Time |
Nick |
Message |
00:07 |
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aerth joined #minetest-dev |
00:09 |
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00:11 |
TBC_x |
I made a bash script that will put your directories in a *.tar.7z http://sprunge.us/GLKW |
00:11 |
TBC_x |
asynchronously |
00:12 |
TBC_x |
just made it so I could free up some space and stash away stuff |
00:48 |
Tesseract |
hmmmm: So, return in macro or inline functions? |
01:16 |
aerth |
client hangs at item definitions , what am i doing wrong for setting up the debian server |
01:21 |
hmmmm |
Tesseract: Return in macro |
01:21 |
hmmmm |
Tesseract: It sucks but there's not much better you can realistically do |
01:30 |
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paramat joined #minetest-dev |
01:33 |
paramat |
okay hmmmm, thanks for the good input, here's the more subtle commit that doesn't break mgv7 worlds #2935. back in an hour to push if approved |
01:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/2935 -- Mgv7: Use density noise + density gradient for mountain terrain by paramat |
01:33 |
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01:34 |
hmmmm |
what do you mean by "breaking worlds" exactly? |
01:34 |
hmmmm |
mapgen v7 never really promised a stable terrain output like mapgen v6 does (the "stable" mapgen) |
01:35 |
hmmmm |
I'm just saying, that drastically new generation algorithms probably deserve their own mapgen |
01:35 |
hmmmm |
i made this mistake with mapgen v7 before, and it ended up pissing a lot of people off. they liked the old one better. |
01:36 |
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cornernote joined #minetest-dev |
01:36 |
hmmmm |
since you took over development of v7, I think it's ultimately your own artistic decision of what to do with the noise params |
01:37 |
hmmmm |
just don't make them too crazy since it is a default |
01:40 |
cornernote |
hi, im trying to extract item cube images from the game, i had some code that worked, but that was quite some versions ago... |
01:40 |
cornernote |
right now im trying this - https://github.com/minetest/minetest/compare/master...cornernote:patch-1 |
01:41 |
cornernote |
it compiles with no error, but it doesnt extract anything, nor does the infostream appear on screen |
01:41 |
cornernote |
any chance someone can give me a kick in the right direction ? |
02:20 |
RealBadAngel |
cornernote, preload_item_visuals = true ? |
02:20 |
RealBadAngel |
its false by default |
02:27 |
cornernote |
made it true in minetest.conf, still the same |
02:32 |
RealBadAngel |
hold on for a few minutes, compiling your code |
02:38 |
RealBadAngel |
first of all change infostream do dstream |
02:38 |
RealBadAngel |
at first sight your code does something, it makes inventory cubes upside down ;) |
02:42 |
cornernote |
lol, yes i noticed that |
02:42 |
cornernote |
it did the same on the old version, but it did extract them the right way up |
02:43 |
RealBadAngel |
where it was supposed to save files? |
02:43 |
cornernote |
bin/itemcubes |
02:49 |
cornernote |
yes dstream helps |
02:49 |
cornernote |
at least now i can get some debug info |
02:49 |
cornernote |
but no files extracted |
02:49 |
cornernote |
driver->writeImageToFile(baseimg, filename); |
02:49 |
cornernote |
its relative to the bin/ filder, right ? |
02:49 |
cornernote |
*folder |
02:54 |
RealBadAngel |
when i skipped folder name it saves images but not in bin but in main folder |
02:55 |
RealBadAngel |
it saves it to folder you were executing mt binaries |
02:55 |
RealBadAngel |
so if you run it with ./bin/minetest it will save it here |
02:55 |
RealBadAngel |
if you were in /bin files will be in /bin |
02:56 |
RealBadAngel |
also creating a folder helps |
02:56 |
cornernote |
yes, i did that |
02:56 |
cornernote |
did it work for you ? |
02:56 |
RealBadAngel |
yes |
02:56 |
cornernote |
holey moley |
02:57 |
RealBadAngel |
first of all, create a folder inside bin |
02:57 |
RealBadAngel |
then run binaries from bin directly |
02:57 |
cornernote |
i see |
02:57 |
cornernote |
ok |
02:58 |
cornernote |
awesome! thanks RBA ! |
03:04 |
cornernote |
all works except upsidedown stairs |
03:05 |
cornernote |
they look like cobble with an unknown overlay |
03:09 |
cornernote |
any ideas why the upsidedown stairs dont work ? |
03:09 |
cornernote |
they were actually one of the main ones i wanted changed |
03:09 |
cornernote |
*generated |
03:09 |
cornernote |
brain not fully functional :) |
03:10 |
cornernote |
upsidown slab not working either... anything upsidedown i guess |
03:17 |
RealBadAngel |
first of all, its strange that your code makes images upside down |
03:23 |
aerth |
stairs can be upside down? |
03:25 |
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03:28 |
RealBadAngel |
aerth, just roatate them using screwdriver |
03:29 |
TBC_x |
Oh and btw, we're using uninitialzed memory from the very beginning |
03:30 |
RealBadAngel |
TBC_x, what are you talkin about? |
03:30 |
TBC_x |
http://sprunge.us/Mhjb |
03:30 |
TBC_x |
haven't lookead at it yet |
03:30 |
paramat |
hmmmm by 'worlds are not broken' i mean this commit re-arranges the 3D terrain equation but without changing terrain shape for a particular set of noise parameters. so for example the xanadu mgv7 server will not end up with discontinuities |
03:31 |
TBC_x |
gonna do it when i get back from work |
03:31 |
paramat |
effectively this commit is just subtle tuning of noise parameters, stayng close to the original character og mgv7 |
03:31 |
paramat |
(of) |
03:34 |
paramat |
this commit is mainly fixing 2 problems with mountains: unsatisfyingly short, and too fragmented into small floatlands. so height is boosted a little and persistence reduced to 0.63 |
03:38 |
paramat |
mountain height stays reasonable, occasionally up to 256, very rarely up to 400. still 'in character' and proportioned for mgv7 |
03:44 |
paramat |
added a screenshot to the thread |
04:05 |
cornernote |
RBA - its strange that it makes them upsidedown, but it doesnt effect the image that is saved |
04:06 |
cornernote |
its stranger that it cant save the upsidedown stairs, but it can save the normal stairs |
04:35 |
hmmmm |
lol. |
04:36 |
hmmmm |
"i can't possibly be this new to image file formats" |
04:36 |
hmmmm |
in most image formats, the top left corner is the origin. in a 3d space like irrlicht uses to render, the origin is at... well, the origin |
04:44 |
hmmmm |
oh shit. i think i found the source of a lot of nerzhul's network bugs |
04:44 |
hmmmm |
incrOffset() is plain wrong. |
04:45 |
hmmmm |
i think the fact that most things seem to work okay is a fluke |
04:46 |
hmmmm |
this is why unit tests should be required for new code |
04:47 |
celeron55 |
how is it plain wrong? |
04:47 |
celeron55 |
it looks okay to me |
04:47 |
celeron55 |
what doesn't look okay to me is that the reads aren't properly range checked with the size of the buffer |
04:48 |
celeron55 |
checkReadOffset() apparently pretends to be doing that but actually it doesn't do it |
04:49 |
hmmmm |
right |
04:49 |
hmmmm |
incrOffset assumes that the serialized length of a field is always the same as its length in memory |
04:49 |
hmmmm |
this is obviously not the case for v3s16 |
04:49 |
celeron55 |
that's a problem, yes |
04:50 |
hmmmm |
or V3F1000 |
04:50 |
hmmmm |
there are a lot of laws to be honest |
04:51 |
celeron55 |
this is what i was saying about using template types for serialization back when this was originally discussed 8) |
04:51 |
hmmmm |
and the entire NetworkPacket interface is kind of lame |
04:51 |
hmmmm |
it'd be so much more flexible if there were a std::vector<u8> variant of the serialization functiosn |
04:51 |
hmmmm |
s/laws/flaws/ |
04:55 |
cornernote |
ok, i see why it cant get the upsidedown images... they don't seem to have their own textures... its just a rotation on the right-way-up images |
04:55 |
cornernote |
i guess i dont need them, because you cant craft them anyway |
04:55 |
cornernote |
you just use the screwdriver to rotate them |
04:55 |
cornernote |
if you dig them, you get the right-way-up one back to your inventory |
05:03 |
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05:03 |
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05:20 |
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05:21 |
nrzkt |
will push https://github.com/minetest/minetest/pull/2940#issuecomment-123155208 in 30 minutes |
05:21 |
nrzkt |
#2940, sorry :) |
05:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/2940 -- Remove profiler.h include where it's not needed and some unreachable code. by nerzhul |
05:22 |
nrzkt |
hmmmm, are you there ? |
05:36 |
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05:41 |
hmmmm |
yes? |
05:43 |
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05:45 |
nrzkt |
https://github.com/minetest/minetest/blob/master/src/environment.cpp#L1174 |
05:45 |
hmmmm |
? |
05:45 |
nrzkt |
i don't understand why we loop multiples times over ABM |
05:45 |
hmmmm |
i don't see any loop |
05:45 |
hmmmm |
aside from iterating over active blocks |
05:46 |
nrzkt |
i think this do while is totally useless, i removed it on my yesterday |
05:46 |
nrzkt |
the do while |
05:46 |
nrzkt |
on my server* |
05:46 |
hmmmm |
do { ... } while (0) is equivalent to a bare code block like { ... } |
05:47 |
hmmmm |
just that with the former, you're able to break; to the end of it |
05:47 |
hmmmm |
and it's ANSI C conformant |
05:47 |
nrzkt |
oh yes, it's while(0), i misread it |
05:47 |
nrzkt |
it's strange to have a do while(0) there and never in other places |
05:48 |
hmmmm |
in general, if you see a do { ... } while (0) outside of a macro definition, it's a good candidate to be made into a separate function |
05:49 |
hmmmm |
that could be made into ServerEnvironment::applyActiveBlockModifiers() or something |
05:49 |
nrzkt |
right |
05:57 |
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06:06 |
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06:06 |
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06:08 |
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06:11 |
nrzkt |
pushed |
06:23 |
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06:34 |
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06:34 |
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07:08 |
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07:24 |
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07:29 |
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07:37 |
aerth |
how do we map users like minetestmapper does blocks |
07:38 |
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07:38 |
hmmmm |
huh |
07:39 |
hmmmm |
sounds like a #minetest question. |
07:40 |
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07:46 |
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08:00 |
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11:16 |
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11:33 |
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11:50 |
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11:50 |
Player_2 |
mornin' all |
11:52 |
nrzkt |
hi |
12:06 |
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12:18 |
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12:24 |
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12:31 |
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12:33 |
PilzAdam |
hi; Zeno`what would be needed to fix #2145 ? should I bisect it? |
12:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/2145 -- Multi-second lag in default singleplayer game |
12:34 |
Zeno` |
nrzkt, I disagree that removing the profiler stuff would gain any performance (none that anyone would not notice anyway) |
12:34 |
Zeno` |
PilzAdam, I guess. I tried for weeks on that bug but couldn't reproduce at all |
12:35 |
nrzkt |
Zeno`: as a concept a profiler doesn't have to be integrated into a release it's only used for debugging purpose |
12:35 |
Zeno` |
PilzAdam, do you get the same issue if you run a local server and connect to it (rather than simple_singleplayer where the client and server are in the same process?) |
12:36 |
nrzkt |
for the performance problem in singleplayer can this be related to the mapblock not unloaded clientside , not regarding to player distance to mapblocks ? |
12:36 |
Calinou |
check the client and server mapblock timeout before |
12:36 |
Calinou |
try reducing them to 30 seconds or so |
12:36 |
Calinou |
and check if there's a performance difference |
12:36 |
PilzAdam |
Zeno`, testing... |
12:37 |
Zeno` |
nrzkt, but... it if you do a performance profile the profiler in minetest isn't even in the top 100 of things that are consuming CPU |
12:37 |
Zeno` |
(well, last time I checked that was true) |
12:37 |
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12:37 |
PilzAdam |
Zeno`, yes, it does happen when I run the server in a separate instance |
12:38 |
Zeno` |
PilzAdam, ok cool |
12:38 |
Zeno` |
I wish we could work out why :( |
12:38 |
Zeno` |
I don't experience the issue |
12:38 |
Calinou |
me neither |
12:38 |
Calinou |
OS-specific perhaps? |
12:38 |
Zeno` |
perhaps |
12:38 |
Zeno` |
but PilzAdam uses Fedora? |
12:38 |
PilzAdam |
do you have luajit? |
12:39 |
PilzAdam |
Zeno`, ubuntu |
12:39 |
Calinou |
all players should use LuaJIT :P |
12:39 |
Zeno` |
I don't use luajit because valgrind doesn't like it |
12:39 |
Zeno` |
(not without fancy tricks anyway) |
12:39 |
Zeno` |
and, no, I don't experience the issue without luajit |
12:40 |
Zeno` |
I'm glad that someone else has finally experienced it though |
12:40 |
Zeno` |
Maybe some progress can be made now :) |
12:40 |
PilzAdam |
Calinou, #server_unload_unused_data_timeout is set to 29 by default |
12:40 |
PilzAdam |
and I guess the client isn't a problem if the server lags |
12:42 |
nrzkt |
Zeno`: i agree with you, but each CPU percentage we win on each useless part can, combined, reduce the CPU usage and be viewed by users :p |
12:46 |
Zeno` |
nrzkt, I have changed my mind. I use valgrind to profile because it's more accurate and the profiler doesn't really show much that's interesting at all because it's probably a bit "coarse" |
12:46 |
Zeno` |
the graphs are pretty though |
12:47 |
Zeno` |
even though I have NFI what they actually show LOL |
12:49 |
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12:51 |
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12:58 |
PilzAdam |
Zeno`, it seems to happen 0.4.11, too, but not as bad |
12:58 |
PilzAdam |
this suggests that it got worse since then |
12:58 |
PilzAdam |
and it complicates bisecting |
13:00 |
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13:02 |
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13:02 |
Zeno` |
:( |
13:03 |
nrzkt |
Zeno`: i also agree with you, valgrind permit to profile and isn't selective :p |
13:05 |
Zeno` |
nrzkt, I mentioned yesterday to hmmmm that'd I'd probably make a PR from my valgrind hooks in the code which would make the profiler pretty much redundant |
13:09 |
nrzkt |
what is the interest of your hooks ? can we disable it with a make variable? :) |
13:10 |
Zeno` |
yeah of courswe |
13:11 |
Zeno` |
otherwise most people would not be able to compile anyway. The hooks are just to make controlling valgrind instrumentation easier to handle |
13:11 |
Zeno` |
(e.g. start profiling here, stop here) |
13:12 |
Zeno` |
Not really sure how I'm going to make it "clean" enough for a PR yet, but it's in the works |
13:13 |
nrzkt |
cool ! |
13:15 |
PilzAdam |
Zeno`, what else could be done instead of bisecting? |
13:23 |
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13:27 |
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13:28 |
Zeno` |
PilzAdam, you could provide some additional callgrind data on top of what wayward1 provided. I guess :( |
13:31 |
Zeno` |
PilzAdam, Wayward used something like: https://github.com/Zeno-/mtutils/blob/master/profile_client.sh and used "callgrind_control -i on" and "callgrind_control -i off" to profile the code after init was done and before shutting down |
13:31 |
Zeno` |
I'm really out of suggestions :( |
13:32 |
est31 |
perhaps it would be great to find out what component is lagging |
13:32 |
est31 |
server vs client |
13:34 |
Wayward_One |
I've noticed noticeably less lag when running a local server vs. just using singleplayer |
13:36 |
Zeno` |
est31 you can instruct callgrind to break everything up into threads |
13:36 |
Zeno` |
I can't remember the command line offhand though |
13:37 |
Zeno` |
--separate-threads=yes |
13:38 |
Zeno` |
might be useful *shrug* |
13:38 |
Zeno` |
it's a bit harder to interpret though :) |
13:43 |
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13:45 |
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14:02 |
* Sketch2 |
wonders what Wayward_One means by "running a local server vs. just using singleplayer" means, as they are essentially the same thing. |
14:04 |
Wayward_One |
I start a local server from the terminal, then connect to it. Anyways, I'm not saying it does reduce lag, just that I have noticed lower lag while playing that way |
14:08 |
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14:24 |
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14:33 |
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14:41 |
Zeno` |
Sketch2, it *is* different |
14:41 |
Zeno` |
the singleplayer scenario uses threads; the local server uses processes |
14:42 |
Zeno` |
I assume that process switching by the OS is more optimised than the multithreading |
14:55 |
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14:55 |
Sketch2 |
I thought the singleplayer just sets up a local server in the background for the client to connect to. That's what the window of text is... |
14:56 |
nrzkt |
yes |
14:56 |
nrzkt |
maybe forking to create a server could be better than starting the thread ? :) |
14:57 |
Sketch2 |
singleplayer is the only one connected, of course, but the game mechanics are no different |
14:57 |
est31 |
Zeno`, can you have a look at #2922 |
14:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/2922 -- Optional reconnect functionality by est31 |
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15:18 |
est31 |
what do ppl think can I push this https://github.com/est31/minetest/commit/403e6e6c9cf6be5e16e3f1f9bd7805fe9b3006cd |
15:19 |
nrzkt |
est31: ok |
15:20 |
est31 |
pushed |
16:04 |
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16:06 |
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16:07 |
est31 |
ok bugfix pr #2942 is out |
16:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/2942 -- Fix srp default password by est31 |
16:20 |
est31 |
man, default passwords didn't work with srp, and nobody noticed |
16:20 |
est31 |
well, at least its fixed now |
16:29 |
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16:45 |
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16:50 |
RealBadAngel |
merging #2934 in half an hour. last chance to comment it |
16:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/2934 -- Add wielded (and CAOs) shader by RealBadAngel |
16:52 |
est31 |
RealBadAngel, who has +1ed it? |
16:52 |
hmmmm |
I did |
16:53 |
est31 |
then its ok |
16:53 |
hmmmm |
did anybody else other than me look at it though? |
16:54 |
est31 |
Zeno has commented "Looks good to me" |
16:55 |
est31 |
question is: fsaa works without shaders enabled, right? |
16:55 |
est31 |
so the bugfix is only if shaders are enabled?? |
16:56 |
Calinou |
fsaa is not shader-dependent |
16:56 |
Calinou |
FXAA would be though |
16:57 |
RealBadAngel |
hmmmm, paramat actually compiled it and tried |
16:57 |
TBC_x |
So, what was decided on how to handle nls? |
16:59 |
hmmmm |
great |
16:59 |
hmmmm |
NLS? |
16:59 |
TBC_x |
native language support |
16:59 |
hmmmm |
*shrug* |
17:00 |
est31 |
wats that |
17:00 |
TBC_x |
translations |
17:01 |
est31 |
btw its "National" language support, not "Native" language support |
17:01 |
est31 |
its not just for indians :) |
17:05 |
RealBadAngel |
<RealBadAngel> https://github.com/minetest/minetest/pull/2934#issuecomment-122815609 |
17:05 |
RealBadAngel |
<RealBadAngel> is that +1? |
17:05 |
RealBadAngel |
<Zeno`> yes |
17:05 |
RealBadAngel |
<RealBadAngel> thx |
17:05 |
RealBadAngel |
about FSAA i know how to fix the plants, i will push fix for this asap as previous one is in |
17:07 |
RealBadAngel |
Calinou, problem with fsaa is the the same i was fighting lately for not tiling textutes |
17:08 |
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17:08 |
RealBadAngel |
ive found my own way, kahrl found another |
17:09 |
RealBadAngel |
both are based on that modder (designer) should know what hes doing |
17:09 |
RealBadAngel |
theres no magic way for shading pipelines to decide, whats seamless |
17:10 |
TBC_x |
msgid "Toggle fast" |
17:10 |
TBC_x |
msgstr "Turbo" <---- <3 |
17:14 |
RealBadAngel |
theres no "turbo" switch on pc boxes for quite a while... |
17:15 |
TBC_x |
Who takes care of czech translation? |
17:16 |
est31 |
TBC_x, do it yourself :) https://hosted.weblate.org/projects/minetest/ |
17:16 |
Krock |
RealBadAngel, there's one on my 133 MHz super speed PC |
17:22 |
TBC_x |
what do simple leaves toggle? I don't want to try on my hardware. |
17:23 |
RealBadAngel |
u should |
17:23 |
RealBadAngel |
they are toggling the drawtype |
17:24 |
RealBadAngel |
glasslike is way faster than allfaces |
17:25 |
RealBadAngel |
a bit worse lookin, but does not cause such dramatic fps drops as allfaces can |
17:25 |
RealBadAngel |
its something in the middle |
17:27 |
TBC_x |
is there a mod that has mobs running in circles? |
17:28 |
RealBadAngel |
TBC_x, do you have more strange questions prepared for today? |
17:28 |
TBC_x |
yes, what is this if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 || |
17:28 |
RealBadAngel |
if i see bobbing i think taoki |
17:29 |
RealBadAngel |
ask him |
17:31 |
TBC_x |
because it looks like someone forgot to add .0 |
17:35 |
RealBadAngel |
yeah, its f32 |
17:40 |
RealBadAngel |
but thats not an error for c++, glsl by various vendors can make problems |
17:40 |
TBC_x |
are you talking about the bobbing? |
17:40 |
RealBadAngel |
using a dot in glsl for amd is like definin the type of the variable |
17:41 |
RealBadAngel |
so 1 would mean int in glsl |
17:41 |
RealBadAngel |
1.0 would be a float |
17:41 |
TBC_x |
well... Doesn't it upcast the comparsion to int? |
17:41 |
TBC_x |
so the condition is always true? |
17:42 |
RealBadAngel |
no, it throws an error, and makes shaders unusable |
17:42 |
RealBadAngel |
for nvidia what was defined before is important |
17:43 |
RealBadAngel |
missing a dot is not |
17:43 |
RealBadAngel |
amd is smarter and thinkin that 1.0 != 1 |
17:44 |
TBC_x |
I'm very unfamiliar with shaders |
17:44 |
RealBadAngel |
shaders language is mostly c++ clone |
17:45 |
RealBadAngel |
but each vendor does it in its own way |
17:45 |
RealBadAngel |
thats a real pain in the ass |
17:45 |
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17:45 |
RealBadAngel |
because something you wrote may be working perfectly for you |
17:46 |
RealBadAngel |
and for some other user it will fail on such a stupid thing |
17:46 |
TBC_x |
yeah, in yards for you, in meters for them |
17:47 |
RealBadAngel |
i dont have many platforms to test my code on |
17:47 |
TBC_x |
me neither |
17:47 |
RealBadAngel |
so im usally blamed for the code that is failing |
17:47 |
TBC_x |
but better make it PIC compatible :) |
17:47 |
RealBadAngel |
i would rather go back to Z80 times ;) |
17:48 |
TBC_x |
I found a Z80 |
17:48 |
TBC_x |
but I don't know where the mouse disappeared |
17:48 |
RealBadAngel |
i would LOVE to have z80 here in minetest |
17:48 |
RealBadAngel |
we could have real computers in game |
17:49 |
RealBadAngel |
eloraam chosen 6502 for redpower2 |
17:49 |
TBC_x |
yeah |
17:49 |
RealBadAngel |
we can easily have z80 |
17:50 |
RealBadAngel |
notch have chosen 16bit for his next project |
17:50 |
TBC_x |
I played MC a lot before the betrayal |
17:51 |
TBC_x |
I'd love to put together a 6502 based computer though |
17:51 |
TBC_x |
just for lulz |
18:00 |
RealBadAngel |
its not just for "lulz" |
18:00 |
RealBadAngel |
for coders its lotsa fun |
18:00 |
RealBadAngel |
thats the reason to build miracles in the game |
18:00 |
Calinou |
why are people so excited at old computers they can emulate in their games? |
18:00 |
RealBadAngel |
not just simply put one block on another |
18:01 |
RealBadAngel |
Calinou, its memories and unbeliveable fun, believe me |
18:02 |
RealBadAngel |
not to say that fullfills the "sandbox" definition |
18:02 |
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18:02 |
TBC_x |
I've got no such memories, our first computer was just 8086 with ugly DOS |
18:05 |
TBC_x |
But I'm very likely to do more stuff with little piece of hardware than with a full blown CPU |
18:05 |
TBC_x |
i mean PC |
18:07 |
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18:07 |
RealBadAngel |
TBC_x, with z80 lib here we can have CP/M |
18:08 |
RealBadAngel |
with all the soft written for it |
18:08 |
RealBadAngel |
mt run on "fairly old hardware" is able to run z80 too |
18:11 |
TBC_x |
we were taught 8051 assembly in school |
18:14 |
TBC_x |
I sticked very quickly to indirect threading |
18:15 |
TBC_x |
given me enough time and I would've reinvent forth |
18:29 |
RealBadAngel |
TBC_x, oh cmon, asm is all the fun in the world |
18:30 |
RealBadAngel |
there are no whitespaces, conventions etc. only a machine doing exactly what your order it to do |
18:38 |
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18:39 |
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18:41 |
RealBadAngel |
btw. /../builtin/mainmenu/textures.lua:157: bad argument #2 to 'random' (number expected, got nil) |
18:41 |
RealBadAngel |
sounds like https://github.com/minetest/minetest/commit/899491325938d0b1e5bf701d33d24bb4283affaa is broken |
18:52 |
TBC_x |
the check should be for nil, and math.random in the else branch |
18:53 |
TBC_x |
or just init n to 0 |
18:54 |
TBC_x |
If I knew how is it supposed to work, I would fix that |
19:12 |
TBC_x |
systemd is such a nusiance |
19:17 |
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19:19 |
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19:24 |
TBC_x |
don't try to make coredumps of binaries with sanitizers |
19:43 |
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19:52 |
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19:54 |
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19:56 |
sfan5 |
pushing http://sprunge.us/ZCbT in 5 minutes, thanks to Sokomine for reporting this |
20:04 |
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20:13 |
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20:31 |
nrzkt |
hmmmm: i think you life bug fix re-enable another bug: #2945 re-appear |
20:31 |
ShadowBot |
nrzkt: Error: Delimiter not found in "Page is too big or the server took too much time to answer the request." |
20:31 |
nrzkt |
#2945 |
20:31 |
nrzkt |
bot is HS ? :o |
20:31 |
ShadowBot |
nrzkt: Error: Delimiter not found in "Page is too big or the server took too much time to answer the request." |
20:31 |
nrzkt |
Immortal/Zombie Glitch #2945 |
20:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/2945 -- Immortal/Zombie Glitch |
20:37 |
sfan5 |
oops, totally forgot |
20:38 |
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21:09 |
TBC_x |
virtual classes suck |
21:37 |
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21:44 |
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21:47 |
paramat |
will push #2935 soon when checks are done |
21:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/2935 -- Mgv7: Use density noise + density gradient for mountain terrain by paramat |
21:51 |
paramat |
sfan5 i'll add acacia wood to stairs mod soon, please let me know sometime if you approve of steel block being added too, see game#581 |
21:51 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/581 -- New stairs and slabs discussion |
21:51 |
sfan5 |
dont we already have steel blocks? |
21:52 |
sfan5 |
or do you mean steel slabs |
21:52 |
paramat |
i mean registered in stairs mod |
21:52 |
sfan5 |
well |
21:52 |
sfan5 |
hm |
21:52 |
sfan5 |
we don't have bronze or gold stair |
21:52 |
sfan5 |
s |
21:53 |
sfan5 |
so i don't think steel stairs would fit |
21:54 |
paramat |
well yes we should be restrained, steel block only, as it's an essential stair where stone or wood stairs are unsuitable |
21:56 |
paramat |
modern/space/futuristic/vehicles/airships where wood or stone stairs would be ridiculous |
21:57 |
sfan5 |
hm |
21:57 |
sfan5 |
i think i can agree on that |
21:57 |
sfan5 |
but we should ask the other _game devs too |
21:58 |
paramat |
okay |
21:58 |
RealBadAngel |
sfan5, cornernote is updating now skyblock, could you include then it in your builds? |
21:58 |
sfan5 |
link? |
21:58 |
RealBadAngel |
its not rdy yet i think, he was working today on skyblock page |
21:59 |
RealBadAngel |
what i thought skyblock is one definitely worth including |
21:59 |
TBC_x |
oh boy, my mt binary has 235M |
21:59 |
sfan5 |
you should really disable debug symbols |
21:59 |
sfan5 |
RealBadAngel: yeah, including skyblock is a good idea |
22:00 |
RealBadAngel |
http://cornernote.github.io/minetest-skyblock/ |
22:00 |
sfan5 |
ok |
22:00 |
sfan5 |
noted |
22:00 |
sfan5 |
now: good night |
22:00 |
TBC_x |
i compiled irrlicht with -fsanitize and -g |
22:01 |
TBC_x |
are routines in noise.cpp supposed to overflow? |
22:06 |
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22:11 |
paramat |
now pushing 2935 |
22:11 |
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22:11 |
RealBadAngel |
paramat, https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSn_ewtYUiDLDpN1p4qZP-x9xe7k_h781FpfgPh-En_d79Hj9Tq |
22:11 |
RealBadAngel |
such metal surface is commonly used for machines |
22:11 |
RealBadAngel |
for ppl to safely walk on |
22:12 |
* paramat |
looks |
22:12 |
RealBadAngel |
so metal stairs are not such bad idea imho |
22:12 |
TBC_x |
where can i stretch the timeout delay? |
22:13 |
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22:13 |
paramat |
yeah perhaps we could have a dedicated steel stair node |
22:18 |
paramat |
push complete |
22:20 |
paramat |
mgv7 tuned and higher mountains =) |
22:25 |
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22:26 |
paramat |
wield looks really good now |
22:27 |
paramat |
when stairs were changed to meshes they used to appear dark as a wield, thats fixed |
22:29 |
TBC_x |
mapgen needs to get wilder IMHO |
22:30 |
paramat |
heh i'm working on 2 new ones |
22:31 |
paramat |
and you can use custom noise params in the current ones |
22:31 |
TBC_x |
btw, are routines in noise.cpp supposed to overflow? |
22:31 |
paramat |
that's one for hmmmm |
22:33 |
hmmmm |
?? |
22:34 |
hmmmm |
depends how crazy the params are |
22:34 |
hmmmm |
but no, generally they are not |
22:36 |
TBC_x |
I got signed int overflow errors |
22:36 |
TBC_x |
noise.cpp:159:23: runtime error: signed integer overflow: 2076139895 * 1013 |
22:37 |
TBC_x |
at client startup |
22:38 |
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22:38 |
paramat |
which mapgen? all params are sensible currently |
22:42 |
TBC_x |
I don't know, this code runs at client startup |
22:43 |
hmmmm |
oh integer overflow |
22:43 |
hmmmm |
i thought you said memory overflow |
22:44 |
TBC_x |
If we'll be nice, we may see some |
22:45 |
hmmmm |
ahhh |
22:45 |
hmmmm |
the code where it hashes up a position |
22:45 |
TBC_x |
I haven't looked at it, just interpreting sanitizer results atm |
22:46 |
hmmmm |
this is perfectly normal, i'm not entirely sure how to silence the warning |
22:48 |
paramat |
phew |
22:57 |
hmmmm |
yeah. for that matter i'm surprised the pseudorandom algorithms didn't get marked for integer overflow |
22:59 |
hmmmm |
paramat: the primary issue with those "vast" mapgens is that their majestic effect is kind of ruined when you can't see more than 5 feet in front of you |
22:59 |
hmmmm |
which is a client->server block transmission problem mostly |
22:59 |
paramat |
yep |
23:00 |
hmmmm |
this is why mapgen v6 held up so well |
23:00 |
hmmmm |
its features with the default params are quite local |
23:03 |
kahrl |
hmmmm: pseudorandom didn't get flagged because it is using unsigned types, I think |
23:03 |
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23:12 |
TBC_x |
boom #2946 |
23:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/2946 -- Fixed minimap memory leak by t0suj4 |
23:23 |
TBC_x |
oh wow, minetest takes up 20TB of virtual memory |
23:28 |
paramat |
cd .. |
23:28 |
paramat |
sorry |
23:32 |
Routh |
Is there a way to get the minetest server to say why it refuses to generate a biome? I reduced my entire biome defs down to one biome to see it render and it refuses too but I cannot identify why |
23:34 |
paramat |
link me to your github? i could take a look |
23:35 |
paramat |
game#585 |
23:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/585 -- Flowers: Add mushrooms to mgv6 by paramat |
23:36 |
Routh |
paramat: https://github.com/Routhinator/tekkest/blob/master/mods/base/biomes.lua |
23:36 |
Routh |
It's the last biome, Tarpits, that's giving me issues. |
23:37 |
Routh |
I've removed all the biomes and set just that one in there with 50/50 heat/hum and y_min/max -31000/32000 - still not generating |
23:37 |
paramat |
you're using latest 0.4.12dev? |
23:39 |
paramat |
make sure to have 'clear registered biomes' and 'clear registered decorations' at the start of your biomes file |
23:39 |
Routh |
Yep |
23:39 |
paramat |
otherwise default biomes interfere |
23:39 |
Routh |
paramat: Have a code sample of that? |
23:39 |
paramat |
my biomesdev mod |
23:39 |
Routh |
kk |
23:40 |
Routh |
Must have missed that. |
23:43 |
Routh |
paramat: unfortunately after adding that, same result. |
23:43 |
paramat |
=/ |
23:45 |
hmmmm |
TBC_x: nice. two things, however. |
23:45 |
TBC_x |
http://sprunge.us/iKFU Leak sanitizer output after walikng around on vanessa's server |
23:45 |
TBC_x |
i listen |
23:46 |
hmmmm |
if (foobar != NULL) delete foobar; is redundant because delete does no operation if foobar is NULL |
23:46 |
TBC_x |
k |
23:47 |
hmmmm |
second, looking up the value in a std::map using operator[] adds that item to the map with the default constructor if it doesn't already exist |
23:47 |
hmmmm |
what would be better is to replace that with |
23:47 |
hmmmm |
std::map<v3s16, MinimapMapblock *>::iterator it = m_blocks_cache.find(update.pos); |
23:48 |
hmmmm |
if (it != m_blocks_cache.end()) { delete it->second; m_blocks_cache.erase(it); } |
23:48 |
hmmmm |
hrmm.. |
23:49 |
TBC_x |
I would approach it by swapping pointers and deletion then |
23:49 |
hmmmm |
yeah |
23:50 |
TBC_x |
do you want me to fix it? |
23:50 |
hmmmm |
actually |
23:50 |
hmmmm |
looking at that code again it might be a better idea to do |
23:50 |
hmmmm |
std::pair<std::map<v3s16, MinimapMapblock *>::iterator, bool> result = m_blocks_cache.insert(std::make_pair(update.pos, update.data)); |
23:51 |
hmmmm |
if (result.second == false) { delete result.first->second; result.first->second = update.data; } |
23:52 |
TBC_x |
better check whether this code is also redundant |
23:52 |
hmmmm |
this code does exactly one lookup (and insertion, if the item does not exist already) |