Time |
Nick |
Message |
00:08 |
paramat |
actually i'm not sure updateLighting is buggy, got confused |
00:12 |
paramat |
ah but the 'update map' api also calls updateLighting, and 'update map' causes shadow bugs |
00:18 |
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00:20 |
est31 |
okay lets talk about VAEs again, and how to store them inside the map |
00:21 |
est31 |
does a 32 bit realm number seem apropriate? |
00:21 |
est31 |
16 bits are a bit few, if we want to use VAEs inside mapgen alot |
00:23 |
paramat |
realm number = max number of VAEs? |
00:23 |
est31 |
yes |
00:23 |
est31 |
imagine making sky islands VAEs |
00:25 |
paramat |
for storage how about reducing world size to +-30000 and using the 1000 deep border? |
00:25 |
est31 |
I dont like that |
00:26 |
est31 |
its an object at the other end of the map |
00:26 |
est31 |
I'd rather store them manually as schematics |
00:26 |
est31 |
inside an extra dir |
00:26 |
paramat |
ah |
00:27 |
est31 |
But about doing it properly, I'd suggest to add a new column to the map table |
00:27 |
Sketch2 |
is anybody else getting strange visual effects from the latest minetest on windows? |
00:27 |
paramat |
i was confused by 'how to store them inside the map' |
00:27 |
est31 |
perhaps having a map table, and a second VAEmap table |
00:28 |
Sketch2 |
it seems to be a couple of my friends are getting this strange effect as if things are being highlighted that aren't being pointed to |
00:28 |
Sketch2 |
https://www.dropbox.com/s/k4fkl6a15cvk19s/Screenshot%202015-08-18%2000.14.51.png?dl=0 |
00:28 |
est31 |
opengl 2.1 |
00:28 |
Sketch2 |
I know of two people that are using laptops with Intel graphics that this shows up on |
00:29 |
est31 |
are shaders enabled? |
00:29 |
Sketch2 |
yeah, 2.1. either way with the shaders. 32 or 64 bit same thing. |
00:29 |
* Siva_Machina |
forgot I was lurking in here |
00:29 |
est31 |
I guess its the same as #2866 |
00:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/2866 -- Graphical regression. |
00:29 |
Siva_Machina |
>.> |
00:30 |
est31 |
can you upload the screenshot there via drag+drop? |
00:30 |
paramat |
'node highlighting' enabled? |
00:30 |
Siva_Machina |
no node hightlighting was not enabled |
00:31 |
Siva_Machina |
tried turning off the shaders |
00:32 |
Siva_Machina |
https://photos-1.dropbox.com/t/2/AAA6VEBelLrdCbVddmu41l4QNQvGWSeMjJFHf56M4tFhkQ/12/393874156/png/32x32/1/1440208800/0/2/Screenshot%202015-08-18%2000.14.51.png/COyV6LsBIAEgAiADIAQgBSAGIAcoAg/FlzGanhibycQKFG_jeG5enmykXxIj03XjXsq9Fm65M0?size=1024x768&size_mode=2 |
00:33 |
Siva_Machina |
that screenshot is from a different build of 0.4.11 but I have the same issue on 0.4.13 |
00:34 |
est31 |
then its not 2866 |
00:34 |
Siva_Machina |
it looks like it is |
00:35 |
est31 |
2866 appeared since 0.4.12 |
00:36 |
est31 |
due to some changes by RBA |
00:36 |
Siva_Machina |
OK...that makes since. Since I ran into in a build of 0.2.11.....but in 0.4.12 I do not get that issue with or without the shaders |
00:37 |
est31 |
also your screenshot appears to be from 0.4.12 something |
00:37 |
est31 |
not 0.4.11 |
00:38 |
Siva_Machina |
ah |
00:38 |
Siva_Machina |
might have been...xD |
00:38 |
Siva_Machina |
<.< |
00:38 |
est31 |
the minetest version of the screenshot is from after RBA's changes. |
00:38 |
Siva_Machina |
anyways the two main build of Minetest 0.4.12 do no have it |
00:39 |
Siva_Machina |
have that issue* |
00:39 |
est31 |
then its 2866 |
00:40 |
Siva_Machina |
most likely |
00:53 |
paramat |
anyway i agree best VAEs are not stored in the world somewhere |
00:53 |
est31 |
we'll already need some other place to store other intermediate data |
00:54 |
est31 |
to make it possible to manage large VAEs |
00:54 |
est31 |
imagine you have a huge spaceship, and its (0,0,0) is inside an unloaded area |
00:55 |
est31 |
you'll need to know to load it when you are close to its hull |
00:55 |
est31 |
fortunately its the same problem as the areastore problem |
00:55 |
est31 |
so we have a data structure for it |
00:55 |
est31 |
we just need to do the serialisation |
01:04 |
est31 |
paramat, is the fractal mapgen pr final? |
01:04 |
paramat |
no, it's usable but in development |
01:05 |
paramat |
i just got fed up with manual rebasing, easier to dev it while it's in |
01:06 |
OldCoder |
Basic question, refer me to docs if appropriate, why are MT colors on my display a bit washed out? Looks a lot better than I up contrast on screenshots |
01:09 |
est31 |
okay |
01:40 |
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02:21 |
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02:52 |
hmmmm |
est31: does 0.4.13 compile on android? |
02:53 |
est31 |
yes it does |
02:53 |
est31 |
just it makes a wrong version name |
02:53 |
hmmmm |
what was kahrl saying about how wctomb not compiling or something because 'tmp' is undefined in a function |
02:53 |
hmmmm |
? |
02:54 |
est31 |
that was because of git weirdnesses |
02:54 |
hmmmm |
ahh |
02:54 |
hmmmm |
okay good |
02:55 |
hmmmm |
so at this point are we ready to continue on with 0.4.14 development or are there pressing matters we need to address right now? |
02:55 |
est31 |
no, release of 0.4.13 went fine |
02:56 |
hmmmm |
okay just checking |
02:56 |
hmmmm |
hehe it feels good to not be in a freeze |
02:56 |
est31 |
the only thing that makes me sad is that TBC_x's name has been gotten wrong |
02:56 |
hmmmm |
well |
02:56 |
hmmmm |
sorry about that |
02:56 |
est31 |
yeah, everybody makes mistakes |
02:56 |
hmmmm |
hey did you see there was a guy who made a minetest lua api unittest |
02:56 |
hmmmm |
mod |
02:58 |
hmmmm |
i wonder if we can add that to minimal |
03:03 |
est31 |
you mean https://github.com/t4im/mtt |
03:03 |
est31 |
yea good idea |
03:03 |
hmmmm |
yeah that one |
03:03 |
est31 |
but t4im maintains it |
03:03 |
hmmmm |
shrug |
03:04 |
est31 |
if we add it to minimal, he can't do that anymore |
03:04 |
est31 |
also mtt uses require alot |
03:04 |
hmmmm |
maybe we can sync our repository's copy every month or so |
03:04 |
est31 |
which breaks with require |
03:04 |
est31 |
err |
03:04 |
est31 |
mod security |
03:04 |
hmmmm |
ahh |
03:06 |
est31 |
perhaps we could set the CI bots up to sync with his repo |
03:07 |
hmmmm |
hmm |
03:07 |
est31 |
so that every PR gets tested after mtt |
03:07 |
hmmmm |
unittests should really be maintained by the developers, not a third party |
03:07 |
hmmmm |
i mean what if you change the output of a lua api wittingly and that makes it fail the unit test |
03:08 |
est31 |
lets wait what t4im says to the idea |
03:09 |
est31 |
disclaimer: he's a friend of mine |
03:10 |
hmmmm |
as far as making the ci bots depend on the unittest results... i don't see how that's happening |
03:10 |
hmmmm |
many of the api effects require human judgement |
03:11 |
est31 |
at least we can have regression tests |
03:13 |
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03:18 |
est31 |
there he is :D |
03:23 |
T4im |
well, not sure how much it could be integrated into ci either, but mostly, because it still requires to run from within minetest… have experimented a bit with getting stuff run without the engine, but less for the api testing, and more for the mod testing part (and it didn't go well enough yet) |
03:24 |
est31 |
you can run arbitrary shell commands on the CI |
03:25 |
hmmmm |
i guess we can create a command line option to run lua unittests |
03:25 |
est31 |
it is enough to pull the project from git, add it as mod to minimal, and then start a world with minimal |
03:25 |
hmmmm |
it would set up a mock Server and execute an on_unit_test() callback which will be the entry point |
03:25 |
est31 |
it then creates a file "success" in the dir |
03:25 |
hmmmm |
or something like that |
03:26 |
T4im |
currently it doesn't fail hard btw, so I guess you would want the server to throw an error for negative return value then? |
03:26 |
est31 |
local a = "fake" |
03:27 |
est31 |
a() |
03:27 |
hmmmm |
yeah, isn't there an error() function? |
03:27 |
T4im |
the whole thing is designed to continue with further tests, or I wouldn't be able to do anything aymore.. many of the bugs are open since half a year :D |
03:28 |
T4im |
well "many", there aren't many test cases yet.. |
03:30 |
hmmmm |
gonna start looking into them |
03:30 |
hmmmm |
i feel like there isn't enough of an emphasis on solving bugs |
03:31 |
hmmmm |
previously people just cared about their shiny new features, that needs to change though |
03:31 |
T4im |
original plan was more to get a unit testing for mods available, since that was missing, but well.. then you start stumbling over bugs, and well.. why not write tests for that as well |
05:05 |
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05:40 |
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06:17 |
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06:31 |
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06:38 |
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06:41 |
est31 |
Impressive bounty amount: https://github.com/minetest/minetest/issues/3085#issuecomment-133644602 |
06:51 |
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06:51 |
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06:58 |
nore |
est31: this is *a lot* |
06:58 |
nore |
although, I understand why |
07:00 |
est31 |
why do we have a bounty label |
07:00 |
est31 |
I havent added it |
07:00 |
est31 |
and only labeled that issue because we have a bounty label |
07:01 |
nore |
est31: I remember it was added some time ago (when Kenney made bounties) |
07:06 |
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07:28 |
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07:50 |
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08:00 |
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08:11 |
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08:32 |
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09:35 |
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09:39 |
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09:54 |
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10:20 |
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10:20 |
TBC_x |
who did the hard work and commented methods of ClientInterface? |
10:21 |
TBC_x |
i mean those |
10:21 |
TBC_x |
/* create client */ |
10:21 |
TBC_x |
void CreateClient(u16 peer_id); |
10:21 |
Donillo |
haha |
10:22 |
est31 |
agreed this kind of comments is stupid |
10:22 |
rubenwardy |
git blame helps |
10:23 |
TBC_x |
sapier |
10:23 |
Donillo |
yea |
10:23 |
Donillo |
:D |
10:26 |
TBC_x |
looks like ClientInterface was broken since day 1 |
10:28 |
nrzkt |
yes, the ClientInterface design is a little bit redundant with PlayerSAO & RemotePlayer, this is ... hard. |
10:29 |
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10:30 |
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10:31 |
TBC_x |
it must be redesigned, I would strive to data driven approach |
10:32 |
TBC_x |
and remove client state, at least its present form |
10:32 |
TBC_x |
commit e258675eabc874d31bc9c6cf49e4bbc1f7f3f417 |
10:32 |
TBC_x |
-add client states to avoid server sending data to uninitialized clients |
10:33 |
est31 |
the state gives a good overview over what happens on the server |
10:33 |
est31 |
replaying everything with bools is actually an antipattern, if you believe a rust linter project that is built to point precisely this out |
10:34 |
TBC_x |
I would simply not create an unitialized client |
10:35 |
est31 |
its not just a bool, look at the state diagram |
10:35 |
est31 |
the state manages log in stuff, and more |
10:35 |
TBC_x |
yeah |
10:35 |
TBC_x |
that shoud be divided |
10:35 |
est31 |
and such a diagram is much easier to understand than ten bools |
10:36 |
TBC_x |
I don't intend to use bools |
10:36 |
est31 |
where you dont know which is true when the other is true as well |
10:36 |
est31 |
TBC_x, tell me about your intended concept |
10:37 |
TBC_x |
present client state holds states of two different things |
10:37 |
TBC_x |
auth_state and init_state |
10:38 |
TBC_x |
and I don't like the way of how there is used lt, gt comparison against states |
10:38 |
est31 |
its called hierarchy |
10:39 |
est31 |
we can abandon it if we find an additional state that doesnt need it |
10:40 |
est31 |
err |
10:40 |
est31 |
if we find an additional state that doesnt work with this hierarchy. |
10:41 |
est31 |
heard of CPU rings? |
10:41 |
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10:42 |
est31 |
same model here, just turned around |
10:42 |
est31 |
so right now we have one dev who likes it and one dev who doesnt. |
10:42 |
kilbith |
it's only me or there's a rendering regressionhttps://play.google.com/store/apps/details?id=multicraft.net that freeze the game for few ms to ~0.5s ? |
10:42 |
kilbith |
oops |
10:42 |
kilbith |
-URL |
10:43 |
TBC_x |
I doubt that it is comparable to CPU rings |
10:43 |
est31 |
the higher the state is, the more things you can do |
10:44 |
est31 |
the lower it is, the less you can do |
10:44 |
est31 |
for cpu rings its the other way round |
10:44 |
est31 |
but same principle |
10:44 |
TBC_x |
I know how it works, I just doubt that this is necessary here |
10:45 |
est31 |
TBC_x, propose something, make a pr and we talk again |
10:45 |
est31 |
best idea would be to make many small prs |
10:45 |
kilbith |
so guys you don't see some brief freezes in-game ? |
10:45 |
est31 |
so that the changes are easier to grasp |
10:46 |
TBC_x |
wtf, that hand looks really creepy |
10:47 |
est31 |
hand? |
10:48 |
TBC_x |
the multicraft one |
10:49 |
kilbith |
that was not a part of my question |
10:49 |
kilbith |
just a mistake |
10:50 |
kilbith |
:/ i see some little freezes since latest RBA shaders commits |
10:50 |
kilbith |
especially observable when i move the camera |
10:51 |
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12:21 |
TBC_x |
hmm... I'm not completely sure, but there may be used m_env without lock |
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13:04 |
TBC_x |
well... nvm, it's allright |
13:20 |
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13:42 |
Zeitgeist_ |
any opinions on the issue related to -DENABLE_SPATIAL in this pull request https://github.com/gentoo/gentoo/pull/28? |
13:43 |
Zeitgeist_ |
i am the package maintainer of minetest for gentoo |
13:43 |
Zeitgeist_ |
and i am not sure if it would break peoples worlds if i enable it unconditionally |
13:45 |
Zeitgeist_ |
or if its just an optional thing that can be enabled if wished |
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14:33 |
Krock |
Zeitgeist_, it's an optional library and shouldn't change much in the gameplay |
14:34 |
Zeitgeist_ |
okay i made it optionally avaible as a useflag |
14:47 |
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14:48 |
exio4 |
TBC_x: why should mutable state shared at all, btw? :p |
14:48 |
exio4 |
(joking a bit.. |
14:48 |
exio4 |
) |
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15:56 |
est31 |
Zeitgeist_, Krock is right, spatial is completely optional. For some additional info on the param: I don't know what users use it for right now, but the use case for adding it was to cope with > 30k protected areas on a server with 30 players, from a speed perspective, and even then I have done a second optimisation which should take care of a large part: a simple cache. If spatial is not used, a slower manual implementation is chosen, but the |
15:56 |
est31 |
speed difference only shows up for very large servers, and if the cache is disabled. Spatial is to make modders not having to care how often they call the areastore functions, or for how irregular positions (which is where the cache fails). |
15:57 |
est31 |
its fine to have it as optional param |
15:57 |
Zeitgeist_ |
okay, thank you for the clarification |
16:19 |
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16:22 |
rubenwardy |
Zeitgeist_, it has a fallback implementing in core so no functionality is broken |
16:22 |
rubenwardy |
it's just faster with that library |
16:22 |
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16:26 |
Donillo |
who is Zefram? |
16:26 |
Donillo |
technic mod lacks resistance definition for lead blocks in technic/machines/HV/nuclear_reactor.lua |
16:31 |
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17:05 |
T4im |
Donillo: there's #minetest-technic for technic mod related things |
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17:24 |
cimbakahn |
Does anyone know what's happening with stormchaser3000's server? I am getting "Connection timed out" error. |
17:24 |
Calinou |
cimbakahn, #minetest |
17:25 |
Calinou |
the server is probably down |
17:25 |
cimbakahn |
I am not the only one. Others can't get logged in there either. stormchaser3000.noip.me 30002 |
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