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IRC log for #minetest-dev, 2015-08-02

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Time Nick Message
00:00 blaise joined #minetest-dev
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00:19 est31 hmmmm, I guess fixpoint_invfactor has been added for performance?
00:19 est31 so that you don't have to do expensive divisions each time?
00:19 hmmmm i don't know, but it reduces accuracy
00:19 est31 but according to you, you lose "1 ULP".
00:20 est31 whatever ulp is.
00:20 hmmmm try it
00:20 hmmmm Unit in Last Place
00:21 hmmmm so if your floating point number is something like 0x539ff394, then f * FIXEDPOINT_FACTOR * FIXEDPOINT_INVFACTOR == 0x539ff395
00:21 hmmmm which based on whatever that number is might be a difference of 0.00004 or it might be a difference of .40
00:22 hmmmm int exp; frexpf(float_here, &exp); float ulp = FLT_EPSILON * (1 << exp);
00:24 est31 hrmmm this openal thingy is very bad
00:25 est31 I've tried alot of things but somehow it doesnt like hard floats
00:28 hmmmm est31:  the performance benefit of a multiplication vs. a division is soo not worth it
00:29 hmmmm but anyway I looked it up
00:29 hmmmm for so-called "round divisors" (such as 1000.f), the latency is 7 cycles for fidiv vs. a constant 5 for fimul on sandy bridge
00:30 est31 what are round divisors
00:30 est31 1000 != 1024
00:30 est31 1024 division would be super fast
00:30 est31 why do we even have 1000 here,
00:32 est31 lets make a new protocol version which uses 1024 instead of 1000.
00:32 est31 but thats a larger project I guess
00:32 est31 perhaps its used at map serialisation too.
00:34 est31 1024 would be just a single cycle shifting job wouldnt it?
00:37 TBC_x what is the problem with serializing floats?
00:45 est31 we could depend that its using RFC floats
00:46 est31 or we can make it part of network
00:46 est31 you know, server asks if RFC floats are used, client says it, if both have RFC floats, we use them
00:46 est31 harder question though for map serialisation
00:53 hmmmm est31:  probably not a good idea to screw with serialization at this point
00:54 est31 agreed
00:55 est31 well, my benchmarks say its all the same speed, but I did -O0
00:56 est31 is there a trick that gcc wont think its dead code?
00:56 hmmmm well
00:56 hmmmm you need to actually make it do something with the output like printf() it
00:56 TBC_x with all those fixes I get leaks only at two places
00:56 TBC_x which are inside libraries
00:57 hmmmm it would be a lot simpler to write the benchmark in assembly directly
00:57 TBC_x one of them is fluidsynth
00:57 hmmmm est31:  use this http://gcc.godbolt.org/ to figure out what gcc will optimize and what it won't
00:58 hmmmm TBC_x:  nice
00:59 est31 hmmmm, cool tool
00:59 est31 *bookmark
00:59 est31 seems it doesnt do anything with 1034
00:59 est31 1024**
01:00 paramat #2992 hmmmm please let me know your thoughts on this sometime
01:00 ShadowBot https://github.com/minetest/minetest/issues/2992 -- Biome API: Make fallback biome stone and water, disable filler by paramat
01:02 hmmmm est31:  no, it's not optimized if the divisor is 1024, the actual processor performs the floating point division faster
01:02 est31 ok
01:03 est31 so it seems the website isn't enough
01:03 est31 I've found a way I guess
01:03 est31 seems I have to compile a shared libary
01:03 hmmmm your benchmark is probably not going to be correct anyway
01:03 est31 that has a function
01:03 est31 which takes a float, and discards it
01:03 est31 then I compile with only the header file
01:04 est31 gcc will have no way of knowing whether the number is needed or not
01:04 est31 voila
01:14 TBC_x well... it is recommended to use volatile if gcc tends to optimize it away
01:15 est31 gcc should optimite
01:15 est31 optimizeÜ
01:15 est31 **
01:16 est31 but it shouldn't remove dead code, or "pre-cache" the value
01:17 est31 ok now I have some values that seem to match
01:17 est31 they are this: 176.657000 302.837000 174.527000 190.837000
01:17 est31 for this code: *pastebin coming*
01:18 est31 https://gist.github.com/est31/f364e26883439e8968a1
01:19 est31 ah sorry
01:19 est31 there's an error
01:19 est31 now its better
01:20 est31 output 178.186000 303.173000 180.868000 191.247000
01:30 est31 well, the performance loss is 50%
01:32 est31 TBC_x, do you want to test it on your arch?
01:32 est31 and hmmmm do you want to test it too?
01:33 est31 just download the gist (e.g. git clone https://gist.github.com/f364e26883439e8968a1.git)
01:33 est31 then chmod +x compile.sh
01:33 est31 then ./compile.sh
01:33 est31 then do what it says
01:47 hmmmm hum
01:47 hmmmm est31:  interesting results, what compiler/processor are you using
01:47 hmmmm 0.016000 0.014000 0.005000 0.005000
01:47 est31 gcc with -O3.
01:48 hmmmm gcc version though
01:48 est31 4.9.2
01:48 hmmmm and processor??
01:48 est31 Intel(R) Pentium(R) CPU  N3520  @ 2.16GHz
01:49 hmmmm hm
01:50 est31 perhaps you compile it together with the library, and gcc optimizes it away?
01:51 est31 do you use compile.sh?
01:51 hmmmm yup
01:51 est31 whats your processor
01:52 hmmmm Intel(R) Xeon(R) CPU E3-1230 V2 @ 3.30GHz (3292.59-MHz K8-class CPU)
01:56 hmmmm I added 100 times as many tests and corrected the factor to CLOCKS_PER_SEC
01:56 hmmmm 2.789062 3.906250 2.757812 2.734375 are my new results
01:56 hmmmm and then I modified the last test to remove the / 1024.0 part:   2.812500 3.828125 2.742188 2.453125
01:57 hmmmm in other words, the / 1024.f was only responsible for 12% of the runtime, and the loop 88%
01:58 est31 or the call
01:58 hmmmm so in other words
01:59 hmmmm multiplying by 1000.f, one billion times, takes 0.359 seconds
01:59 hmmmm dividing by 100.f takes 1.375 seconds
01:59 hmmmm so the latter is almost 4x as slow
01:59 hmmmm but again, that's one billion times
02:00 est31 ok, I guess your patch can be merged
02:00 hmmmm so we're talking about a floating point division taking 1.375 nanoseconds
02:00 est31 for you
02:00 hmmmm light can't even move 1 cm in that amount of time
02:00 est31 light is damn slow
02:01 hmmmm :p
02:01 est31 its so slow, we still have a CMB
02:01 est31 and the CMB is light from an early stage of the universe
02:01 est31 so there are regions of the universe we haven't gotten any light from
02:01 hmmmm so, est, is writeF1000 being called anywhere over a billion times (and nothing else is the bottleneck?)
02:02 est31 hehe
02:02 est31 ok merge it
02:05 hmmmm OTOH, it's surprising exactly how much an optimization that is
02:06 hmmmm i never expected the gap to be that wide
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02:24 est31 hmmmm, can you get the newer version of the gist, and re-try?
02:25 est31 I get a 10x decrease
02:25 est31 "Not accounting for overhead: 0.161882\n 0.016288 0.149436 0.012416 0.020748"
02:25 hmmmm eh
02:25 hmmmm can you link me perhaps
02:25 est31 https://gist.github.com/est31/f364e26883439e8968a1
02:25 est31 git clone https://gist.github.com/f364e26883439e8968a1.git
02:46 VanessaE hmmmm: not to be contrary, but one light-nanosecond is actually about 29.98 cm.
02:46 hmmmm of course you'd figure that out
02:46 hmmmm hehe
02:46 VanessaE :D
02:46 est31 its still damn slow
02:46 est31 man, one nanosecond is really long
02:47 VanessaE actually I just happened to have remembered it.  Some teachers give out 1-foot lengths of wire or rope in their physics classes, and call them nanoseconds.
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03:10 VanessaE hmmmm: here's a new one:  http://pastebin.com/bS1avJZ8
03:10 hmmmm did you get that while running the newest version?
03:11 VanessaE no
03:11 hmmmm well then
03:11 VanessaE I wanted to wait until you have sorted what you were working on first.
03:11 hmmmm update to current HEAD
03:11 est31 man this makes no sense
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03:12 VanessaE this one happened a few hours ago, http://pastebin.com/ABK4dTUa
03:12 VanessaE ok, willdo.
03:12 est31 the internet claims there is a method to find out whether an elf file is compiled with hard float or no
03:12 est31 t
03:12 est31 but its not set, even for libminetest.so
03:12 hmmmm VanessaE:  that's the one that zeno must have been talking about
03:14 est31 but the hard float change does affect **some** things
03:14 est31 because after it, sound doesnt work :)
03:14 VanessaE ok, the new build is staged.
03:15 VanessaE now at 42cf5e97
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04:06 VanessaE est31: can you guys push that spawn_tree() IDs thing through before the freeze?
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04:36 paramat 2 small but essential PRs game#604 game#605
04:36 ShadowBot https://github.com/minetest/minetest_game/issues/604 -- Stairs: Lengthen interval of replace abm by paramat
04:36 ShadowBot https://github.com/minetest/minetest_game/issues/605 -- Default/functions: Reduce lavacooling ABM/sound overload by paramat
04:36 VanessaE paramat: spread the lavacooling even more
04:37 VanessaE in dreambuilder I have the chance and interval set to 15 and 5, respectively.
04:38 VanessaE the result of course is much slower cooling, but it also has a tendency to create more natural-looking formations as well
04:38 paramat well chance 2 means half, then half of what's left etc, so even 2 spreads it out a lot
04:39 paramat 15 and 5 is too slow i feel, the interval could become 2 but that doesn't affect overload so much
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04:44 est31 this can be optimized by an algorithm
04:44 est31 lavacooling and leafdecay
04:44 VanessaE howso?
04:44 VanessaE well wait,
04:44 est31 explained the idea some time ago
04:44 VanessaE hm.  no..  how?
04:44 VanessaE oh ok.
04:45 VanessaE first thing that comes to mind for me is to set a low (but not 1/1) chance/interval and check dtime, skip executing the cooling code if it's too high or something
04:48 est31 Tesseract, you there?
04:49 paramat theoretically any chance other than 1 means a very time to cool an area. slow lavacooling just hugely extends the lifetime of the lava so is not really a solution
04:49 paramat (very long time)
04:49 est31 argh
04:49 est31 you do an abm for that?
04:49 est31 there needs to be better means than that
04:49 est31 minetest.register_on_mapload
04:49 est31 or so
04:50 VanessaE but the first thing that needs fixed is liquids spreading when they hit 'ignore'.
04:50 paramat yeah =)
04:50 VanessaE that would do a LOT to quell the problem.
04:52 paramat essential for floatlands and more vertical worlds, the spread looks so bad
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04:52 hmmmm are NodeTimers used anywhere anymore?
04:52 VanessaE sure, autoclose doors mod uses them.
04:53 VanessaE problem is node timers don't automatically start/resume after server restart, afaik
04:54 VanessaE so you need some extra event to trigger them (in the autoclose door mod, that's the "open" action)
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05:06 VanessaE est31: did you see my comment about the spawn_tree() IDs thing?
05:08 est31 yes
05:08 est31 I'll give a last try for fixing the hard abi thing
05:08 est31 and if it doesnt work, I'll just disable hard abi
05:08 est31 it isnt that bad according to this post:
05:09 est31 argh damn closed the tab
05:09 VanessaE get a "re-open last tab" extension.  too useful to be without.
05:10 est31 there we go http://stackoverflow.com/a/28393545
05:10 VanessaE ("SimpleUndoClose" 1.3.4.1 is the one I use)
05:10 est31 ctrl alt t
05:10 est31 even works on dolphin
05:11 VanessaE hm, that shortcut does nothing in chrome.  *shrug*
05:11 * VanessaE reads
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05:44 VanessaE bbl
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06:14 hmmmm hmm
06:14 hmmmm merging 2986, 2990, 2991
06:15 est31 look at this: https://github.com/vincentjames501/libvorbis-libogg-android/blob/master/jni/Application.mk
06:15 est31 the abi version hardcoded
06:22 hmmmm shrug.
06:22 hmmmm what do you think about red-001's PR?  #2977
06:22 ShadowBot https://github.com/minetest/minetest/issues/2977 -- Stop liquids from flowing over ignore. by red-001
06:23 hmmmm he's right about the block loading
06:25 hmmmm we don't want to overload the liquid queue by adding a shitload of items on block load, and we don't want to continuously re-add ignored nodes
06:26 hmmmm as it exists right now the liquid transform queue is a FINO
06:26 hmmmm First-In, Never-Out
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09:20 TBC_x wtf, I recompiled OpenAL/fluidsynth myself and mt just fired up instantly
09:29 dv- joined #minetest-dev
09:30 est31 recompile your kernel, and minetest has FPS of (u64)-1 :D
09:32 TBC_x damn... fluidsynth has so beautiful code
09:32 dv- joined #minetest-dev
09:32 TBC_x the deepest nesting of five is oneliner
09:46 est31 wow, the abms indeed loop over everything, thats bad.
09:46 kilbith still faster than the timers at least
09:47 est31 horrible implementation, from a first look
09:47 kilbith https://forum.minetest.net/viewtopic.php?p=178943#p178943
09:47 est31 for every possible abm, we rescan the entire map every time we do an abm step
09:47 est31 entire loaded map
09:48 est31 that should be and has to be improved
09:48 est31 we should cache the "active" count, per active mapblock
09:50 est31 and perhaps better or further optimisations too
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10:05 TBC_x is all the growth done through abm?
10:22 est31 lotsof things
10:30 TenPlus1 joined #minetest-dev
10:30 TenPlus1 Hi folks...
10:31 TenPlus1 Q. what would cause an entity to remain but not be recognised by game (/clearobjects or WE //clearobjects)
10:32 TBC_x tried relog?
10:33 TenPlus1 how you mean TBC /
10:33 TBC_x if you disconnect, the reconnect to the server
10:34 TBC_x *then
10:35 TenPlus1 oh, then it's the same... as soon as I enter that area containing the non-recognised entities it crashes over again...  I canot remove them
10:35 TBC_x another memory leak down
10:37 TenPlus1 2 signs and 1 itemframe entity...  the whole area had to be cordoned off on server so no-one can get near and crash server
10:37 TBC_x tried to remove their nodes?
10:37 est31 why do we crash near unknown nodes?
10:37 TenPlus1 no nodes there...  are just floating in air...
10:37 est31 err entities
10:38 TenPlus1 and if I try to place a sign in same spot to re-write that node, it crashes also ?!?!?!
10:38 TenPlus1 it's maddening
10:38 TBC_x someone thought it will be a cool idea
10:39 TBC_x If I get it right, the sign entities try to access their blocks, but it fails and crashes the server
10:39 est31 what database is it?
10:39 TenPlus1 sqlite
10:39 TenPlus1 tried converting to leveldb a while back but too many glitches
10:40 est31 perhaps tried to start the server without signs lib mod?
10:41 est31 then the entity will register as unknown
10:41 est31 and dont cause a crash
10:41 est31 @ least if your theory is right
10:41 TBC_x there should be a way to crash entities, not the entire server
10:42 TenPlus1 thing is, if clearobejcts doesnt recognise it as an entity then why is it being saved with the map ?!
10:43 blaze joined #minetest-dev
10:44 TenPlus1 tbc, what if I worldedit that whole area to be filled with signs then simply removed them...? like you said, maybe it's looking for a sign node
10:44 TBC_x make a backup first
10:44 TenPlus1 lol, wish I could... am no-where near server and map is 30gb
10:45 est31 TenPlus1, can you give us the serialized mapblock??
10:45 est31 you'll have to do a custom lookuü
10:45 est31 lookup*
10:45 Gael-de-Sailly joined #minetest-dev
10:45 TenPlus1 how do I do that ?
10:45 est31 for the sqlite database
10:45 TBC_x I've got a leak in MediaDownloader
10:45 TBC_x but it is conditional
10:45 TBC_x it happened once so far
10:46 est31 TBC_x, the leak is thanks to singletons
10:46 est31 seen it already
10:46 TBC_x screw singletons
10:46 TenPlus1 lol
10:46 TBC_x do you know colobot?
10:46 TenPlus1 yeah media seems to crash players connecting to server
10:46 TenPlus1 but once it's loaded crashing stops
10:46 TBC_x that codebase is composed only of singletons
10:47 est31 TenPlus1, whats the position of the bad node?
10:47 TenPlus1 checking now...  serverlist isnt updating
10:47 TBC_x have vanessae installed snow biomes on her server recently?
10:49 TenPlus1 damn, cant get close to find out, keep crashing server and throwing me out
10:49 TBC_x stacktraces would be useful on that
10:51 TenPlus1 nope, signs didnt work
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10:55 TBC_x build the server in debug mode
10:55 TBC_x run it in gdb
10:55 TBC_x and send us backtraces
10:57 TBC_x that could solve the problem once for all
10:57 TBC_x probably
10:57 TenPlus1 1. I dont know how, 2. the server owner isnt tech savvy
10:58 TBC_x oh
10:58 TBC_x what does the server run on? linux or windows?
10:58 TenPlus1 linux
10:58 TenPlus1 Lubuntu 14.04
11:00 TBC_x hmm
11:00 TBC_x does anyone else have access to the server?
11:00 TenPlus1 only owner
11:01 TenPlus1 Xanadu was initially a hobby server and I do my best to keep mods from breaking... but map/entity glitches are another thing...
11:02 TenPlus1 is there a way to clear a whole section of map and blank it out completely from the database ?
11:02 TenPlus1 then have it regenrate normally
11:02 TBC_x I'm not sure abot that one
11:03 TBC_x hmm
11:04 TenPlus1 or would it be possible to add something to the engine that allows you to do so ?
11:04 TenPlus1 cause there seems to be no other way to fix these glitches areas
11:04 est31 TenPlus1, there is //delete_blocks I think
11:04 TBC_x I'd like to have that stack trace
11:04 TenPlus1 what exactly does //deleteblocks do
11:05 est31 it does exactly that
11:05 est31 blank out the blocks
11:05 TBC_x tell the owner to `ulimit -c unlimited`
11:05 TenPlus1 est: does it remove the whole chunk from map ?
11:06 TenPlus1 tbc: what is ulimit ?
11:06 TBC_x it will create a coredump file
11:06 TBC_x the coredump contains server's memory when it crashed
11:07 TBC_x that way we can see what happend and where
11:07 est31 TenPlus1, there are no chunks in minetest maps
11:07 est31 but yes, it removes the whole mapblock
11:07 TenPlus1 k, will try that est...
11:07 est31 but watch out
11:07 TenPlus1 ?
11:07 TenPlus1 buggy ?
11:07 est31 it can affect nodes with up to 128 distance
11:07 est31 and buggy yes
11:07 TenPlus1 does it only remove nodes ?
11:09 est31 ?
11:09 est31 it removes the whole mapblock from the database
11:09 est31 including all objects
11:09 TenPlus1 ah sweet, thanks... will do that now...
11:11 TBC_x when you do the ulimit -c thing, it will create a coredump file in current directory when the server crashes
11:11 TBC_x it is good to compress it with `bzip2 coredump.*`
11:11 TBC_x and send it to us
11:13 TenPlus1 will ask owner to do that next time
11:14 TenPlus1 deleteblocks isnt working... keeps coming up Incorrext area format. expcted (x1,y1,z1) (x2,y2,z2)
11:18 TenPlus1 k, /deleteblocks here 100 seems to work...
11:19 TenPlus1 that worked, thanks guys...  no more crashing in that area and new landscape to playw ith
11:30 VanessaE TBC_x: as a matter of fact, yes, I enabled snow biomes last night - along with updating both minetest and minetest_game to HEAD
11:32 VanessaE this crash happened this morning, about 10 mins ago:  http://pastebin.com/Uiy0B0pw
11:32 TBC_x I've noticed
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11:33 est31 VanessaE, sorry but as its seems we'll have to freeze without my ids PR applied
11:33 VanessaE shall I make a new issue for that crash?
11:33 VanessaE est31: damn it.  ok.
11:34 TBC_x probably another NULL deref
11:34 TBC_x haven't looked at the code yet
11:35 VanessaE https://github.com/minetest/minetest/issues/2994
11:36 TBC_x SharedBuffer, duhh....
11:37 TBC_x WHAT?
11:37 VanessaE ?
11:37 TBC_x throw ProcessedSilentlyException("Got an ACK");
11:37 VanessaE um, wut?
11:37 est31 that aint shared buffer
11:38 TBC_x ikr
11:38 TBC_x that doesn't explain the segfault though
11:39 TBC_x oh
11:39 VanessaE server was only up for a little over an hour before that crash, btw.
11:39 TBC_x it has exception handler
11:41 est31 anyone knows blockmen's mail address? celeron55?
11:41 est31 is it the one git says?
11:41 Calinou celeron55 AT gmail DOT com
11:41 Calinou this one is easy ;)
11:41 Calinou but blockmen's...
11:42 est31 it has the german word for "trash" in it, so I wonder whether its accurate
11:42 VanessaE [08-02 05:47] <est31> for every possible abm, we rescan the entire map every time we do an abm step
11:42 VanessaE [08-02 05:47] <est31> entire loaded map
11:42 VanessaE do what?  seriously?
11:42 TBC_x on the second look
11:42 VanessaE Author: BlockMen <nmuelll@web.de>
11:42 est31 yes, thats the one Im referring to
11:43 VanessaE (at least, that's what he's using in git)
11:43 TBC_x it looks like heap corruption
11:43 est31 VanessaE, sadly, yes.
11:43 est31 I'll file an issue, describing it.
11:44 VanessaE est31: you sure it isn't just scanning all blocks in the effect radius?
11:44 VanessaE (e.g. 3 mapblocks or whatever it was)
11:44 est31 ok, first, see that the apply() method scans the entire mapblock
11:44 est31 https://github.com/minetest/minetest/blob/master/src/environment.cpp#L671
11:44 est31 here we get a mapblock passed
11:45 est31 and then we do a 3-dimensional for-loop
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11:45 VanessaE that looks like a stepper through just one block
11:45 est31 yes
11:45 est31 so, where is that method called?
11:46 est31 https://github.com/minetest/minetest/blob/master/src/environment.cpp#L1205
11:46 est31 here
11:46 VanessaE for(std::set<v3s16>::iterator
11:46 VanessaE i = m_active_blocks.m_list.begin();
11:46 VanessaE ouch.
11:46 est31 this is inside a for loop over m_active_blocks
11:47 VanessaE and that list contains every block currently loaded
11:47 est31 at least I think
11:47 est31 thats horribly inefficient
11:47 VanessaE https://github.com/minetest/minetest/blob/master/src/environment.cpp#L1049
11:48 est31 we should rather get a list of abms that have matching nodes for every loaded mapblock
11:48 VanessaE that would be a yes, if I read this correctly.
11:48 TenPlus1 bye all
11:52 TBC_x which thread calls  FacePositionCache::generateFacePosition?
11:53 VanessaE oh no.
11:53 VanessaE that sounds like code RBA did forever ago
11:55 TBC_x it looks like race condition
11:55 est31 I love these comments https://github.com/minetest/minetest/blob/master/src/environment.cpp#L1125
11:56 VanessaE est31: haha
12:00 TBC_x looks like the serverThread and lua are fighting over FacePositionCache
12:01 VanessaE er..
12:01 VanessaE why would either of them have any interest in that?
12:01 VanessaE unless lighting code maybe?
12:05 est31 OK last call for PRs to be merged before feature freeze
12:06 TBC_x do bugfixes count as features?
12:06 est31 no
12:06 est31 feature freeze == everything banned except bugfixes and trivial and small cleanups
12:07 * VanessaE skims the PRs
12:08 est31 well problem is, even if some pr looks good, I dont have the authority to merge it as lone dev.
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12:08 est31 kahrl, sfan5 you two aroundß
12:08 est31 ??
12:09 VanessaE #2908 seems innocuous enough
12:09 ShadowBot https://github.com/minetest/minetest/issues/2908 -- Make map limit configurable by rubenwardy
12:09 VanessaE paramat will probably want to address #2992 before the freeze also
12:09 ShadowBot https://github.com/minetest/minetest/issues/2992 -- Biome API: Make fallback biome stone and water, disable filler by paramat
12:12 * TBC_x is thinking whether to do ugly & quick fix or to rewrite FacePositionCache
12:12 est31 ?
12:12 est31 whas the problem
12:12 est31 whats'
12:12 TBC_x it is static
12:12 VanessaE #2712 should be added I think.
12:12 ShadowBot https://github.com/minetest/minetest/issues/2712 -- Add settings for colors by Gael-de-Sailly
12:12 TBC_x and I have no clue how static mutexes work
12:13 VanessaE hmmmm wanted to get Tesseract's threading pull done also, #2613 I think.
12:13 est31 the setting names are ugly
12:13 ShadowBot https://github.com/minetest/minetest/issues/2613 -- Clean up threading by ShadowNinja
12:14 bluegreen is the  feature freeze only for minetest engine or also for minetest game?
12:14 est31 they should be semantic
12:15 est31 bluegreen, I think both
12:15 VanessaE #2594 is not the engine's responsibility imho.  this belongs strictly to the game or mods.
12:15 ShadowBot https://github.com/minetest/minetest/issues/2594 -- add a plantlike_leaves setting by HybridDog
12:15 bluegreen ok
12:15 TBC_x do even caches logically belong to utils/?
12:16 est31 ?
12:16 est31 we dont have an utils subdir
12:16 est31 only util
12:16 TBC_x oh cmon
12:16 TBC_x do even caches logically belong to util/?
12:17 est31 we only have an src/util/ directory :p
12:17 VanessaE if you mean cache in the usual sense, no.  imho that belongs somewhere else like misc
12:17 est31 no srsly
12:17 est31 yes they do
12:17 TBC_x ok
12:18 VanessaE #2587 needs to be finished up and merged, too
12:18 ShadowBot https://github.com/minetest/minetest/issues/2587 -- wip irrlicht particles 2 by obneq
12:18 VanessaE and that one I expect will take a while to do.
12:18 VanessaE (particles have been bad for way too long now)
12:19 est31 well, yes, but not before the release
12:19 bluegreen game#602
12:19 ShadowBot https://github.com/minetest/minetest_game/issues/602 -- Allowed players with server priv to access any locked chest and open any steel door. by red-001
12:19 VanessaE ^^^ that one too.
12:19 VanessaE est31: I hate to be contrary but I disagree.
12:19 VanessaE Minecraft has us beat all to shit just in that simple department
12:20 VanessaE I think jin_xi has been working on particles rewriting for at least a year now.
12:21 est31 well yes, but nobody was around to answer them
12:21 est31 they asked "is it done properly"
12:21 est31 quite alot
12:21 VanessaE yeah
12:21 est31 it has a wip label on it
12:21 est31 sorry
12:21 VanessaE I know, hence the "finish up" part :)
12:21 VanessaE but ok.
12:22 est31 next release has to shine too :)
12:22 VanessaE but let's please move that into high-priority then and get it in before the next release.
12:22 est31 (the one after next)
12:22 VanessaE (the 0.4.14 release I mean)
12:22 kilbith of course irrlicht are highly wanted but it's kind of touchy code
12:22 kilbith irrlicht particles*
12:22 VanessaE kilbith: indeed so, especially collision handling,.
12:24 TBC_x it is alright to keep cache in util/ when it need a mutex?
12:25 est31 ok merging #2908 then
12:25 ShadowBot https://github.com/minetest/minetest/issues/2908 -- Make map limit configurable by rubenwardy
12:25 VanessaE what about #2224 ?  I know this glitch bugs a lot of people.  Only thing I don't know about is whether it'll affect using a glitch ladder ("sneak elevator")
12:25 ShadowBot https://github.com/minetest/minetest/issues/2224 -- Fix jumping at node edge by gregorycu
12:27 VanessaE #1908 might be okay to use, but imho view bobbing speed should be directly based on the player's actual velocity.
12:27 ShadowBot https://github.com/minetest/minetest/issues/1908 -- Make maximal view bobbing speed faster by Calinou
12:28 bluegreen what is the glitch?
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12:28 bluegreen also isn't it a bugfix then?
12:28 bluegreen not a feature
12:28 VanessaE in 2224?  walk up to a node, press up against it and jump.  you'll land on top.  try to jump again and it won't work.
12:29 TBC_x collisions apparently don't agree with each other
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12:29 bluegreen do I have to hold shift?
12:30 VanessaE #1752 seems like a bad idea (it should be based on an actual collision detection)
12:30 ShadowBot https://github.com/minetest/minetest/issues/1752 -- line_of_sight: Allow sight through sunlight_propagates nodes by RiZom-91
12:30 VanessaE bluegreen: no.
12:30 bluegreen strange the bug doesn't happen
12:33 est31 ~topic
12:33 ShadowBot est31: Minetest core development and maintenance. 0.4.13 release scheduled for August 10 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
12:34 everamzah are there any examples how to use areastore?
12:34 bluegreen everamzah #minetest
12:36 everamzah left #minetest-dev
12:39 Topic for #minetest-dev is now Minetest core development and maintenance. 0.4.13 release scheduled for August 10 2015. Feature freeze IN EFFECT until 0.4.13 release, no commits on the master branch except bugfixes or trivial (small) cleanups, PRs 2992 and 2613 are temporarily exempt until August 4. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.min
12:40 est31 argh too loing
12:40 est31 long*
12:40 Topic for #minetest-dev is now Minetest core development and maintenance. Feature freeze IN EFFECT until 0.4.13 release, no commits on the master branch except bugfixes or trivial (small) cleanups, PRs 2992 and 2613 are temporarily exempt until August 4. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
12:41 est31 better
12:41 bluegreen #602 is this a bugfix?
12:41 ShadowBot https://github.com/minetest/minetest/issues/602 -- map_meta.txt Overwritten
12:41 est31 well then, now its getting serious.
12:41 bluegreen ahhh
12:41 bluegreen game#602
12:41 ShadowBot https://github.com/minetest/minetest_game/issues/602 -- Allowed players with server priv to access any locked chest and open any steel door. by red-001
12:41 est31 no
12:42 bluegreen ok
12:42 est31 I like cheapie's PR better tbh
12:42 est31 because it adds an exta priv
12:42 TBC_x would be better to have skeleton-key priv
12:42 TBC_x and it also sounds cool
12:44 est31 I also wonder whether perhaps minetest_game could get some "protected doors" tenplus1 has written
12:44 est31 they allow all owners of an area to open them
12:44 est31 but only those
12:45 VanessaE est31: imho that should be a feature of the steel door.
12:45 est31 no more houses with 5 doors in a row
12:45 VanessaE keep it simple, etc.
12:45 est31 well, steel doors are "owned by ..."
12:45 VanessaE right
12:45 VanessaE so make them only use their ownership info if there's no protection info for that spot
12:48 est31 well the problem is the protection api doesnt support it
12:48 est31 minetest.is_protected needs a name
12:48 VanessaE hm
12:49 est31 even if we allowed e.g. a "nil name"
12:49 est31 i dont know whether we should do it
12:49 est31 perhaps it can result in conflict with exotic protection models
12:49 VanessaE well, Areas mod is kind of the standard for that isn't it?
12:50 kilbith KISS solution : fuck ownership, enforce communism
12:50 est31 also, what if sb removes protection of the area
12:50 VanessaE est31: then the code for the door should use the existing owner info?
12:51 TBC_x I get so much better FPS when playing singleplayer
12:51 VanessaE when you try to open a door, isn't there already a "clicker" field passed to the callback?
12:51 TBC_x that means that networking code is a real bottleneck
12:51 est31 VanessaE, so the can_open_door code should have two calls to is_protected? one for the player itself, one with the nil player?
12:52 est31 the one with the nil player will have to be asked every time
12:52 est31 because if its true, we'll have to look for the owner
12:52 est31 if its false, we can use the player themselves
12:53 VanessaE hm
12:53 VanessaE maybe the is-protected call needs to return more than just true or false then
12:54 VanessaE click-to-open --> call is_protected, get back a true or false AND a second var with the ownername in either case --> use that to decide to open the door or not
12:54 VanessaE if it returns false + nil, there's no protection data for that area.  use the door's owner instead.
12:55 est31 either way, I gtg now
12:55 VanessaE ok
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12:58 TBC_x I haven't noticed leaking media before
12:58 Miner_59 joined #minetest-dev
13:00 TBC_x and it is annoying as hell
13:00 TBC_x are you sure this isn't new?
13:04 Miner_59 Asking again if you can merge this PRs to fix two old bugs: #2241, #2886
13:04 ShadowBot https://github.com/minetest/minetest/issues/2241 -- Fix for disable_jump group doesn't work on nodeboxes by gregorycu
13:04 ShadowBot https://github.com/minetest/minetest/issues/2886 -- Fix "bouncy" blocks by Miner59
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13:05 Miner_59 They would only need to be merged but no developer tested it correct so far.
13:11 TBC_x https://github.com/t0suj4/minetest/commit/98ac8d486a7b32cf0fb240480fb491edd0dddffb
13:11 TBC_x looks good?
13:23 TBC_x est31: ^^
13:23 TBC_x oh
13:26 TBC_x #2995
13:26 ShadowBot https://github.com/minetest/minetest/issues/2995 -- src/util/numeric.{cpp,h}: Fix data race by t0suj4
13:34 VanessaE offtopic:  wasn't there also supposed to be some kind of "dried out" biome added to mgv6?
13:34 TBC_x deserts? ;)
13:34 VanessaE no :P
13:35 VanessaE it had dry grasses, dry dirt-with-grass, and is where I was under the impression that acacias grow on-gen
13:36 TBC_x tmux rocks
13:40 TBC_x we should have something like area-defined tileset for mapgen
13:42 VanessaE ah, it was called "savanna"
13:42 VanessaE and it ain't mgv6 :(
13:42 TBC_x oh, haha
14:48 TBC_x do snow biome mod use masks in textures?
15:20 bluegreen couldn't steel be open-able by  by the areas owners and the doors owner?
15:23 bluegreen est31 http://pastebin.com/z8krFNUq
15:24 bluegreen VanessaE wouldn't it be better if the areas owners and the placer of the door could interact with it?
15:32 VanessaE bluegreen: that's what I was proposing.
15:32 bluegreen ok then
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15:54 CraigyDavi Does map_generation_limit keep mapblocks over the limit if they have been generated already?
15:55 bluegreen I have no idea
15:59 bluegreen It seems no
15:59 bluegreen at least it doesn't seem to sent them
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16:03 CraigyDavi Ok
16:16 bluegreen you could try and disable that if you want
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16:25 est31 pushing in 10 mins: https://github.com/est31/minetest/commit/e91e47b2a9db23c303c0e75520a3a5429a889848
16:25 hmmmm wtf does FacePositionCache actually do
16:26 est31 perhaps we can add in future that "nil" means "player is allowed because its 'common ground'" and "false" means "player is allowed because its their property, or their privs allow it"
16:26 est31 but perhaps we should make it more extended
16:26 est31 e.g. as VanessaE said with a second param, perhaps from a "lua enum"
16:27 TBC_x I was looking in logs, It is supposed to give 30% performance boost
16:27 hmmmm wtf
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16:27 hmmmm oh a nerzhul thing...
16:27 est31 its like this key settings cache
16:27 hmmmm his performace optimizations have a poor track record
16:27 est31 totally unneccessary
16:27 est31 all people think the settings are slow due to conversions
16:27 hmmmm remember when he optimized instances of std::list to use std::vector?
16:27 est31 thats wrong
16:28 est31 the settings are slow because string map
16:29 TBC_x but oh hey! I have optimized code that is running one thousand times per month
16:29 hmmmm if you need to add a mutex to a cache you're doing it WRONG
16:29 est31 ^
16:29 hmmmm that should be per-thread
16:29 hmmmm I guess adding a mutex to stop a race condition before a release is good enough though
16:30 TBC_x if cache needs a mutex to stop causing segfaults, that's also wrong
16:30 hmmmm you should add a // TODO: Make this cache thread-local to your PR
16:30 est31 lets make a FacePositionCacheManagerFactory singleton, where every thread gets one, then it generates a FacePositionCacheManager dynamically at thread start
16:30 kahrl how about using a lockfree algorithm?
16:30 est31 lol jk
16:31 est31 kahrl, good idea
16:31 hmmmm or just revert https://github.com/t0suj4/minetest/commit/7c8793cbea1ea83109b7d9d6974d3f6991efcec8
16:31 hmmmm it's not really that significant of an improvement
16:31 TBC_x another possibility is to use rwlock
16:31 bluegreen est31
16:31 bluegreen http://pastebin.com/z8krFNUq is this what you mean?
16:32 est31 bluegreen, your code is wrong
16:32 bluegreen how?
16:32 est31 the problem is the function is_protected does exactly the opposite than how you use it.
16:32 bluegreen oh
16:32 est31 is_protected returns true if the player must not edit the node
16:32 est31 so you should check for false
16:33 est31 but then: what if the door is placed in public place?
16:33 est31 then everybody may open it
16:33 bluegreen http://pastebin.com/EAsQf92P
16:33 est31 this can't be fixed without changing the is_protected API
16:33 bluegreen how
16:34 bluegreen nvm
16:35 est31 bluegreen, this will have to wait for after the release.
16:35 est31 ok hmmmm what exactly was the problem again with miner59's pr for the bouncy blocks?
16:35 est31 https://github.com/minetest/minetest/pull/2886
16:36 bluegreen when is minetest 0.4.13 going to be released anyway?
16:36 est31 because if there is a problem, it should be explained IMO
16:36 hmmmm the problem is that it completely removes the bouncy jump functionality
16:36 Miner_59 hi, I'm here too
16:36 hmmmm i tried it on the trampoline mod
16:36 est31 thats a closing reason perhaps.
16:37 TBC_x finally got that media leak
16:37 Miner_59 no, what I remove is code which adds speed when pressing jump key on bouncy nodes
16:37 hmmmm without that PR, jumping on a trampoline shoots you up 125 nodes for whatever reason
16:37 hmmmm with that PR, jumping on a trampoline doesn't work at all
16:37 hmmmm go check the mod, it adds "disable_jump" ...
16:37 hmmmm remove disable_jump, you can jump on it like normal, but, it's just like a normal node
16:37 hmmmm it's not a trampoline at all
16:38 Miner_59 can we try to test it on my server again please?
16:38 hmmmm alright
16:38 hmmmm maybe better luck this time
16:38 hmmmm IP/Port?
16:38 Miner_59 i have updated to new version it shouldn't give problems
16:39 hmmmm oh
16:39 Miner_59 IP: 80.128.140.186
16:39 Miner_59 port 30 000
16:39 hmmmm Miner_59:  I see you updated the PR
16:39 hmmmm there is a block of code that wasn't there previously
16:39 Miner_59 yes
16:39 est31 yes, realized this too.
16:40 hmmmm wut
16:40 est31 right now
16:40 hmmmm so why didn't you tell us that you added something new
16:40 hmmmm it's quite plausible this patch works now
16:40 Miner_59 it didn't disable jumping but you jumped just as high as normal without my updates
16:40 hmmmm (works as in produces the expected results)
16:44 Miner_59 i think it should be fixed before new release because it depends on the clientif this bug is fixed or not
16:44 hmmmm where are the trampolines on your server
16:45 hmmmm ahh
16:45 hmmmm waiting for that part of map to load
16:45 TBC_x yup, the leak was conditional
16:46 hmmmm very nice
16:46 hmmmm 2886 approved for me
16:47 Miner_59 don't forget #2241
16:47 ShadowBot https://github.com/minetest/minetest/issues/2241 -- Fix for disable_jump group doesn't work on nodeboxes by gregorycu
16:47 hmmmm I thought that was fixed
16:47 hmmmm are people still reporting it?
16:47 est31 https://github.com/minetest/minetest/issues/1551
16:47 Miner_59 no with the PR it is fixed, but PR wasn't merged
16:47 hmmmm casmir's trampoline mod uses a nodebox for the trampoline, correct?
16:48 Miner_59 i think not
16:48 Calinou my trampoline mod uses a nodebox
16:48 Miner_59 but there is a cushion too
16:48 Miner_59 ok
16:48 hmmmm wait
16:48 hmmmm casmirs or calinous
16:48 hmmmm i forget at this point
16:49 hmmmm jeija's Jumping mod
16:49 hmmmm i used a trampoline_1
16:49 TBC_x https://github.com/t0suj4/minetest/commit/383d31d728b1029232c4197305f17df40e9e5523
16:49 TBC_x looks good?
16:49 hmmmm adding miner's original PR made me not able to jump on it AT ALL
16:51 hmmmm TBC_x:  yes
16:51 est31 from me too
16:51 CraigyDavi rubenwardy, Does map_generation_limit keep mapblocks over the limit if they have been generated already?
16:52 rubenwardy I think so, it just doesn't show them
16:52 TBC_x #2996
16:52 ShadowBot https://github.com/minetest/minetest/issues/2996 -- src/client/tile.cpp: Fix reference counting by t0suj4
16:52 CraigyDavi Ok
16:52 rubenwardy technically it doesn't stop map generation, it stops block emerging
16:52 CraigyDavi Ah got it
16:52 est31 also if sb has time can they look at #2993
16:52 ShadowBot https://github.com/minetest/minetest/issues/2993 -- Android: fix sound issue, and gitignore by est31
16:53 hmmmm settings.h in a header???
16:54 est31 ah
16:54 est31 he has asked whether thats bad
16:54 Miner_59 if you hold sneak key while you land on bouncy node you still don't bounce back, but I think this is ok?
16:54 est31 couldnt answer it
16:54 hmmmm i'd say so..
16:54 hmmmm i wonder what this is doing to the emerge queue...
16:54 est31 well its an extra header, no?
16:54 hmmmm Miner_59:  yeah I'd say so
16:55 est31 what does the emerge queue have to do with it
16:55 Miner_59 ok
16:55 est31 Miner_59, yes me too
16:55 hmmmm est31:  unless I'm mistaken, rubenwardy's map limit option is fundamentally flawed
16:55 rubenwardy oh dear :(
16:56 hmmmm maybe it is, maybe it isn't, it all depends on whether or not things use blockpos_over_limit like they're supposed to
16:57 est31 so you basically say its a too complex change to be done so shortly before a release?
16:57 hmmmm i'm looking..
16:59 TBC_x updated #2995 with // TODO
16:59 ShadowBot https://github.com/minetest/minetest/issues/2995 -- src/util/numeric.{cpp,h}: Fix data race by t0suj4
17:00 hmmmm tbc, est, what do you guys think?
17:00 hmmmm fix this or just revert it
17:00 hmmmm honestly i think FacePositionCache is quite worthless
17:00 TBC_x I don't care
17:01 est31 I'm ok with a revert too, but we should perhaps do benchmarks
17:01 est31 a revert is certainly better than a lock
17:01 hmmmm whatever performance gain you get with FacePositionCache you can get from making sure the vector doesn't perform any unnecessary allocations
17:02 hmmmm copying a couple of 8 byte data structures is not a bottleneck.
17:03 est31 damn, now i have forgotten how long it was since I've pushed a commit to master
17:03 est31 wondering whether i can do git commit --amend to it
17:03 est31 (whether its inside the 10 min timeframe)
17:03 hmmmm we'll just push 2995 as-is
17:03 est31 otherwise, its just stupid to make extra commit just for one or two words
17:04 est31 otoh*
17:05 TBC_x do you know of any heavily modded server?
17:07 Miner_59 maybe VanessaE's dreambuilder server or Xanadu server
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17:09 rubenwardy 2015-08-02 13:08:43: ERROR[EmergeThread0]: Invalid block data in database (-2,-2,-8) (SerializationError): unsupported NameIdMapping version
17:18 est31 ok, #2993
17:18 ShadowBot https://github.com/minetest/minetest/issues/2993 -- Android: fix sound issue, and gitignore by est31
17:21 hmmmm looks good to me
17:21 hmmmm so est are you doing all the committing
17:22 hmmmm one person should do the committing so we don't constantly have to fetch and rebase our local repos
17:22 est31 pushing 2996, and 2993 then, and the bouncy blocks fix.
17:24 hmmmm what about 2995?
17:24 est31 dunno whether a revert is better than a lock
17:25 hmmmm i don't really think it matters that much
17:25 est31 well, the important thing is the bug got fixed
17:25 est31 performance is secondary here
17:25 est31 gonna add it too
17:26 est31 making small tab style corrections to 2996
17:27 TBC_x don't tell me it put spaces there
17:27 est31 ??
17:27 est31 no, the problem was two tabs for changed code
17:29 est31 eg here https://github.com/minetest/minetest/pull/2996/files#diff-8b1361a90a460ea33ecf3db026997f8aR1220
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17:30 hmmmm it was that way originally so i didn't say anything about that
17:33 est31 why is this line there https://github.com/minetest/minetest/pull/2995/files#diff-4d71faa635e82f76de3973b10d5770cfR31
17:33 est31 well, its no problem having it
17:33 TBC_x try to comment it out and see compiler complaining
17:34 est31 and it would be inconsistent.
17:35 TBC_x I did not like that line there neither
17:36 TBC_x then you can fix tabs at 1224,1225 too
17:36 TBC_x or when you're at it, all over the place
17:37 est31 erm, no?
17:37 est31 the strategy is to fix it bit by bit :)
17:37 TBC_x ;)
17:37 est31 and yes 1224 and 1225 are fixed too
17:38 TBC_x 1615?
17:39 est31 that would need a fix yes, but i wont fix it :)
17:39 TBC_x hehe
17:43 est31 ok pushed
17:44 TBC_x how can m_localdb(NULL) have any leaks at all?
17:44 TBC_x (in initializer list for Client)
17:45 TBC_x looks like address sanitizer is a bit insane
17:45 TBC_x leak sainitizer actuallly
17:46 hmmmm oh you're already using ASan?
17:46 TBC_x yes
17:46 hmmmm have you seen any heap overflows?
17:46 TBC_x testing only client
17:46 hmmmm please do server soon
17:46 TBC_x server gets stuck in an infinite loop or something
17:46 hmmmm agh
17:47 TBC_x hmm
17:47 TBC_x I can outsource it to another machine
17:47 est31 ok, what about #2992.
17:47 ShadowBot https://github.com/minetest/minetest/issues/2992 -- Biome API: Make fallback biome stone and water, disable filler by paramat
17:48 est31 paramat pushes their prs by themselves, but its more about approval
17:48 hmmmm sure why not
17:48 est31 -by
17:48 est31 ok, good
17:49 est31 ok, which blockers do remain...
17:49 TBC_x hehe, I sometimes wonder why my world is made only of stone
17:51 est31 security fixes for network going on well, hmmmm?
17:53 hmmmm yeah
17:53 Miner_59 Thanks for merging bouncy blocks fix. can you please merge #2241 too now? Kilbith already confirmed it worked
17:53 ShadowBot https://github.com/minetest/minetest/issues/2241 -- Fix for disable_jump group doesn't work on nodeboxes by gregorycu
17:53 hmmmm I was going to fix the issue by introducing an improved interface
17:53 est31 Miner_59, lemme see
17:54 hmmmm seeing as how this one is based on templates so it's not very smooth to fix the current one
17:54 Miner_59 ok
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18:04 TBC_x wtf? since when Linux Mint upgrades to Ubuntu 14.04.2 LTS?
18:06 TBC_x I was trying to run minetest with thread sanitizer, but OpenGL doesn't work with that enabled
18:06 TBC_x and also it gives false positives on JThread spinlocks
18:21 TBC_x damn... it didn't boot up
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18:32 TBC_x before I run the server with ASan, first I need to make the machine to boot up
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20:13 hmmmm VanessaE:  you there?  how often do you see out of memory errors?
20:23 VanessaE randomly
20:24 VanessaE so far not enough times to give you a rate as such
20:25 hmmmm I have an idea of how to debug OOM errors
20:25 hmmmm (thanks #lua)
20:26 hmmmm but it's going to require some memory, like 1MB, always hanging around doing nothing until there is such an error
20:26 hmmmm maybe I can make this into an option
20:30 VanessaE I don't see a reason to fret over 1 MB.
21:10 kilbith minetest.net returns a 500 error actually
21:10 sfan5 you mean currently
21:11 sfan5 forum.minetest.net too
21:11 kilbith isn't 'actually' a synonym of 'currently' ?
21:12 kilbith ah, it's back now
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21:57 TBC_x updating GRUB is a MISTAKE!!!
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21:58 est31 man, these android bugs are like the hydra
21:58 est31 you fix one, two others pop up
21:59 est31 about #2998, I suspect its the softfp abi change
21:59 ShadowBot https://github.com/minetest/minetest/issues/2998 -- [Android] Looking around is jittery
21:59 est31 but without that change, sounds don't work
22:00 est31 and if we play back the "breaking commit" completely, we lose a great speed increase
22:00 est31 (we'd use fully software emulated floats, nothing you usually want)
22:05 hmmmm how are you testing this btw
22:05 hmmmm do you have an android device
22:05 est31 yes
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22:16 paramat sfan5 comments/approval on game#604 game#605 ?
22:16 ShadowBot https://github.com/minetest/minetest_game/issues/604 -- Stairs: Lengthen interval of replace abm by paramat
22:16 ShadowBot https://github.com/minetest/minetest_game/issues/605 -- Default/functions: Reduce lavacooling ABM/sound overload by paramat
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22:47 TBC_x I really shouldn't have kept so many unused /roots around
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23:58 paramat will push #2992 soon
23:58 ShadowBot https://github.com/minetest/minetest/issues/2992 -- Biome API: Make fallback biome stone and water, disable filler by paramat

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