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IRC log for #minetest-dev, 2015-12-06

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All times shown according to UTC.

Time Nick Message
00:15 kilbith joined #minetest-dev
00:16 kilbith paramat, can you merge https://github.com/minetest/minetest_game/pull/732 now, please ? i have something else on my plate for _game (and forgot to make a branch)
00:17 paramat yes sure
00:17 kilbith thanks, good night
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00:18 paramat now merging to game
00:25 paramat merged
00:51 paramat ah the optional shadow bool is causing compilation to fail due to the 2 'calcLighting' functions which have differing numbers of arguments, guess i'll rename one
01:18 paramat weird, use of optional arguments isn't working, details in the thread, bbl
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02:21 paramat think i'll remove the old 2-argument calcLighting function, then we can have just one form and each mapgen will specify the volumes for propagateSunlight and spreadLight
02:53 paramat PR updated
03:09 hmmmm what on earth
03:09 hmmmm okay first of all who changed calcLightingOld to calcLighting?
03:11 hmmmm wow I totally don't remember doing this
03:13 hmmmm oh how helpful.  it seems like calcLightingOld was removed completely by onkrot
03:14 hmmmm might want this back at some point if we ever start unit testing light spread
03:16 paramat ah no i changed 2-argument calcLighting to calcLightingOld earlier in this PR
03:17 paramat then removed it
03:17 hmmmm there was another calcLightingOld
03:17 paramat aha
03:18 hmmmm the old one used voxalgo namespaced functions which were very slow but pixel perfect
03:18 paramat ah thanks for comments
03:18 hmmmm the new version was one of my few first commits to minetest and sped up lighting calculation an insane amount, at the cost of having some minor edge case bugs
03:18 hmmmm i am not really sure if they've been fixed
03:19 hmmmm if nobody's complaining i guess it's all good
03:20 paramat yeah seems good
03:22 hmmmm okay
03:22 hmmmm so I have a proposition
03:22 paramat if you want calcLightingOld put back in commented-out let me know i'll do that in this commit
03:23 hmmmm keep the 2 argument version of calcLighting, and make the 4 argument version of calcLighting take all 5 parameters non-optional
03:23 hmmmm we'll keep the 2 argument version of calcLighting as calcLighting, and make the "extended" version calcLightingEx()
03:24 hmmmm i wonder if using Ex is too microsoft-y
03:24 hmmmm the point of this is that the new parameter is used in exactly one place whereas all the other usages are the two parameter version
03:24 hmmmm so this would remove all ambiguity, while keeping actual changes to a minimum
03:25 paramat the 4 argument version is used in all mapgens other than mgv6
03:25 paramat to cope with overgeneration
03:26 paramat other than mgv6 and singlenode
03:26 hmmmm oh
03:26 hmmmm okay then nevermind about what I said
03:26 paramat ok
03:26 hmmmm adding an optional bool param to the 4 parameter version shouldn't cause any compilation errors, if it's done correctly
03:27 hmmmm the optional parameter goes into the .h file, not the .cpp file
03:27 paramat ok i'll update now
03:27 paramat the big crrent problem is the y = 63 lighting bug
03:28 paramat https://github.com/minetest/minetest/issues/2759
03:29 hmmmm hmm, well y=63 is the very top of the voxelmanip
03:36 paramat good it compiles now
03:47 paramat i'll check lighting in mgv6 and singlenode then it'll be ready
03:50 paramat bbl
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04:59 paramat well i don't see a point in keeping 2-argument calcLighting, singlenode specifies different volumes to mgv6 so only mgv6 would be using it
05:01 paramat next job, i'd like to add a mapgen_air alias so that games can use vacuum nodes
05:03 hmmmm wait a minute, why does singlenode use calcLighting at all?
05:04 hmmmm that doesn't really make much sense
05:04 hmmmm I think this is a misunderstanding of the available lighting functions when singlenode was written; it should really be using setLight()
05:05 paramat hm it can be configures to be all-stone or whatever
05:06 paramat (configured)
05:06 hmmmm setLight(node_min, node_max, ndef->get(n_singlenode).propogates_light ? 0xFF : 0x00);
05:08 paramat yeah seems ok
05:08 paramat i'll try it
05:38 paramat updated, singlenode will be much faster now
05:50 paramat that 0 should be 0x00 though..
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14:46 yunfan hi, i was wondering why the client got so lag even in local server
14:47 yunfan for eg, when placing a item to the chest, it would made me waiting about 1 second to see the item displaying in the target position
14:56 Krock does it make any change when you start a local server and join it with an additional client?
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17:15 Calinou yunfan, -ELONGSTANDINGBUG
17:15 Calinou :)
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19:15 paramat hmmmm i'll merge https://github.com/minetest/minetest/pull/3418 later unless there are objections
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21:32 paramat i'll merge this soon https://github.com/minetest/minetest_game/pull/734 'Default: Remove root from mapgen trees and large cactus' as it has been requested by devs and players
21:33 paramat ^ nore sfan5 ShadowNinja
21:37 sfan5 paramat: seems ok
21:37 paramat thanks
21:38 paramat sapling-grown trees don't replace the dirt below, they are seperate schematics
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21:49 nore paramat: looks good
21:52 paramat ok
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22:10 paramat now merging game 734
22:22 paramat merged
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23:18 celeron55 https://github.com/KarlHegbloom/mmap_lowmem
23:18 celeron55 somebody e-mailed me about this
23:18 celeron55 actually i guess it's the author of the thing
23:20 celeron55 apparently it's an LD_PRELOAD thing that enables luajit to use "almost 4GB" of RAM on 32-bit platforms instead of 1GB
23:21 BlockMen "The main use of this wrapper is to allow LuaJIT to use more then 1Gbyte of ram on Linux." does this mean its only for linux available or that LuaJIT already useses more than 1 GB on windows?
23:21 celeron55 he suggests it to be used in the launchpad packaging script
23:21 celeron55 dunno
23:22 celeron55 i guess this is profile is public if someone is interested: https://launchpad.net/~karl.hegbloom
23:24 paramat hmmmmm, updated https://github.com/minetest/minetest/pull/3418

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