Time |
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Message |
02:01 |
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06:54 |
red1 |
Is there any progress with client sided lua? |
06:55 |
nrzkt |
no |
06:56 |
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08:04 |
RealBadAngel |
est31, wake up ;) |
08:08 |
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08:17 |
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08:25 |
nrzkt |
and est31 appears |
08:25 |
RealBadAngel |
hi est31 |
08:25 |
est31 |
nrzkt, can you look at https://github.com/est31/minetest/commit/9401b4974094c8f666c79b5e2ff877103e74f000 |
08:25 |
est31 |
hi RBA |
08:26 |
nrzkt |
est31: trivial, then i'm okay |
08:26 |
RealBadAngel |
est31, thx to pointin out change blockpos -> nodepos ive found a bug |
08:26 |
RealBadAngel |
voxel areas are broken in case of MEET_OTHER |
08:27 |
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08:27 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/map.h#L98 |
08:27 |
est31 |
nrzkt, okay gonna push then |
08:27 |
RealBadAngel |
MEET_OTHER p is blockpos, here its treated as nodepos |
08:28 |
RealBadAngel |
MEET_BLOCK_NODE_METADATA_CHANGED was also messed, but it should stay like that, becase only MEET_OTHER is supposed to treat p as blockpos |
08:30 |
est31 |
there is also a similar bug in rollback_interface.cpp |
08:31 |
RealBadAngel |
i will fix everything related to MEET_BLOCK_NODE_METADATA_CHANGE |
08:31 |
RealBadAngel |
i mean in my patch |
08:31 |
RealBadAngel |
MEET_OTHER requires another cleanup |
08:32 |
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08:39 |
nrzkt |
thanks est31 |
08:43 |
RealBadAngel |
nrzkt, est31 thx alot, now i have to rebase ;P |
08:44 |
nrzkt |
:) |
08:44 |
est31 |
lol |
08:47 |
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08:52 |
RealBadAngel |
well, auto builds seems to compile that anyway |
08:57 |
RealBadAngel |
VanessaE, here? |
08:59 |
est31 |
if she doesnt respond, she's asleep |
09:01 |
RealBadAngel |
im not sure is she sleeps on same hours each day ;) |
09:03 |
RealBadAngel |
est31, btw, VE-S has deployed that patch, you may want to try how it works |
09:03 |
est31 |
VE said she has removed the patch again |
09:04 |
RealBadAngel |
oops |
09:04 |
RealBadAngel |
pity, i just wanted to test it again |
09:07 |
nrzkt |
RealBadAngel i can apply it on my server if you want |
09:07 |
est31 |
nrzkt can I also test it? |
09:07 |
est31 |
I join now, note down fps |
09:08 |
est31 |
then i join afterthe patch |
09:08 |
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09:12 |
nrzkt |
join Appletree now then |
09:17 |
RealBadAngel |
est31, to see real effect of that patch VE-S spawn is perfect, theres shitload of machines, signs etc - things that are messing with meta |
09:17 |
nrzkt |
on my server i have a huge pipeworks construction |
09:17 |
nrzkt |
many pipes |
09:17 |
RealBadAngel |
good |
09:17 |
nrzkt |
is this good ? :) |
09:18 |
nrzkt |
on AppleTree server, to find it, when you are in spawn go to portal cube, then left, follow the road since the sea and in the middle of the sea there is a huge wate rpump |
09:23 |
est31 |
where is the portal cube? |
09:23 |
nrzkt |
did you see the cathedral ? |
09:24 |
nrzkt |
follow the road behind the cathedral, you will see a portal cube on your right |
09:24 |
est31 |
wow thats quite a building |
09:24 |
nrzkt |
:p |
09:25 |
est31 |
there is a farm |
09:25 |
est31 |
am i too far? |
09:25 |
nrzkt |
no no |
09:26 |
nrzkt |
follow the road |
09:26 |
nrzkt |
if you see a pyramid on your right you have a sea in front of you |
09:26 |
nrzkt |
search in the see there is a brick huge pump |
09:26 |
nrzkt |
sea* |
09:27 |
nrzkt |
sorry i cannot connect to my own server, i'm at work :p |
09:28 |
est31 |
I've reached a palais, should I continue? |
09:28 |
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09:29 |
nrzkt |
you are too far :p |
09:29 |
nrzkt |
it's in the sea in front of the palais, on the right |
09:29 |
est31 |
"nrz datacenter"? |
09:30 |
nrzkt |
no no |
09:30 |
nrzkt |
leave the road, swim |
09:30 |
nrzkt |
you are on a bridge on the sea |
09:31 |
nrzkt |
go to the right of the road, not in direction of the DC but the other |
09:31 |
est31 |
DC? |
09:31 |
nrzkt |
DC = datacenter :p |
09:32 |
est31 |
and where exactly is the cube? |
09:33 |
nrzkt |
not here :p you take the bad road |
09:33 |
nrzkt |
but you find the right sea |
09:33 |
est31 |
right sea for what |
09:33 |
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09:36 |
nrzkt |
to find the pipeworks huge pump :) |
09:40 |
est31 |
couldnt find it sry |
09:41 |
nrzkt |
:( |
09:41 |
nrzkt |
if you find the pyramid you are close |
09:41 |
nrzkt |
go back to the spawn |
09:41 |
nrzkt |
take the road in front of the cathedral |
09:41 |
nrzkt |
you will see immediately the portal cube |
09:44 |
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09:45 |
est31 |
well I dont find it |
09:45 |
est31 |
bye |
09:50 |
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10:14 |
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10:37 |
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10:54 |
VanessaE |
RealBadAngel: I am here now. couldn't sleep. |
11:01 |
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11:21 |
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11:22 |
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11:36 |
VanessaE |
bbl |
11:52 |
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12:34 |
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12:35 |
est31 |
any core dev/trusted contributor wanting to help me review these translations with google translate? https://github.com/est31/minetest/commits/master |
12:35 |
est31 |
weblate users were quite active xD |
12:36 |
est31 |
we even got two new languages |
12:44 |
T4im |
just sad weblate doesn't use the github email address |
12:44 |
T4im |
(as in the noreply one) |
12:44 |
est31 |
---> #weblate |
12:44 |
est31 |
(or on their github) |
12:45 |
est31 |
https://github.com/nijel/weblate/issues |
12:45 |
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12:46 |
est31 |
perhaps it can be made to use the github API, in order to find out your setting whether to publish the mail |
12:46 |
T4im |
from what I've seen they pretty much intent to use verified addresses |
13:02 |
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13:59 |
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14:03 |
Zeitgeist_ |
successfully bumped minetest to 0.4.13 on gentoo now |
14:04 |
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14:08 |
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14:13 |
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14:25 |
T4im |
est31: that locale directory regression.. might it prevent setting locale generally? |
14:26 |
est31 |
oh sorry its fixed now |
14:27 |
est31 |
look into the commit msg http://wiki.ubuntu.com/UbuntuDevelopment |
14:27 |
est31 |
ermm https://github.com/minetest/minetest/commit/2a9da62b21b5c509496b8fd427f29dd650035fe6 |
14:28 |
T4im |
well I ask because that doesn't seem to apply here.. well lemme quickly test if it fixed it anyway |
14:32 |
T4im |
nope, doesn't look like it |
14:32 |
T4im |
RUN_IN_PLACE=true here on linux |
14:32 |
T4im |
no CUSTOM_LOCALEDIR |
14:33 |
T4im |
just the po/ one from the repo |
14:33 |
nrzkt |
hmmm |
14:34 |
nrzkt |
i have an error on locale directory on freebsd |
14:34 |
nrzkt |
the server load, but the error is triggered at start |
14:37 |
est31 |
whats the msg |
14:39 |
nrzkt |
2015-09-10 16:39:56: ERROR[main]: Couldn't find a locale directory! |
14:39 |
T4im |
oh, nvm.. stupid me used the wrong compile flags again |
14:45 |
est31 |
nrzkt, what are your compile options? |
14:45 |
est31 |
do you run an in place build? |
14:45 |
nrzkt |
no |
14:45 |
nrzkt |
here are my options: -march=native -mtune=native -O2 -pipe -std=c++11 -pthread -mavx2 -mssse3 -msse4.2 |
14:49 |
est31 |
cmake? |
14:53 |
nrzkt |
http://pastie.org/10410124 |
14:54 |
est31 |
hrmmm... do you install it? |
14:54 |
est31 |
make install? |
14:57 |
est31 |
nrzkt, whats the output of ls /usr/local/minetest? |
14:59 |
nrzkt |
it's not there it's in /usr/local/share/minetest |
15:06 |
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15:09 |
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15:14 |
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15:14 |
T4im |
est31: btw, could you pull once more from weblate? I quickly finished a language |
15:18 |
est31 |
ok |
15:18 |
T4im |
thanks :) |
15:20 |
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15:23 |
paramat |
hi proller, did you ever get this bug while working on fractal mapgen? https://github.com/minetest/minetest/pull/3088#issuecomment-134002097 i am bemused |
15:30 |
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15:31 |
paramat |
now merging game#666 game#670 |
15:31 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/666 -- Flowers: Make flowers wave when waving shader enabled by paramat |
15:31 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/670 -- Default/mapgen: Make river water ice in glacier biome by paramat |
15:34 |
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15:36 |
paramat |
complete |
15:38 |
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16:47 |
RealBadAngel |
hmmmm, can you review 3166? |
16:49 |
hmmmm |
I'll see if I can |
16:50 |
hmmmm |
I've been awfully busy the past couple weeks |
16:50 |
RealBadAngel |
that change is kinda crucial, code is not that long on the other hand |
16:50 |
hmmmm |
okay |
16:50 |
hmmmm |
#3166 |
16:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/3166 -- Send to clients only changed node metadata instad of whole mapblock by RealBadAngel |
16:51 |
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16:52 |
hmmmm |
so unless I'm mistaken, this means that if node metadata changed, it forced the entire block to get resent? |
16:52 |
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16:52 |
RealBadAngel |
yes |
16:52 |
hmmmm |
I guess this would be acceptable if node metadata were sparsely used |
16:53 |
RealBadAngel |
it means if you move an item in a chest all block metas got deleted |
16:53 |
RealBadAngel |
client gets new block |
16:53 |
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16:53 |
RealBadAngel |
and meshes for it and neighbours are remade |
16:54 |
RealBadAngel |
fucking mess to make story short |
16:54 |
hmmmm |
doesn't this break compatibility with the rollback log? |
16:54 |
RealBadAngel |
shouldnt imho |
16:54 |
hmmmm |
maybe I misunderstand the way rollback works but |
16:54 |
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16:55 |
RealBadAngel |
rollback stores blocks anyway |
16:55 |
hmmmm |
the coordinate for MEET_BLOCK_NODE_METADATA_CHANGED is now node position rather than block position |
16:55 |
RealBadAngel |
yes |
16:55 |
RealBadAngel |
and it should be like that for any event |
16:55 |
RealBadAngel |
see code for voxel areas |
16:56 |
RealBadAngel |
the case is MEET_OTHER |
16:56 |
RealBadAngel |
treegen is fucked up |
16:56 |
RealBadAngel |
somebody made a shortcut with saving blocks instead of single metas |
16:57 |
hmmmm |
erm |
16:57 |
hmmmm |
that sounds like a bug to me, not a shortcut |
16:58 |
hmmmm |
if you're saving block positions and when it's reloaded it expects node positions there's a recipe for silent map corruption |
16:58 |
RealBadAngel |
that was very serious issue |
16:58 |
hmmmm |
imho you should make that fix into a separate commit |
16:58 |
RealBadAngel |
that happens in case of using MEET_OTHER and voxel areas |
16:59 |
RealBadAngel |
it means lsystem trees are affected with it |
16:59 |
RealBadAngel |
im aware of it but yes, thats something for another PR |
16:59 |
hmmmm |
MEET_OTHER is expected to have a modified_blocks list, no? |
16:59 |
hmmmm |
sigh |
16:59 |
hmmmm |
alright |
17:00 |
hmmmm |
just make sure the breakage is fixed very soon |
17:00 |
RealBadAngel |
some code wants blockpos, some nodepos |
17:01 |
RealBadAngel |
for pre 27 im sending blocks, for >=27 single packets |
17:01 |
RealBadAngel |
so theres no worry about compability |
17:01 |
RealBadAngel |
rollback is saving whole blocks no matter what |
17:02 |
RealBadAngel |
thats because of block->raise_modified |
17:02 |
hmmmm |
yes I can see that |
17:02 |
hmmmm |
oh god dammit |
17:02 |
hmmmm |
don't declare a variable inside of an if statement |
17:02 |
hmmmm |
that's got to be the worst thing ever |
17:02 |
RealBadAngel |
i did? |
17:03 |
hmmmm |
server.cpp:2140 |
17:03 |
hmmmm |
also, when you're iterating through a vector, use array notation |
17:03 |
hmmmm |
:) |
17:03 |
RealBadAngel |
thats not my code |
17:04 |
RealBadAngel |
see two sends above |
17:04 |
hmmmm |
oh ffs |
17:04 |
RealBadAngel |
add and remove |
17:04 |
hmmmm |
alright we'll fix them in a different commit |
17:04 |
hmmmm |
nerzhul did that i think |
17:05 |
nrzkt |
NodeMetadata *meta = m_env->getMap().getNodeMetadata(p); |
17:05 |
nrzkt |
a crash is present there |
17:05 |
nrzkt |
meta->serialize(os); |
17:05 |
nrzkt |
sometimes meta is null :) |
17:05 |
nrzkt |
experienced atm on my server with pipeworks |
17:06 |
RealBadAngel |
ok, i will put there check |
17:06 |
hmmmm |
yep, getNodeMetadata can error if the block cannot be found on disk |
17:06 |
RealBadAngel |
i will just skip it then |
17:08 |
hmmmm |
there's also a memory leak |
17:08 |
hmmmm |
handleCommand_NodemetaChanged |
17:08 |
hmmmm |
the old metadata does not ever get deleted |
17:08 |
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17:09 |
RealBadAngel |
when client gets meta first thing it does its clear() |
17:10 |
RealBadAngel |
thats the main reason i noticed something is wrong |
17:11 |
RealBadAngel |
fiddling with items in chest was deleting signs |
17:11 |
est31 |
from what I see there is no breakage |
17:11 |
est31 |
we record only inventory movements in the rollback log |
17:11 |
nrzkt |
RealBadAngel, when setNodeMetadata return false you should delete meta |
17:11 |
est31 |
no generic meta data |
17:11 |
RealBadAngel |
thus my code to render text was invoked enormously too often |
17:12 |
nrzkt |
like the setNodeMetadata into rollaback_interface L159 |
17:12 |
hmmmm |
clear() doesn't delete heap-allocated objects |
17:12 |
hmmmm |
what clear() does is destroys the objects it stores, i.e. calls their destructor |
17:12 |
hmmmm |
the destructor for an integral type such as a pointer is empty |
17:13 |
hmmmm |
let me repeat myself: |
17:13 |
RealBadAngel |
i know where youre heading |
17:13 |
hmmmm |
if you have code like int *foo = new int; *foo = 42; some_stl_data_structure.insert(key, foo); some_stl_data_structure.erase(key); this does NOT delete foo, the memory remains allocatede |
17:14 |
RealBadAngel |
but i dont want the meta object to be deleted physically on the client side, it can store client only data |
17:15 |
RealBadAngel |
clearing server sent content is enough |
17:15 |
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17:32 |
hmmmm |
huh |
17:32 |
hmmmm |
I'm not quite sure I understand |
17:32 |
hmmmm |
as it exists right now, I'm certain that's a memory leak |
17:37 |
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17:39 |
kahrl_ |
hmmmm: AFAICS NodeMetadataList::set deletes the old one |
17:39 |
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17:40 |
est31 |
lets try it! while (true) { NodeMetadataList::set(...): } |
17:40 |
hmmmm |
oh you're right |
17:40 |
hmmmm |
remove() does this which set() calls |
17:41 |
hmmmm |
I thought that was an stl container function |
17:41 |
nrzkt |
hmmmm: yes, delete is only called when function return false |
17:41 |
nrzkt |
in the whole code |
17:47 |
est31 |
anybody with free time? |
17:48 |
est31 |
I need sb to help me translating |
17:48 |
est31 |
https://github.com/est31/minetest/commits/master |
17:48 |
est31 |
erm review translations |
17:48 |
est31 |
it is time xD |
17:50 |
kahrl_ |
est31: https://github.com/est31/minetest/commit/a67a7e18e5c19b575a6f6dfc77a914198ea70f49#diff-c8e6e8c951f32c01e78259462cc8f084R684 |
17:50 |
kahrl_ |
maybe s/Item/Gegenstand/? |
17:51 |
est31 |
yea better |
17:52 |
kahrl_ |
rest of that commit looks good |
17:54 |
kahrl_ |
all the German commits look good |
17:57 |
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17:59 |
paramat |
firelike drawtype is an overcomplex mess, i will soon submit improvements |
17:59 |
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17:59 |
est31 |
I honestly hate plantlike |
17:59 |
VanessaE |
D: |
18:00 |
VanessaE |
it's great for table legs :) |
18:01 |
VanessaE |
maybe MT needs a new drawtype, "grasslike" or something like that, that looks like the four-faced plants MC has |
18:01 |
est31 |
? |
18:02 |
VanessaE |
well if you hate plantlike, what would you replace it with? :) |
18:02 |
est31 |
I just dont want to look at something from high above and almost not see it because its all so flat |
18:02 |
VanessaE |
oh yeah |
18:02 |
VanessaE |
well, you could add extra faces tilted inward/outward at say 20-30 degree angles |
18:03 |
est31 |
that would work |
18:03 |
VanessaE |
or rather, *replace* the existing faces |
18:03 |
est31 |
but if you do it, you end up with firelike |
18:03 |
RealBadAngel |
extruded.... |
18:03 |
RealBadAngel |
doesnt extruded plants look cool? |
18:03 |
est31 |
extruded looks really great but it has very bad performance |
18:04 |
VanessaE |
two pairs of faces spaced 45 degrees apart in yaw, 40-60 degrees apart between the two faces in each pair |
18:04 |
RealBadAngel |
est31 but it could be made an option |
18:05 |
est31 |
RealBadAngel, what about doing "extruding for the poor" |
18:05 |
RealBadAngel |
when theres enough power, it could be spent on nice looking plantlife |
18:05 |
VanessaE |
extruded plants look okay, but horrible for fps |
18:05 |
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18:05 |
est31 |
so you keep the flat surfaces as one face |
18:05 |
RealBadAngel |
sorry, there is "money is for nothing and the chips for free" |
18:05 |
est31 |
and only add new faces at the edge |
18:06 |
est31 |
and then you make the blocky look via shaders |
18:06 |
RealBadAngel |
is no |
18:06 |
est31 |
you'll spare 40-80% of faces |
18:06 |
est31 |
with almost same graphical beauty |
18:07 |
RealBadAngel |
est31 youre talking in practice about geometry shaders |
18:07 |
VanessaE |
RealBadAngel: seems to me that the heightmap shader code could be used here. |
18:07 |
est31 |
well that shader we already have |
18:07 |
est31 |
yea ninjad |
18:07 |
est31 |
:) |
18:07 |
VanessaE |
:) |
18:07 |
VanessaE |
hi-YAH! |
18:08 |
RealBadAngel |
heightmap has nothing to do here |
18:08 |
VanessaE |
RealBadAngel: I said the heightmap CODE |
18:08 |
RealBadAngel |
no |
18:08 |
RealBadAngel |
geometry shader is about moving vertices and emmiting new ones |
18:08 |
VanessaE |
if you copy the texture to the heightmap image layer, bit of post-processing to turn it into a flat but raised map, you could use it to "extrude" the texture |
18:08 |
VanessaE |
fine, fragment shader then |
18:08 |
VanessaE |
whatever |
18:09 |
RealBadAngel |
so you can copy one vertex, shift the positions |
18:09 |
RealBadAngel |
and in the end effect have two surfaces |
18:10 |
VanessaE |
est31: hell, just do it like stu does in 3d armor -- make a bunch of copies of the face and offset them by a small amount |
18:10 |
RealBadAngel |
while vertex and fragment shader will think they are working on just one |
18:10 |
VanessaE |
that's how he gets the 3d wielded item in that mod |
18:10 |
RealBadAngel |
VanessaE geometry shader will make it better |
18:11 |
RealBadAngel |
it will fill all the pixels in between |
18:11 |
VanessaE |
RealBadAngel: well whatever you'd use to DO it, the idea is the same |
18:11 |
RealBadAngel |
but |
18:11 |
RealBadAngel |
shaders only |
18:11 |
RealBadAngel |
but anyway, its 21st century |
18:11 |
RealBadAngel |
even some fridges do have shaders :P |
18:11 |
VanessaE |
... |
18:12 |
VanessaE |
est31: so, four-faced plantlike drawtype with angle-offset faces then? seems a LOT less expensive than RBA's idea :) |
18:16 |
VanessaE |
(sorry guys, I'm not gonna sugar-coat it. ^^^ that's the simplest way to add some apparent volume to that drawtype without appreciably affecting fps) |
18:17 |
VanessaE |
(whether you use a shader to do it or not) |
18:18 |
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18:18 |
RealBadAngel |
make it one face, extruded, with random rotation |
18:18 |
est31 |
the shader is very lightweight |
18:18 |
est31 |
its all done by the gfx card |
18:21 |
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18:21 |
RealBadAngel |
http://i.imgur.com/xdeNocY.png |
18:22 |
RealBadAngel |
they do look cute enough |
18:22 |
VanessaE |
but they have a fuckton of faces |
18:22 |
RealBadAngel |
so what |
18:22 |
VanessaE |
those junglegrass look like they have at least 100 faces each, versus two. |
18:22 |
VanessaE |
more faces -> less fps |
18:22 |
est31 |
and most of the faces aren't even needed |
18:23 |
VanessaE |
given that minetest doesn't do backface culling either.... |
18:23 |
RealBadAngel |
im gaining fpses elsewhere, i could spend some for nice look ;) |
18:23 |
VanessaE |
(or doesn't enable it anyway) |
18:23 |
VanessaE |
no, you can't. |
18:23 |
VanessaE |
not until all of the fps-sapping corner cases are fixed. |
18:30 |
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18:37 |
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18:41 |
VanessaE |
RealBadAngel: is that meta pull ready to try out? |
18:42 |
est31 |
he has fixed the things I pointed out |
18:42 |
est31 |
e.g. the rollback bug |
18:42 |
est31 |
and the save bug turned out to not exist |
18:42 |
VanessaE |
ok. |
18:43 |
VanessaE |
applies fine. needs a quick rebase to avoid a merge commit. |
18:44 |
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18:44 |
nrzkt |
and fix the memleak and the crash ? :) |
18:44 |
VanessaE |
*headdesk* |
18:45 |
VanessaE |
well VE-S is running it now. |
18:45 |
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18:45 |
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18:46 |
nrzkt |
AppleTree server is running it with crash + memleak fix since 1 hour |
18:49 |
VanessaE |
30 fps @ 35m in VE-S spawn, looking toward the tunnel. |
18:49 |
VanessaE |
what's the story on getting that VBO capability into the engine? |
18:51 |
VanessaE |
I'll say this much: |
18:51 |
VanessaE |
it feels smoother. |
18:52 |
VanessaE |
but that's a totally subjective measure. |
18:53 |
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19:01 |
RealBadAngel |
it is smoother |
19:01 |
RealBadAngel |
youre not lagged by mesh updates all the time |
19:01 |
VanessaE |
that's what I thought. |
19:02 |
VanessaE |
do whole mapblock meshes get rebuilt when just one node changes? |
19:02 |
VanessaE |
(assuming no lighting changes) |
19:02 |
RealBadAngel |
yes |
19:02 |
RealBadAngel |
not one block, all around it |
19:03 |
VanessaE |
I mean even after your code. |
19:03 |
RealBadAngel |
before it was acting like node change |
19:03 |
RealBadAngel |
so rebuilt was triggered |
19:03 |
RealBadAngel |
now it doesnt |
19:03 |
VanessaE |
ok then that needs worked on too. there's no reason to rebuild an entire mapblock mesh just because a couple dozen faces need updated. |
19:04 |
VanessaE |
(in a separate pull, of course) |
19:04 |
RealBadAngel |
mapblock is for us most tiny mesh |
19:04 |
RealBadAngel |
and believe me its better that way |
19:05 |
VanessaE |
performance with HDX-256, btw, is about 4 fps slower than default textures now. |
19:05 |
RealBadAngel |
youre capped by your drivers imho |
19:06 |
RealBadAngel |
theres no logical explanation other than that |
19:06 |
VanessaE |
then why can I uncap OpenArena and push it up past 500 fps? |
19:07 |
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19:07 |
RealBadAngel |
some shit we are using they dont |
19:08 |
VanessaE |
(normally OA self-caps at ...um... 70ish fps? something a bit above 60 anyway) |
19:08 |
RealBadAngel |
it can be even irrlicht issue |
19:08 |
est31 |
VanessaE, is the patch deployed on your server? |
19:08 |
VanessaE |
on VE-S only, so far. |
19:08 |
RealBadAngel |
est31 then connect there with modified client and non modified one |
19:09 |
RealBadAngel |
and compare it |
19:09 |
nrzkt |
VanessaE you are also capped with your screen. ATM there is 500 FPS screen. |
19:09 |
est31 |
I also want to find out how often metadata change |
19:10 |
VanessaE |
nrzkt: of course the screen is gonna cap at 60-75 fps, but that's just what refreshes to the screen. OA can uncap its rendering engine regardless of the screen speed; it reports its rendered fps |
19:11 |
VanessaE |
so if it can do 500+, I'm pretty sure there's nothing wrong with my hardware or drivers. |
19:11 |
RealBadAngel |
i wonder if they do same tricks as loudspeakers vendors |
19:12 |
RealBadAngel |
so you could buy tiny speakers with enourmous power |
19:12 |
VanessaE |
RealBadAngel: afaik, OA ignores v-sync and measures the rendering time and prints the measurement. |
19:12 |
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19:12 |
RealBadAngel |
atm i cannot get rid of 60 fps limit |
19:13 |
RealBadAngel |
no matter what |
19:13 |
VanessaE |
"tiny" speakers, said to the lady who has 600 watts driving a pair of 12-inch subs in her car. |
19:13 |
RealBadAngel |
monitor is not capable of more |
19:13 |
VanessaE |
it doesn't matter what the monitor's capable of |
19:14 |
VanessaE |
unlocking v-sync is how you benchmark a rendering routine. |
19:15 |
VanessaE |
the rendering engine would just keep pushing new data to the framebuffer as fast as it can, doesn't matter if the monitor can show every change made to it. |
19:15 |
VanessaE |
(well, framebuffer-- or whatever you call the block of video RAM from which the current picture is displayed) |
19:16 |
rubenwardy |
fps_max = 0 |
19:16 |
rubenwardy |
RBA ^ |
19:16 |
rubenwardy |
also maybe see if vsync is enabled |
19:17 |
VanessaE |
what I am seeing for sure is that every time some random node changes, for example these traffic lights cycling colors or a blinkyplant toggling, I get a brief 3-4 fps sag |
19:18 |
VanessaE |
mesh regen on my client is just plain horribly slow |
19:19 |
est31 |
RBA is right with one thing: there are TONS of node metadata changes |
19:19 |
VanessaE |
dtime jitter at this spot in the map is 150% for me. |
19:19 |
VanessaE |
yes, I know |
19:19 |
VanessaE |
pipeworks and technic. |
19:19 |
VanessaE |
(and mesecons probably) |
19:20 |
VanessaE |
plus traffic lights, and I forget what all else |
19:20 |
VanessaE |
and nearly none of those meta updates results (or should, anyway) in a visible change to the node |
19:21 |
VanessaE |
most frequent is: |
19:21 |
VanessaE |
2015-09-10 21:21:23: ACTION[Server]: Zefram takes stuff from chest at (-242,5,-479) |
19:21 |
VanessaE |
2015-09-10 21:21:35: ACTION[Server]: cheapie takes stuff from chest at (-201,11,-458) |
19:21 |
VanessaE |
and so on. |
19:22 |
RealBadAngel |
est31, next step should be queue those changes and send them as list |
19:22 |
est31 |
thats far too few VanessaE |
19:22 |
est31 |
I ran your map once |
19:22 |
est31 |
it perhaps happens once a sec |
19:22 |
est31 |
but it totally freaks out for me |
19:23 |
VanessaE |
est31: yeah, that's about right, or at least a few times a second. I'm tail'ing the log |
19:23 |
est31 |
I count 28 changes in a sec |
19:23 |
VanessaE |
wow |
19:23 |
est31 |
http://pastebin.com/Jd53ELhc |
19:23 |
est31 |
printed every time handleCommand_NodemetaChanged is called |
19:23 |
T4im |
well not all metadata changes are logged |
19:24 |
VanessaE |
est31: holy crap |
19:24 |
VanessaE |
what's the source of those changes? |
19:25 |
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19:25 |
RealBadAngel |
est31, then go there with unmodified client and put there log on mapblock mesh updates |
19:25 |
RealBadAngel |
you will see something way more funny ;) |
19:26 |
kahrl_ |
est31: can you log the position too and check what kind of node is at that pos? |
19:26 |
est31 |
kahrl_, already done: http://pastebin.com/u3Yp9mHi |
19:26 |
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19:26 |
est31 |
at least for the positions |
19:27 |
est31 |
and this shows us: it gives me all node metadata changes for the whole server! |
19:27 |
VanessaE |
wat |
19:27 |
RealBadAngel |
btw, we still do have one problem |
19:27 |
VanessaE |
that sounds like technic cabling, est31 |
19:27 |
RealBadAngel |
event is called twice |
19:27 |
est31 |
5606 -526 -498 |
19:27 |
est31 |
that isnt where spawn is |
19:27 |
est31 |
that isnt even remotely close to spawn |
19:27 |
T4im |
that could be a quarry |
19:28 |
est31 |
VanessaE, technic cabling is nice, but even then it shouldn't matter at all for the client |
19:28 |
VanessaE |
est31: there's technic HV cables there. |
19:28 |
RealBadAngel |
after you for example close chest formspec, server sends to client an event with old meta and new meta together |
19:28 |
VanessaE |
and quarrioes |
19:28 |
VanessaE |
-o |
19:28 |
est31 |
such changes should ONLY interest the client if its close to that block |
19:28 |
VanessaE |
this is cheapie's main, big mining complex |
19:28 |
RealBadAngel |
i have no idea why |
19:28 |
RealBadAngel |
before it was 3 events, i managed to eliminate one |
19:29 |
kahrl_ |
I think the problem is here: https://github.com/minetest/minetest/pull/3166/files#diff-ad60d65b34e16a3319296bb5d683acd6R1331 |
19:29 |
RealBadAngel |
https://github.com/minetest/minetest/pull/3166/files#diff-ac9ac0a3a5e432320dd8784aaeeef672R929 |
19:29 |
kahrl_ |
this doesn't pass a far_players list |
19:29 |
RealBadAngel |
without it, there was one event more |
19:31 |
VanessaE |
kahrl_: even if the "players" are just ghosts? |
19:31 |
VanessaE |
(those player names in my log excerpt are "fake" players needed for machines to operate properly in owned areas of the world) |
19:32 |
kahrl_ |
VanessaE: I meant for est31's problem |
19:33 |
VanessaE |
est31: the irony of your finding this quarry is that i'm getting 60 fps @ 240m here! |
19:33 |
est31 |
we should probably remove the default arguments from that method |
19:33 |
VanessaE |
and that's with HDX-256 |
19:33 |
est31 |
sendMetadataChanged |
19:33 |
est31 |
from all these methods |
19:33 |
est31 |
I mean there is really no case where we want to update a node for all players |
19:34 |
VanessaE |
est31: plus all the quarries in this location are idle, as well (so if they're updating meta, that needs fixed in technic as well) |
19:34 |
est31 |
5606 -526 -498 |
19:34 |
VanessaE |
yes |
19:34 |
est31 |
can you find out whats at that pos? |
19:35 |
VanessaE |
at that location is an idle quarry |
19:35 |
VanessaE |
like I said, those coords point to cheapie's big mining complex |
19:35 |
kahrl_ |
est31: or remove the far_players argument from these methods, and do client->SetBlocksNotSent in there directly |
19:36 |
VanessaE |
est31: see above; 60 fps @ 240m, and I'm using HDX256. |
19:37 |
rubenwardy |
#3166 |
19:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/3166 -- Send to clients only changed node metadata instad of whole mapblock by RealBadAngel |
19:37 |
est31 |
I guess technic first sets the quarrie's caption to "active" then to "idle" |
19:37 |
VanessaE |
well that can be fixed in technic I'm sure, |
19:37 |
est31 |
yea I guess so |
19:39 |
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19:40 |
est31 |
lol thats my mining complex |
19:40 |
VanessaE |
oh :) |
19:40 |
est31 |
I've thought man this looks familiar |
19:40 |
est31 |
close to the zigurrat there is a switch |
19:40 |
VanessaE |
heh, server crashed as I flw upwards to find the power source: http://pastebin.com/CNhKEXPD |
19:41 |
est31 |
uh this looks like code changed by RBA |
19:41 |
est31 |
Server::sendMetadataChanged is new |
19:42 |
VanessaE |
RealBadAngel: you broke it! :) |
19:43 |
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19:46 |
nrzkt |
VanessaE |
19:46 |
nrzkt |
he doesn't broke it. He added a crash |
19:46 |
nrzkt |
i commented the code. |
19:46 |
nrzkt |
it's fixed on my build but not in the PR |
19:46 |
VanessaE |
ok. |
19:48 |
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19:50 |
est31 |
so here are my results with a client which has lowered protocol version (should be same as unmodified): http://pastebin.com/hRkKghwM |
19:51 |
est31 |
less block changes than metadata changes but still alot |
19:51 |
RealBadAngel |
block changes are queued and duplicates removed |
19:52 |
RealBadAngel |
thats why |
19:52 |
est31 |
yup |
19:52 |
RealBadAngel |
we dont need duplicate removals for meta changes |
19:52 |
RealBadAngel |
but grouping them and sending as list |
19:53 |
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19:53 |
est31 |
and if multiple node in a block are modified, then that's still only one block chang |
19:53 |
est31 |
e |
19:53 |
kahrl_ |
so wait |
19:53 |
est31 |
we should only send changes that are inside range |
19:53 |
kahrl_ |
if lua does meta:set_string("infotext", "...") followed by meta:set_string("formspec", "..."), does each of these cause a message to be sent? |
19:53 |
est31 |
thats the first step |
19:54 |
RealBadAngel |
kahrl_, yes, and each is causing meshes to regenerate |
19:54 |
kahrl_ |
I mean with 3166 |
19:54 |
est31 |
kahrl_, yes |
19:55 |
RealBadAngel |
same, but with just one packet |
19:55 |
kahrl_ |
and without it the answer is no, because it's only sent once :P |
19:55 |
RealBadAngel |
and with whole block |
19:55 |
kahrl_ |
yea |
19:55 |
VanessaE |
bbl |
19:55 |
RealBadAngel |
and ALL the metas |
19:56 |
RealBadAngel |
thats why i say next step should be a queue for metas to be sent |
19:56 |
RealBadAngel |
same as for blocks |
19:56 |
est31 |
we shouldn't wait too long |
19:56 |
RealBadAngel |
that will reduce load even more |
19:56 |
est31 |
because otherwise people will see it as lag |
19:56 |
RealBadAngel |
ive made first step |
19:57 |
est31 |
RealBadAngel, can you try to fix the bug with the range being ignored? |
19:57 |
RealBadAngel |
even when i havent touched networkin before |
19:57 |
est31 |
so that I can continue testing |
19:58 |
RealBadAngel |
i can do that tommorow, now im dead tired and will go to sleep soon |
19:58 |
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19:58 |
RealBadAngel |
i would like to raise another issue with metas events |
20:01 |
RealBadAngel |
when client is messing with meta (formspec of chest or a sign) nothing happens |
20:01 |
RealBadAngel |
but on the close, server is sending two packets to the client |
20:02 |
RealBadAngel |
with old content and the new |
20:02 |
RealBadAngel |
at the same time |
20:02 |
RealBadAngel |
ive spent 2 days trying to find out why |
20:03 |
RealBadAngel |
with using of blocks that was invisible, the newer replaced older in the queue propably |
20:03 |
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