Time |
Nick |
Message |
00:15 |
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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 |
00:17 |
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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 |
01:18 |
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01:42 |
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02:16 |
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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 |
03:50 |
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04:58 |
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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.. |
06:19 |
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07:41 |
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14:45 |
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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? |
14:59 |
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15:00 |
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17:15 |
Calinou |
yunfan, -ELONGSTANDINGBUG |
17:15 |
Calinou |
:) |
17:37 |
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18:57 |
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19:15 |
paramat |
hmmmm i'll merge https://github.com/minetest/minetest/pull/3418 later unless there are objections |
19:16 |
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19:16 |
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20:27 |
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20:34 |
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21:30 |
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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 |
21:43 |
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21:49 |
nore |
paramat: looks good |
21:52 |
paramat |
ok |
21:58 |
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22:02 |
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22:10 |
paramat |
now merging game 734 |
22:22 |
paramat |
merged |
22:29 |
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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 |