |
04:03 |
|
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04:13 |
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zat joined #minetest-dev |
04:13 |
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AnotherBrick joined #minetest-dev |
04:18 |
|
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04:22 |
VanessaE |
ah HAH! |
04:24 |
* Zeno` |
hides |
04:24 |
VanessaE |
lol |
04:25 |
VanessaE |
zeno: your memory-leak-fu is needed. :) |
04:25 |
hmmmm |
it is?? |
04:25 |
VanessaE |
hmmmm: possibly. VE-Basic has 13MB of content and uses 740 MB of RAM on my box (default textures, no graphics effects) |
04:26 |
VanessaE |
zeno's good at hunting down memory leaks and excess usage :) |
04:26 |
hmmmm |
if it's still not growing in memory usage then it's probably not a leak |
04:26 |
hmmmm |
not still* |
04:26 |
VanessaE |
well maybe "leak" is the wrong word then |
04:27 |
hmmmm |
don't make zeno out to be some kind of superhero, he's just a guy with massif :) |
04:27 |
VanessaE |
lol |
04:27 |
hmmmm |
speaking of memory leaks |
04:27 |
oneZ |
wait, that's not right |
04:28 |
oneZ |
I wear my underpants on the outside ya know, hmmmm |
04:28 |
hmmmm |
I wonder what happened to the guy with the patch for RBA's memory leak |
04:28 |
hmmmm |
you wear a onesie |
04:28 |
oneZ |
lol |
04:28 |
hmmmm |
i mean, that is your name after all |
04:28 |
hmmmm |
oneZ |
04:28 |
oneZ |
yes, so I *am* a superhero |
04:28 |
VanessaE |
lol |
04:28 |
hmmmm |
that's a pretty clever name |
04:28 |
hmmmm |
Zeno does indeed have one Z |
04:29 |
Zeno` |
yes |
04:29 |
Zeno` |
One Z to rule them all |
04:29 |
Zeno` |
I must get around to reinstalling massif etc al after my rebuild |
04:30 |
VanessaE |
and in the darkness bind(2) them? |
04:30 |
Zeno` |
VanessaE, you have read my history I see... |
04:31 |
Zeno` |
But seriously, I still haven't installed all the tools I use since I rebuilt my box and reinstalled / |
04:31 |
Zeno` |
Some need to be compiled manually and I've been playing games *blush* |
04:32 |
Zeno` |
hmmmm, speaking of valgrind do you think if I added valgrind hooks to the source the commit would be accepted? |
04:32 |
hmmmm |
absolutely not |
04:32 |
hmmmm |
horrible |
04:32 |
hmmmm |
why would you even bother asking |
04:32 |
Zeno` |
they have to be #ifdef of course |
04:32 |
* est31 |
is still overriding his ssd with stuff from /dev/urandom, now at blazing 0 B/s according to pv |
04:32 |
hmmmm |
est31, that's not going to help |
04:32 |
Zeno` |
ok, I'll keep them in my personal repo :P |
04:33 |
est31 |
hour 66, 725 gb done |
04:33 |
hmmmm |
zeno`: sarcasm |
04:33 |
Zeno` |
I know :P |
04:33 |
Zeno` |
I'll probably clean them up because they're fairly handy |
04:33 |
hmmmm |
est31: that ssd has a bunch of sectors that probably aren't going to get overwritten |
04:33 |
Zeno` |
(for controlling the instrumentation) |
04:33 |
est31 |
hmmmm, but if its from urandom? |
04:34 |
hmmmm |
lol |
04:34 |
est31 |
I mean zeros are optimised, no? |
04:35 |
hmmmm |
no, SSDs literally have a quite a large segment of spare, hidden sectors that get remapped if a couple die within the normal lifetime |
04:35 |
hmmmm |
so when you overwrite everything it doesn't actually overwrite everything |
04:36 |
est31 |
ah i see |
04:36 |
hmmmm |
it's not really possible to overwrite everything unless there's a special command in the SSD's firmware to do so |
04:36 |
VanessaE |
plus, all you gotta do is fill the drive up with a few large files maybe twice and you'll use up all the spare cells (not the remappable ones but the "extras" used for better write endurance) |
04:36 |
hmmmm |
hrmm |
04:36 |
est31 |
I'll perhaps make a research... |
04:36 |
Zeno` |
hammer |
04:36 |
est31 |
VanessaE, thats only taking care of the filesystem |
04:37 |
Zeno` |
hammer, water, acid, microwave and then blend it |
04:37 |
VanessaE |
est31: not exactly true |
04:37 |
hmmmm |
I wonder if there's a clever way of platform-independently serializing a signed value |
04:37 |
est31 |
ah these warnings TBC_x has pasted |
04:38 |
VanessaE |
I mean, you can zero-out your swap partition, but if you disable TRIM and fill up + empty out the FS a couple of times, there won't be anything left to read. |
04:38 |
est31 |
? |
04:38 |
est31 |
I'm using dd |
04:38 |
VanessaE |
hmmmm: render the number as a regular ASCII string? |
04:39 |
hmmmm |
lol |
04:39 |
est31 |
hehe |
04:39 |
hmmmm |
that's not very clever |
04:39 |
VanessaE |
sometimes simple works better than clever ;) |
04:39 |
est31 |
also not backwards compatible |
04:39 |
Zeno` |
what warnings? |
04:40 |
est31 |
Zeno`, read in the logs, yesterday or the day before TBC_x has shared a link |
04:40 |
est31 |
with some linter like tool |
04:40 |
Zeno` |
you want me to READ? |
04:40 |
est31 |
lotsa srp stuff |
04:40 |
est31 |
either way, its external |
04:41 |
Zeno` |
Are they real warnings? |
04:41 |
est31 |
no, just linter output |
04:41 |
Zeno` |
What I mean is, sometimes those static analysis packages have a lot of false positives |
04:41 |
est31 |
i didnt check them |
04:41 |
est31 |
but i assume hmmmm did |
04:41 |
hmmmm |
? |
04:41 |
est31 |
just saw the link, clicked it. |
04:42 |
hmmmm |
same here I just clicked it |
04:42 |
hmmmm |
seems like a lot of bogus "code style" warnings telling us to follow their style (like avoiding C-style casts) and unused functions |
04:42 |
hmmmm |
nothing much of value |
04:43 |
Zeno` |
pfft |
04:43 |
Zeno` |
false positives :D |
04:43 |
Zeno` |
I tried one lint-like program and it spat out style stuff |
04:43 |
hmmmm |
whose style anyway |
04:43 |
est31 |
well, the c++ standard creators are proud of their over complicated cast system |
04:44 |
hmmmm |
over verbose at least |
04:44 |
Zeno` |
something completely stupid as well; from memory it wanted parenthesis around return values |
04:44 |
hmmmm |
lolol |
04:44 |
est31 |
they even call verbosity a feature |
04:44 |
est31 |
"because its easier to see there is a cast being done" |
04:44 |
Zeno` |
lol |
04:44 |
est31 |
at least inside some doc page |
04:44 |
Zeno` |
yeah because (sjfsjfksjfsjfks) is pretty hard to see |
04:44 |
est31 |
perhaps not part of the standard itself |
04:45 |
est31 |
why again is new something different from malloc and delete? I mean it makes just life harder? |
04:46 |
est31 |
(as in why is new -> free and malloc -> delete forbidden) |
04:46 |
est31 |
malloc and free* |
04:47 |
Zeno` |
it calls constructors |
04:47 |
Zeno` |
and throws exceptions (unless you tell it not to) |
04:47 |
Zeno` |
but there is nothing wrong with malloc/free |
04:48 |
Zeno` |
s/it calls/new calls |
04:48 |
hmmmm |
heh |
04:48 |
hmmmm |
the overcomplicated operator new constructor semantics |
04:48 |
hmmmm |
Foobar *foo = new Foobar; vs. Foobar *foo = new Foobar(); |
04:49 |
hmmmm |
iirc this changed somewhat subtely in C++11 |
04:53 |
Zeno` |
great |
04:53 |
Zeno` |
the thing I hate most is having to remember to do delete[] for arrays |
04:54 |
Zeno` |
not so much remember, but if the allocation changes you have to remember to change the free as well |
04:54 |
Zeno` |
which can kind of be a maintenance issue in some instances |
04:56 |
Zeno` |
gosh... I have heaps to catch up on |
04:56 |
* Zeno` |
scrolls through commit log |
04:58 |
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04:58 |
Zeno` |
oh, going back a bit in the conversation... http://oclint.org/ <--- I believe that's the one that wanted parenthesis around return values |
04:59 |
hmmmm |
hmmm |
04:59 |
hmmmm |
does this look correct? http://fpaste.org/245780/37281931/ |
04:59 |
Zeno` |
looks like a valid URL to me, yeah |
05:00 |
Zeno` |
I'm not sure about the snippet |
05:00 |
Zeno` |
will have to thing about that |
05:01 |
Zeno` |
what if it's already 2s complement? |
05:01 |
hmmmm |
the ~ implicitly converts v to an unsigned integral type of the same rank |
05:01 |
hmmmm |
then it should equal itself |
05:02 |
hmmmm |
so for non-twos-complement machines, that could be defined to a no-op: #define MAKE_TWOS_COMPLEMENT(v) (v) |
05:05 |
hmmmm |
I'm wondering if I should leave well enough alone and only change it if we get a bug report that minetest isn't working right on a PDP-8 or w/e |
05:05 |
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05:10 |
Zeno` |
I dunno |
05:10 |
Zeno` |
what am I doing wrong: http://codepad.org/Wbe7jlcp |
05:11 |
Zeno` |
ignore the first printf... that was something I was trying first |
05:11 |
Zeno` |
I'd wait for the PDP-8 bug report myself heheh |
05:15 |
Zeno` |
hmmmm ^ |
05:16 |
hmmmm |
? |
05:16 |
Zeno` |
maybe I will implement a 1s complement VM |
05:16 |
Zeno` |
to test? |
05:16 |
hmmmm |
lol |
05:17 |
Zeno` |
I don't think it's right, btw... because if you're adding 1 wouldn't you need the unsigned integral 1 larger than the current rank? |
05:17 |
Zeno` |
to account for -0 and +0 |
05:18 |
Zeno` |
I dunno... been a long time since I learned 1- and 2-s complements\ |
05:18 |
hmmmm |
why should that matter? wraparound is well defined |
05:18 |
Zeno` |
I don't know. I need my 1st grade binary representation chapter |
05:19 |
Zeno` |
I can't remember hehe |
05:20 |
est31 |
also hmmmm areastore has unittests now |
05:20 |
hmmmm |
cool |
05:20 |
hmmmm |
i'll have to take a look |
05:20 |
Zeno` |
has hmmmm's status as unittest maintainer been officialised yet? |
05:21 |
Zeno` |
oh, btw.. is weblate a bot/website? I've seen some commits from them |
05:21 |
est31 |
if not he has my +1 |
05:21 |
est31 |
Zeno`, yes it is |
05:21 |
Zeno` |
nice |
05:21 |
hmmmm |
unittest maintainer? |
05:21 |
hmmmm |
what the hell is this |
05:21 |
est31 |
it has no automatic push privileges though |
05:21 |
est31 |
Zeno`, https://hosted.weblate.org/projects/minetest/ |
05:21 |
Zeno` |
hmmmm we have voted you as the unittest subsystem maintainer |
05:21 |
hmmmm |
i am not taking other peoples' responsibility of making sure their crap works |
05:21 |
Zeno` |
lol :-D |
05:22 |
est31 |
the way weblate works is that it creates gazillions of senseless merge requests |
05:22 |
est31 |
it has a button though to "clean up the history" |
05:22 |
Zeno` |
who set that up? |
05:22 |
est31 |
me |
05:22 |
Zeno` |
very cool |
05:22 |
est31 |
I dont host it however, the weblate creator does |
05:23 |
Zeno` |
and it's working as intended? |
05:23 |
est31 |
mostly yes |
05:23 |
Zeno` |
I mean... no complaints? |
05:23 |
est31 |
?? |
05:23 |
Zeno` |
cool |
05:23 |
est31 |
you have to run updatepo.sh from time to time I guess |
05:24 |
est31 |
I'm not sure yet which model we should adopt |
05:24 |
Zeno` |
why are all the PR's failing? |
05:24 |
est31 |
because sf.net is down and thats where the bot gets irrlicht from |
05:25 |
Zeno` |
jenkins |
05:25 |
est31 |
nrz androbot yes |
05:26 |
Zeno` |
sf.net has been down for over 2 days? |
05:26 |
Zeno` |
lol |
05:26 |
Zeno` |
it's probably dying :( |
05:27 |
est31 |
they have a twitter page with updates |
05:27 |
est31 |
somewhere |
05:27 |
est31 |
bye |
05:27 |
Zeno` |
yeah, and no updates for 18 hours |
05:27 |
hmmmm |
Zeno`: wait, looking at your codepad paste again |
05:27 |
hmmmm |
isn't that result correct? |
05:28 |
hmmmm |
0x8000 is the intended representation of INT16_MIN |
05:28 |
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05:29 |
Zeno` |
http://codepad.org/rbvkoGpg |
05:29 |
Zeno` |
yeah so I guess it's correct |
05:29 |
Zeno` |
padded with binary 1 to the left |
05:30 |
Zeno` |
but... how is this more portable? |
05:31 |
hmmmm |
well I didn't write the corresponding readU16() |
05:32 |
hmmmm |
it's more portable because it avoids any assumptions about the bit layout of a signed type and doesn't rely on casting to an unsigned type |
05:33 |
Zeno` |
oh this is for serialised data.. sorry, forgot that bit |
05:33 |
hmmmm |
the case of conversion from signed to unsigned is well defined by the C standard when the signed integer is positive |
05:33 |
hmmmm |
it's only the negative case we have to worry about |
05:33 |
Zeno` |
yeah |
05:34 |
hmmmm |
there, i make it into something that is well defined, i.e. positive, implicitly convert that to an unsigned type, and then do unsigned bit arithmetic on it to create the twos complement representation |
05:34 |
Zeno` |
so 1's complement simply has a sign bit... correct? |
05:34 |
hmmmm |
right |
05:34 |
hmmmm |
there are way more representations of signed integers btw |
05:34 |
hmmmm |
not just ones and twos complement |
05:34 |
Zeno` |
yes, I have a few of my own |
05:34 |
hmmmm |
thing is |
05:35 |
hmmmm |
virtually no computers use them since 1970 |
05:35 |
Zeno` |
(seriously, when I was writing toy VMs I implemented some weird ones just for the sake of it) |
05:35 |
hmmmm |
yea |
05:35 |
Zeno` |
which is why I said that I'd wait for the PDP-8 bug report you mentioned :D |
05:35 |
hmmmm |
it's a good way to practice your C-standard-fu |
05:45 |
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05:45 |
Zeno` |
well if you want to implement the bit scrubbing (or whatever you want to call it) I won't say it's not useful |
05:46 |
Zeno` |
I just personally wouldn't bother heh |
05:46 |
Zeno` |
except for, maybe, floating points |
05:47 |
Zeno` |
maybe BCD is the way to go |
05:47 |
Zeno` |
nah, too hard |
05:47 |
Zeno` |
plain text |
05:47 |
Zeno` |
and compress it with snappy |
05:50 |
Zeno` |
bbl; |
06:42 |
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07:05 |
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08:00 |
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08:06 |
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08:16 |
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08:25 |
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08:49 |
TBC_x |
I've noticed that somebody complained about my cppcheck report containing (style) lines, use GREP god dammit |
09:08 |
TBC_x |
Tesseract: Your safe loading code has many early returns, It may leave dangling file descriptor, I suggest to use wrapper method that opens the file and then closes it |
09:12 |
RealBadAngel |
TBC_x, can you link me again pasties with client.cpp changes you made? |
09:13 |
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09:13 |
TBC_x |
k |
09:14 |
TBC_x |
http://sprunge.us/aUHM |
09:15 |
TBC_x |
that's the whole fix |
09:15 |
TBC_x |
for the minimap leak |
09:15 |
TBC_x |
you should also consider adding distance based garbage collector |
09:16 |
TBC_x |
also, are you sure the minimap textures always exist? |
09:17 |
TBC_x |
hmm, nvm |
09:17 |
TBC_x |
when getTexture() returns 0, you get segfault |
09:19 |
TBC_x |
and that is too ambiguous to fix, when it happens |
09:20 |
RealBadAngel |
if (!minimap_texture) |
09:20 |
RealBadAngel |
return; |
09:20 |
TBC_x |
wait, gonna look it up |
09:21 |
TBC_x |
it is in Mapper::Mapper |
09:22 |
TBC_x |
I would add exception to getTexture() |
09:22 |
TBC_x |
and unless it is handled, it would have clear message that some textures are wrong |
09:23 |
RealBadAngel |
in what case you wouldnt get texture? |
09:23 |
TBC_x |
in an exceptional case |
09:23 |
RealBadAngel |
its already handled |
09:23 |
RealBadAngel |
fake one is created |
09:24 |
RealBadAngel |
with info on that too |
09:24 |
TBC_x |
then there should be assertion unreachable() |
09:25 |
TBC_x |
still better than a segfault |
09:25 |
RealBadAngel |
then fix texture source |
09:25 |
RealBadAngel |
its not minimap code |
09:26 |
RealBadAngel |
texture source code is in client/tile.cpp |
09:29 |
TBC_x |
hmm |
09:30 |
TBC_x |
I should stop complaining about broken code I broke myself :P |
09:31 |
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09:33 |
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09:33 |
TBC_x |
but still, I think that TextureSource::getTexture(u32) should throw an exception instead of NULL |
09:33 |
TBC_x |
client/tile.cpp:661 |
09:39 |
TBC_x |
if (id == 0 || id >= m_textureinfo_cache.size()) |
09:39 |
TBC_x |
throw TextureNotFoundException; |
09:41 |
RealBadAngel |
you can modify it |
09:42 |
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09:43 |
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09:45 |
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09:45 |
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09:53 |
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09:57 |
TBC_x |
no crashes on exception, I guess the exception is reasonable there |
09:59 |
RealBadAngel |
then open a PR with it |
10:35 |
RealBadAngel |
TBC_x, your minimap fixes broke radar mode |
10:42 |
RealBadAngel |
do you actually test your changes? |
10:48 |
RealBadAngel |
can anybody review #2934? |
10:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/2934 -- Add wielded (and CAOs) shader by RealBadAngel |
11:01 |
VanessaE |
different subject: will there be a time soon where the server can be given arbitrary new media files to be sent to clients? for example if someone wants me to install a skin for them, currently I have to restart the server to make it available. |
11:07 |
VanessaE |
this causes people to constantly ask me when the skin (or other change) will take effect. |
11:22 |
TBC_x |
the radar mode is quite a cpu hog |
11:23 |
TBC_x |
that's probably why I didn't test it |
11:31 |
TBC_x |
are there any routines to check whether a mapblock is underneath an empty mapblock? |
11:37 |
TBC_x |
VanessaE: could you please reset my password for digitalaudioconcepts.com:30005? |
11:37 |
VanessaE |
sure, TBC. |
11:37 |
TBC_x |
thank you |
11:38 |
TBC_x |
oh |
11:39 |
TBC_x |
that's not your server |
11:39 |
TBC_x |
even localhost is denying password |
11:40 |
TBC_x |
and I never set a password for my localhost |
11:41 |
VanessaE |
heh |
11:42 |
TBC_x |
better make clean |
11:44 |
TBC_x |
btw, why aren't unit test handled by cmake and are built into the binary instad? |
11:44 |
VanessaE |
no clue |
11:44 |
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11:45 |
RealBadAngel |
TBC_x, radar mode is a hog? rotfl |
11:45 |
RealBadAngel |
its less demanding mode |
11:45 |
TBC_x |
well... I get 1/3 of fps |
11:46 |
RealBadAngel |
thats propably because of you guys trying to fix things |
11:46 |
TBC_x |
well, that doesn't mean that they are broken |
11:46 |
TBC_x |
well, that doesn't mean that they are not broken |
11:46 |
RealBadAngel |
your fixes breaks funcionality |
11:46 |
VanessaE |
zero difference here between radar mode and surface mode |
11:47 |
TBC_x |
I want to see hmmmm's minimap |
11:47 |
VanessaE |
negligible difference between turning it on/off |
11:47 |
RealBadAngel |
please do check effects of your fixes instead for looking leaks in the wrong place. your approach was wrong from the very begining |
11:48 |
VanessaE |
of course I'm using the upstream copy |
11:48 |
RealBadAngel |
lemme show you something |
11:48 |
TBC_x |
I am aware of that |
11:49 |
TBC_x |
but allocating a class on the stack should not cause any leaks at all |
11:50 |
TBC_x |
I kinda understand what Linus said about C++ |
11:51 |
RealBadAngel |
this is how radar mode looks like after your changes: https://imgrush.com/mjEsWR8TiqdB |
11:52 |
TBC_x |
I would like to see a side-by-side comparison |
11:52 |
Routh |
I heard minimap. Is there a github for said minimap/ |
11:52 |
Routh |
? |
11:53 |
TBC_x |
latest git |
11:53 |
RealBadAngel |
Routh, theres F9 key on your keyboard if you have latest build ;) |
11:54 |
Routh |
Not yet apparently, so this will be core client feature and not a mod? :D |
11:54 |
TBC_x |
the F9 is possible to remap, right? |
11:54 |
RealBadAngel |
no |
11:54 |
RealBadAngel |
like the other F keys |
11:55 |
TBC_x |
new stuff using keys better should be remappable |
11:55 |
RealBadAngel |
remap cinematic, 3rd person, hide hud etc |
11:55 |
RealBadAngel |
otherwise stop trying to look for bad code in mine |
11:56 |
RealBadAngel |
current master with radar is fucked up too |
11:56 |
TBC_x |
well, that's not my work |
11:56 |
RealBadAngel |
i just love guys fixing the code they do not understand |
11:57 |
RealBadAngel |
and even more when they do not try what they have fixed |
11:58 |
RealBadAngel |
you should get a medal made out of a potatoe for that |
11:58 |
TBC_x |
the code I do not understand I try to rewrite to keep current functionality and adding comments so everyone else can understand the code |
12:02 |
RealBadAngel |
https://imgrush.com/folzWGrfHhCy.png |
12:02 |
RealBadAngel |
i had to roll back quite a while to get a build with correct code |
12:03 |
TBC_x |
well... don't blame me for your broken radar then |
12:03 |
RealBadAngel |
you made it even worse |
12:03 |
TBC_x |
how so? |
12:03 |
RealBadAngel |
both of you have made it unusable |
12:04 |
TBC_x |
write unit tests |
12:04 |
RealBadAngel |
i know where are leaks, but its not the place you were thinkin |
12:05 |
RealBadAngel |
i will fix my OWN code on my own. ok? |
12:05 |
RealBadAngel |
both of you just dont get it |
12:05 |
TBC_x |
you mean the destructor cannot deallocate objects, the constructor allocated? |
12:06 |
TBC_x |
what commit does you radar work at? |
12:07 |
RealBadAngel |
before hmmms attempts to attach 5th wheel to my car :P |
12:07 |
TBC_x |
you need a steering wheel, right? |
12:07 |
TBC_x |
;) |
12:08 |
RealBadAngel |
i will just fix the leaks, you guys get better lookin for problems elsewhere |
12:09 |
RealBadAngel |
because now i have to undo what better coders have broken |
12:09 |
VanessaE |
tbc: touché :) |
12:09 |
TBC_x |
hmm? |
12:09 |
VanessaE |
the steering wheel |
12:09 |
TBC_x |
well, i don't get it |
12:09 |
RealBadAngel |
yeah, that will be able to steer the car in all six dimensions thx to extra wheel |
12:10 |
TBC_x |
you're welcome! ;) |
12:11 |
TBC_x |
RBA: run it through cppcheck when you're done, please |
12:13 |
RealBadAngel |
http://cppcheck.sourceforge.net/ |
12:13 |
TBC_x |
are you using windows? |
12:13 |
RealBadAngel |
btw, i was coding cpp 25 yrs ago |
12:13 |
TBC_x |
my father was coding C 20 years ago |
12:14 |
TBC_x |
it is still horrible |
12:14 |
RealBadAngel |
i just hate when youngsters come and say that they do know better :P |
12:14 |
TBC_x |
get used to it |
12:16 |
RealBadAngel |
i can get used to constructive comments |
12:16 |
RealBadAngel |
what hmmm does is trolling |
12:17 |
TBC_x |
well... when you allocate resources in a constructor, you shall take care of they are properly destroyed in destructor |
12:17 |
RealBadAngel |
TBC_x, minimap mapblocks are not meant to be deleted in mesh update thread |
12:17 |
RealBadAngel |
its not allowed |
12:18 |
RealBadAngel |
only proper place to delete them is mapper itself |
12:18 |
TBC_x |
I solved that by moving the pointer out of the MapBlockMesh |
12:18 |
TBC_x |
when it is used |
12:18 |
RealBadAngel |
thats actually good idea |
12:19 |
RealBadAngel |
and i will use it |
12:19 |
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12:19 |
TBC_x |
and if the pointer is valid when the destructor is run, it will delete it |
12:20 |
TBC_x |
got kinda inspired by C++11 |
12:20 |
RealBadAngel |
its all done in threads |
12:20 |
RealBadAngel |
thats not safe |
12:21 |
RealBadAngel |
mapper will keep getting weird data |
12:21 |
TBC_x |
well, on my test runs, I had no corrupted mapper data |
12:21 |
RealBadAngel |
radar mode is corrupted |
12:21 |
TBC_x |
when I implemented the move |
12:21 |
RealBadAngel |
enough for the evidence |
12:24 |
RealBadAngel |
hmmm is a master of judging the code without even trying it. atm its like we could see a black screen and author of the change is claiming, hey but i fixed the leak! |
12:25 |
RealBadAngel |
so what it doesnt work properly anymore. its fixed. period ;) |
12:27 |
TBC_x |
well.. I applied the fixes to 8ac0cf500ff336c43f6c42b306431fa6564b7cc8 |
12:27 |
TBC_x |
can you confirm, the broken minimap was there? |
12:27 |
TBC_x |
i mean radar mode |
12:27 |
RealBadAngel |
its broken even without your fixes |
12:28 |
RealBadAngel |
your code makes it just a bit worse |
12:30 |
TBC_x |
well... I cannot fixed undefined behaviour, when the code is not really fixing undefined behaviour |
12:31 |
RealBadAngel |
i will try to fix the logic of updates first |
12:31 |
RealBadAngel |
it is mainly broken |
12:32 |
RealBadAngel |
im done with previous task now, so i can spend a few next days on minimap |
12:32 |
TBC_x |
VanessaE: did you set any default password? I can connect to localhost but not to your server |
12:33 |
VanessaE |
TBC: the only password I set was the one you asked me to reset a bit ago. |
12:33 |
TBC_x |
oh |
12:34 |
TBC_x |
i missed the PM due to too much open channels |
12:34 |
TBC_x |
thanks |
12:34 |
VanessaE |
np |
12:36 |
TBC_x |
does the minimap use any OpenGL extensions? I have Intel graphics here |
12:38 |
RealBadAngel |
turn on shaders and see |
12:38 |
TBC_x |
rather not |
12:38 |
RealBadAngel |
minimap has its own shader |
12:38 |
RealBadAngel |
its not that demanding one |
12:38 |
RealBadAngel |
should work even on low end gpus |
12:39 |
TBC_x |
looking into the sky, drawtime 15 |
12:40 |
TBC_x |
with minimap drawtime 20 |
12:40 |
TBC_x |
hmm |
12:40 |
TBC_x |
looks like mesh updating issue |
12:41 |
RealBadAngel |
minimap compositing the texture each frame is costly |
12:41 |
RealBadAngel |
it shall be moved back to mapper thread |
12:41 |
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12:42 |
RealBadAngel |
but for that i need own image manipulating routines, irrlicht ones are not thread safe |
12:42 |
RealBadAngel |
also we need double buffering there |
12:42 |
TBC_x |
just cache pixels for each zoom, for each block |
12:44 |
TBC_x |
i mean, node |
12:45 |
RealBadAngel |
what do you mean? |
12:46 |
RealBadAngel |
i was talkin on displaying the minimap texture. one should being worked on, another one displayed, thats double buffering |
12:48 |
RealBadAngel |
this way you can safely work on a texture in a thread, when done just pass it to main thread |
12:48 |
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12:57 |
TBC_x |
well... whatever |
13:06 |
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13:12 |
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13:23 |
johnnyjoy |
sfanf, is there anything I can do to help complete PR 2912? |
13:25 |
RealBadAngel |
#2912 |
13:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/2912 -- PostgreSQL database backend by johnnyjoy |
13:26 |
RealBadAngel |
squash it in the first place |
13:27 |
johnnyjoy |
Okay. I will look up how to do that, and message when it's done. |
13:49 |
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14:02 |
hmmmm |
hmmm |
14:02 |
hmmmm |
i think when sapier or whoever wrote the new connection.cpp, there had been a fundamental misunderstanding about Buffer<T> |
14:03 |
hmmmm |
it's being used in the absolutely most inefficent manner possible |
14:04 |
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14:04 |
hmmmm |
definitely needs cleaning up at some point. the simplest operations involve 10-15 copies of the same data |
14:05 |
nrzkt |
yes, there are too many copies into the UDP layer |
14:08 |
johnnyjoy |
I have squashed changes for PR 2912. Please let me know if there is anything more I can do. |
14:10 |
hmmmm |
johnnyjoy, i looked at it and it seems good to me. |
14:17 |
johnnyjoy |
How will I know if the changes get pulled? |
14:17 |
hmmmm |
it'll get noted on the PR page |
14:18 |
johnnyjoy |
Thanks. |
14:41 |
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14:42 |
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14:54 |
hmmmm |
nrzkt: What makes you think that enet is better than the minetest protocol? |
14:54 |
hmmmm |
nrzkt: Have you actually looked at enet? |
14:54 |
nrzkt |
personnally i perfer native TCP connection to handle connections with a UDP for unreliable datas |
14:55 |
hmmmm |
None of this is necessary. Just fix the existing protocol and as an added bonus there's reverse compatibility. |
14:55 |
nrzkt |
but many wants enet, i looked at ENET API it's very simple to use, this will make a very tiny connection stack on minetest and will cleanup many and many useless lines of code |
14:55 |
hmmmm |
I looked at enet and it includes a checksum in its packets. |
14:56 |
hmmmm |
That tells me the level of knowledge of its creator. |
14:56 |
nrzkt |
it's like a TCP over UDP... |
14:56 |
nrzkt |
and there is no IPv6 too |
14:56 |
nrzkt |
but maybe cleanup the whole stack could be better, maybe |
14:56 |
nrzkt |
the main thing i want to rework is our "session" system which is clientiface |
14:56 |
hmmmm |
Switching to some library isn't going to magically solve all our problems |
14:56 |
nrzkt |
no, right |
14:57 |
hmmmm |
You need to have an understanding of what the problem actually is in the first place |
14:57 |
hmmmm |
Additionally it does not seem like there is any way to disable in-order packet delivery with ENet... |
14:58 |
hmmmm |
Sort of makes me wonder what the point is to begin with. At that point it loses a lot of advantages over TCP. |
14:59 |
Calinou |
less lag... |
14:59 |
Calinou |
isn't that all we want? ;) |
14:59 |
nrzkt |
the lag is not very high |
14:59 |
hmmmm |
How does it accomplish this |
14:59 |
Calinou |
<+nrzkt> and there is no IPv6 too |
14:59 |
hmmmm |
Don't tell me there's magic fairy dust |
14:59 |
Calinou |
possible with breaking the API |
14:59 |
nrzkt |
in my server there is 13ms of lag |
14:59 |
Calinou |
(see issue on GitHub) |
15:00 |
nrzkt |
i don't want to have a forked lib into our core. |
15:00 |
nrzkt |
stop that, use regular and propose patchs to upstream |
15:01 |
Calinou |
they'll be refused because of breaking compatibility |
15:01 |
Calinou |
enet has more "customers" than just Cube 2, there's lots of proprietary software using it... even random iOS apps |
15:01 |
nrzkt |
then have a better patch |
15:04 |
hmmmm |
Wait, enet doesn't even allow IPv6? |
15:04 |
hmmmm |
Is this a joke or something? |
15:04 |
nrzkt |
not a joke |
15:04 |
hmmmm |
I don't understand why it was even considered |
15:05 |
hmmmm |
Besides, ENet is an application-layer protocol. Why it has a dependency upon IPv4 is completely beyond me. Sounds like a deficiency in their API design. |
15:07 |
nrzkt |
yes |
15:07 |
Calinou |
make our own then? 8) |
15:07 |
Calinou |
just switching to mere TCP will easily add +30ms of lag on average |
15:08 |
Calinou |
you can try, but it might not be easy to have low latency |
15:08 |
hmmmm |
Right. I advocate actually attempting to fix what we have already first before throwing it all away. |
15:08 |
nrzkt |
no problem for me |
15:08 |
hmmmm |
Seems to me like the only reason why this hasn't been done yet is due to a collective ignorance |
15:09 |
nrzkt |
will look at network stack cleanup then, okay |
15:09 |
nrzkt |
i already looked at some copies removal |
15:10 |
nrzkt |
but i don't remove all |
15:11 |
hmmmm |
I'll give a hint. I think the primary reason for Minetest's poor bandwidth is the total disregard for IP MTU size. |
15:12 |
nrzkt |
we talk to IP to tell him to do fragmentation ? :o |
15:12 |
nrzkt |
tell it* |
15:17 |
hmmmm |
Actually, nevermind that |
15:33 |
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16:09 |
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16:44 |
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16:47 |
rubenwardy |
https://github.com/minetest/minetest/issues/2913#issuecomment-122680204 |
16:47 |
rubenwardy |
~title |
16:47 |
ShadowBot |
Unexplained, random crashes (segfaults, aborts, OOM) · Issue #2913 · minetest/minetest · GitHub |
16:52 |
rubenwardy |
added a few more |
16:59 |
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17:06 |
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17:06 |
est31 |
johnnyjoy, you there? |
17:07 |
est31 |
i have a likely theory why your git squashes fail |
17:08 |
est31 |
johnnyjoy, whats the first line of the output of "git show upstream/master -q". |
17:27 |
johnnyjoy |
I'm here now. |
17:28 |
johnnyjoy |
commit 7bbb9b066a8cc079512ddd3e6b32475309f49fca |
17:28 |
johnnyjoy |
Oh, of course he's gone. |
17:34 |
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18:11 |
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18:11 |
TBC_x |
Just wrote down a draft of an Architecture that would be cluster-enabled |
18:12 |
nrzkt |
before doing a cluster, having a good monolithic code is good :) |
18:13 |
TBC_x |
the best thing: Theoretically it can be MT 3.x compatible |
18:16 |
TBC_x |
but it also may be a nonsense as I'm very unsure of how efficent a proxy can be |
18:27 |
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18:50 |
TBC_x |
is TOCLIENT_HP and TOCLIENT_BREATH gonna stay in the new protocol? |
18:52 |
hmmmm |
newer clients will have to respect those if the server version is older, yes |
18:52 |
hmmmm |
let's not jump the gun too fast, i feel like there's way too much time spent on how great minetest will be after client side scripting instead of focusing on the current issues first |
18:54 |
TBC_x |
I thought there will be breaking changes in network protocol |
18:54 |
hmmmm |
there is absolutely no reason why that needs to be the case |
18:54 |
hmmmm |
the server owners demand reverse compatibility |
18:54 |
hmmmm |
we'll give them what they want |
18:56 |
Calinou |
https://forum.minetest.net/viewtopic.php?f=14&t=12843 |
18:56 |
Calinou |
maybe this should be a sticky? |
18:57 |
hmmmm |
maybe developers should have moderator privileges since they seem to be quite active and trusted/responsible |
18:59 |
nrzkt |
TBC_x i agree we should do it, but it's not minetest politic, else i had already done this. |
18:59 |
nrzkt |
i don't go often on forum, but i think our developpers are not kikoololz |
19:00 |
hmmmm |
I would personally be more open to the possibility of breaking reverse compatibility if there was a great amount of value to gain that can only technically be achieved by doing so |
19:01 |
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19:01 |
nrzkt |
i'm awaiting for a major version for this, whereas i think the next release can be major, because we have done many good work and added good client features |
19:01 |
nrzkt |
i looked at master server stats |
19:02 |
hmmmm |
most clients are 0.4.10 |
19:02 |
nrzkt |
i think we can remove every packet handling before 0.4.7 |
19:02 |
hmmmm |
can doesn't mean you shoul |
19:02 |
nrzkt |
yes, i see that on the that |
19:02 |
hmmmm |
should* |
19:02 |
hmmmm |
i mean, what is there to gain by breaking compatibility |
19:02 |
hmmmm |
how does it make minetest /better/? |
19:03 |
hmmmm |
you know, I can still run a DOS application from the 1980s on windows 10 |
19:04 |
nrzkt |
i know |
19:05 |
Calinou |
we can gain cleaner code, and more consistency for players |
19:05 |
Calinou |
no more "how do I do this? I'm on 0.4.10" |
19:05 |
nrzkt |
i will propose a PR for cleaning up < 0.4.6 packet handling this week |
19:06 |
hmmmm |
code cleanup is such a lame excuse |
19:06 |
nrzkt |
and each month looking for stats |
19:06 |
hmmmm |
perceived "messiness" wouldn't even be an issue if your organizational skills were good enough |
19:07 |
TBC_x |
I suggest adding TOCLIENT_RESOURCE which would handle stuff like health and breath, for usage in the future |
19:07 |
hmmmm |
TBC_x: Oh, you haven't heard the plans for that, have you |
19:07 |
TBC_x |
well, no |
19:07 |
hmmmm |
TBC_x: In the future, HP and breath will be lua-side things only |
19:07 |
TBC_x |
good thing |
19:12 |
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19:13 |
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19:28 |
hmmmm |
anyway I've looked into it |
19:29 |
hmmmm |
I vote against using enet |
19:29 |
hmmmm |
too many problems, there's the additional dependency, the fact that it doesn't provide any advantages over just using a combination of TCP and UDP, etc. |
19:30 |
hmmmm |
if it's determined that minetest UDP cannot be fixed for whichever reason, I'd prefer just using TCP |
19:34 |
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19:49 |
nrzkt |
perfect, agree |
19:50 |
hmmmm |
that doesn't mean use TCP |
19:51 |
paramat |
nore, sfan5, any approval for game#581 ? i'll make the PR after approval |
19:51 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/581 -- New stairs and slabs discussion |
19:51 |
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19:51 |
hmmmm |
it doesn't have NAT hole punching capabilities, for example, and then there's the whole latency thing we're trying to avoid |
19:57 |
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20:17 |
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20:35 |
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21:05 |
paramat |
hi hmmmm another one for your consideration sometime #2935 |
21:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/2935 -- Mgv7: Use density noise + density gradient for mountain terrain by paramat |
21:27 |
TBC_x |
http://www.isoc.org/INET97/proceedings/F3/F3_1.HTM |
21:30 |
est31 |
small question: is it true that the size of a mantissa of floats and doubles isnt specified at all by c/c++? |
21:31 |
est31 |
no guarantee to be IEEE 754? |
21:33 |
est31 |
TBC_x, any ideas? |
21:33 |
est31 |
also, whats adoption of IEEE 754 |
21:33 |
est31 |
can we get on a processor without it, in reality |
21:34 |
est31 |
it seems all intel 8088 based processors have such an fpu |
21:34 |
est31 |
but what bout arm |
21:34 |
Sokomine |
i get crashes where gdb reports in Mapgen::propagateSunlight(irr::core::vector3d<short>, irr::core::vector3d<short>) () when calling vm:calc_lighting(tmin, tmax) sometimes. am i using it wrong? |
21:36 |
est31 |
seems arm has it too |
21:36 |
est31 |
Sokomine, can you reproduce it? |
21:36 |
Sokomine |
est31: yes |
21:36 |
est31 |
whats code to reproduce it |
21:37 |
est31 |
always, or just sometimes? |
21:37 |
Sokomine |
http://pastebin.com/mTRbiQ5Q above part contains the code, which also contains debug messages which show up in gdb's output |
21:43 |
TBC_x |
why is serverCommandFactoryTable in src/network/clientopcodes.cpp using magic numbers? |
21:43 |
nrzkt |
which magic number ? |
21:43 |
est31 |
? |
21:43 |
nrzkt |
there are no magic number in the packet handlers |
21:43 |
TBC_x |
u16 channel |
21:44 |
est31 |
well, its the channel |
21:44 |
nrzkt |
this is not magic, this is in the low layer UDP channel |
21:44 |
est31 |
no idea what that is, but some lower layer stuff |
21:44 |
nrzkt |
est31: there is a channel for reliable and one for unreliable |
21:45 |
nrzkt |
and if i remember there are others for low layers things, but i can't remember |
21:46 |
est31 |
so, are there any guarantees that that IEEE standard gives the c++ developer? |
21:46 |
paramat |
'propagate sunlight', what values of tmin,tmax are you passing? |
21:47 |
est31 |
e.g. is a "float" on the IEEEE supporting processors always compiled to the 32 bit type, and a "double" to the 64 bit type? |
21:47 |
est31 |
or do the compilers throw their own taste in, here, too |
21:48 |
TBC_x |
well... I don't know what the numbers mean and there is no comment on what they mean so I call them magic numbers |
21:48 |
Sokomine |
paramat: from vm, emin, emax = minetest.get_mapgen_object("voxelmanip") emin and emax are used as tmin,tmax |
21:48 |
est31 |
"ah dammit we want to have backwards compat with IBM software, lets do some custom thing" |
21:48 |
est31 |
thats wh windows has \ instead of / |
21:48 |
est31 |
whyÜ |
21:49 |
est31 |
why** |
21:50 |
Sokomine |
paramat: http://pastebin.com/EjZ4Vp9k has added debug output of tmin/tmax (and what i got from get mapgen object) |
21:50 |
Sokomine |
it is a fresh world. if i join it again without deleting the map, the bug does not occour again. only at the first time the world's generated |
21:51 |
* Sokomine |
stares in annoyance at that est31 used |
21:51 |
TBC_x |
everyone knows that \ is an escape |
21:52 |
paramat |
it might be best to pass the minp, maxp of the mapchunk. emin, emax are the extent of the mapchunk plus shell |
21:52 |
paramat |
i'm not sure though |
21:53 |
paramat |
i use 'vm:calc_lighting()' in my lua mapgens |
21:53 |
paramat |
empty brackets may be best |
21:54 |
Sokomine |
if there's a better way or sequence of writing the data back now, i'd welcome any tips as to how to use voxelmanip better. still, a crash is strange |
21:54 |
paramat |
did this start recently? |
21:54 |
Sokomine |
part of the shell may be undefined. perhaps that's why? |
21:55 |
Sokomine |
hard to tell. mysterious crashes upon test world generation have happened for some time. i decided now to run it with gdb to take a look |
21:56 |
paramat |
yes you need to use it with empty brackets |
21:56 |
Sokomine |
ah! |
21:56 |
paramat |
it then auto-selects a smaller region within the 7x7x7 volume |
21:57 |
paramat |
(7x7x7 mapblock) |
21:58 |
Sokomine |
at least it seems to help |
22:01 |
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22:01 |
paramat |
with empty brackets, the lua api auto selects a smaller volume by looking at the extent of the full voxelmanip volume. so empty brackets is usually best |
22:02 |
Sokomine |
ah yes, now i remember why i included the shell. without it, there are a lot of shadows |
22:02 |
paramat |
=/ |
22:03 |
Sokomine |
maybe i could call it a very rainy day...looks like it with the shadows :-) |
22:07 |
paramat |
the shadows will need a different solution, perhaps they're due to your complex use of the shell. also, rapid multiple use of the non-mapgen-voxelmanip can cause shadow bugs |
22:10 |
Sokomine |
the non-mapgen-voxelmanip plays no role in this. only plenty of changes to the shell i'd say |
22:29 |
paramat |
is cavegen griefing the only reason for this clever use of the shell? i recommend using only mod nodes in the schematics instead, with 'is ground content = false' |
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22:42 |
Sokomine |
can't do that. houses may use stone and other normal materials for their walls. creating duplicate nodes would be annoying. and it won't help against mudflow either i guess |
22:42 |
Sokomine |
but yes, cavegen griefing is the major reason why i need to write to the shell |
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22:58 |
TBC_x |
interesting article about networking http://gafferongames.com/networking-for-game-programmers/ |
23:36 |
Tesseract |
Do my multi-socket, threading, and logging PRs look good to merge now? I don't think there are any significant issues with them anymore, and I've rebased them. |
23:37 |
Tesseract |
Eh, as soon as I fix whatever I broke with the threading pull. |
23:46 |
est31 |
I think now is a good moment for merging them, we have time to sort out bugs |
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