Time |
Nick |
Message |
00:36 |
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01:28 |
Fritigern |
The new creative inventory looks great guys. However, I also have WorldEdit and its icon shows up on every page of every tab and covers an inventory item. Dunno if CI is responsible for this or WE. |
01:28 |
sofar |
technically WE |
01:28 |
sofar |
and yes, I've seen that too |
01:34 |
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07:10 |
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07:14 |
sofar |
I must have hit some weird lua bug.... |
07:19 |
sofar |
I've made a lua object and a function to get a handle to it |
07:19 |
sofar |
then some methods in the object |
07:20 |
sofar |
a few of those methods have a parameter |
07:20 |
sofar |
but the content of the paramater is always the object itself, not what was passed into it |
07:44 |
sofar |
lua objects are ... bizarre |
07:47 |
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08:15 |
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08:19 |
celeron55 |
sofar: so you are calling the methods using : which always makes the first parameter be the object itself? |
08:20 |
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08:20 |
sofar |
the problem is the lua documentation, it mixes : and . and doesn't coherently provide a full example that's consistent |
08:20 |
sofar |
it was clearly written in a rush by someone |
08:20 |
sofar |
I wanted to design an API for : use |
08:21 |
sofar |
but I got something wrong in the method declaration |
08:28 |
sofar |
celeron55: I'm making a decent API for doors |
08:28 |
sofar |
e.g. |
08:28 |
sofar |
local d = doors.get(pos) |
08:28 |
sofar |
if not d then |
08:29 |
sofar |
print "not a door" |
08:29 |
sofar |
else |
08:29 |
sofar |
d:toggle(clicker) |
08:29 |
sofar |
end |
08:32 |
sofar |
I'm testing it in-game with //lua doors.get(pos):toggle() -- thanks worldedit! |
08:35 |
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08:41 |
sofar |
celeron55: https://github.com/minetest/minetest_game/pull/789 |
08:53 |
sofar |
I don't suppose I could provide my own cracking texture, can't i? |
09:16 |
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09:42 |
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09:57 |
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10:01 |
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10:14 |
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10:23 |
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10:24 |
lezzy |
https://github.com/minetest/minetest/pull/3572 |
10:24 |
lezzy |
fixed this one :P |
10:27 |
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10:28 |
sapier |
decimal_places? |
10:43 |
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10:53 |
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11:45 |
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11:52 |
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11:52 |
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12:05 |
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12:40 |
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12:40 |
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12:45 |
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12:48 |
paramat |
will merge 3564 3571 3572 very soon |
12:58 |
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13:00 |
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13:02 |
paramat |
now merging |
13:12 |
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13:14 |
paramat |
merged |
13:17 |
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13:22 |
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13:41 |
RealBadAngel |
sodfar, have you read my comments on sings? |
13:41 |
RealBadAngel |
*sofar |
14:38 |
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15:12 |
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15:25 |
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15:27 |
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15:48 |
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16:46 |
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16:49 |
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17:05 |
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17:13 |
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17:15 |
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17:19 |
sofar |
RealBadAngel: yes, you said the metadata update patch blocks it? |
17:20 |
RealBadAngel |
not really blocks, without that patch working, you wont get reliable signs |
17:21 |
RealBadAngel |
current "how-things-works" is a blocker |
17:26 |
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17:26 |
sofar |
I don't think it'll be unreliable |
17:26 |
sofar |
even without the patch |
17:29 |
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17:33 |
RealBadAngel |
sofar, you may try. do you want to see my code for signs? |
17:35 |
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17:36 |
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17:55 |
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17:57 |
sofar |
RealBadAngel: sure |
18:05 |
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18:16 |
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18:16 |
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18:26 |
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18:31 |
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18:36 |
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18:38 |
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18:39 |
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18:48 |
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18:53 |
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18:59 |
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18:59 |
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19:09 |
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19:13 |
sofar |
geesh minetest.after(1, ....) can take 5-6 seconds to elapse |
19:13 |
sapier |
define "elapse"? |
19:13 |
sapier |
elapse |
19:13 |
sofar |
before func gets called |
19:13 |
sapier |
well that's perfectly fine behaviour |
19:14 |
sapier |
minetest.after is defined as "wait AT LEAST x seconds" |
19:14 |
sofar |
I need an event to occur 0.2 seconds after it gets scheduled |
19:14 |
sapier |
well use a realtime os |
19:14 |
sofar |
lol |
19:14 |
sapier |
not even plain linux does guarantee a event to be triggered in 200ms |
19:15 |
sofar |
the accuracy isn't important |
19:15 |
sapier |
well then 5 seconds are fine aren't they? |
19:15 |
sofar |
if I ask for 0.2 seconds, I can live with it being 0.3 seconds |
19:15 |
sapier |
5 > 1 > 0.2 thus it's ok |
19:15 |
sofar |
5 seconds isn't ok for the effect I want |
19:15 |
sapier |
nothing to be done in 0.2 second interval is reasonable done in lua |
19:16 |
sapier |
any major mod running in parallel will break whatever you want to do in this interval |
19:16 |
sofar |
sure, I'll take some variation |
19:17 |
sofar |
1 second would be nice |
19:17 |
sapier |
even network communication will do so, not talking about someone downloading textures from that server |
19:17 |
sofar |
which is why I tried minetest.after(1, ...) |
19:17 |
sapier |
I'd guess in regular cases you'll get something about 1s but there will be a lot of cases where you don't get it ... depends on what other mods are running of course |
19:18 |
sofar |
that's totally acceptable |
19:18 |
sofar |
I know I can use node timers, but that makes things complex quickly |
19:18 |
sofar |
it means putting a special node somewhere, saving state before it was placed, etc. |
19:18 |
sapier |
right now minetest does warn about abms running >200ms ... and abms are only part of what is done per server step so assume a server step interval of up to 0.5 seconds (without any mod) is still considered ok |
19:19 |
sofar |
I guess I'll have to ... register_globalstep() |
19:19 |
sapier |
I doubt this will help |
19:20 |
sapier |
everything done by lua is done exactly once per serverstep no matter if it's globalstep or timer |
19:20 |
sapier |
in fact timer is done in globalstep too the minetest.after is just a convenience wrapper |
19:20 |
sofar |
right, but minetest.after doesn't allow me to do something the NEXT globalstep |
19:21 |
sapier |
well I haven't looked at code so this could be right |
19:23 |
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19:23 |
sapier |
but still a requirement of 200ms is quite heavy I'd not expect this to work if you don't have a completely clean minetest game without any other mods |
19:24 |
sofar |
there are better solutions, but they require patching the game |
19:24 |
sofar |
I'm looking to add a light effect to my new lightning mod |
19:24 |
sapier |
I don't know what you're doing but I'd suggest making whatever you do more tolerant to delays |
19:24 |
sapier |
puhh ... hard |
19:24 |
sofar |
lighting up the sky for 5-6 doesn't look like lightning |
19:24 |
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19:25 |
sapier |
especally as everything you do there has to be sent to client too so network jitter and delay will add to whatever server already has |
19:25 |
sofar |
particle lighting would be great, as particles can exist for very short |
19:25 |
sofar |
like I said, 0.5sec variation is fine |
19:25 |
sofar |
not 5 seconds |
19:25 |
sofar |
ligtning itself is jittery |
19:25 |
sapier |
we can't even guarantee 5 seconds via network |
19:26 |
sofar |
in real life, that is |
19:26 |
sofar |
yes, that's why particle light would work |
19:26 |
sofar |
that's all client-side |
19:26 |
sofar |
the lightning particle exists for 0.2 seconds |
19:26 |
sapier |
well good luck ;-) but I believe patching game would provide better results ;-) |
19:32 |
Fixer |
200 ms? why so slow? |
19:32 |
sofar |
lol |
19:32 |
sapier |
slow? |
19:32 |
sofar |
ahahaha |
19:33 |
sapier |
I always wonder what ppl believe their crapy pc can do :-) |
19:34 |
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19:34 |
sapier |
nothing against your pc fixer ;-) it's just about ANY PC having that issue ;-) |
19:37 |
Krock |
I don't like "crapy pc".. I could be one of those who uses such a computer |
19:38 |
sapier |
Well if you need 200ms this is a realtime requirement and there's no pc no matter if it's linux windows macos or any other general purpos os which will guarantee this |
19:38 |
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19:39 |
sapier |
on linux you can at least add the RT patches those most likely will enable your machine to fullfill 200ms requirements |
19:39 |
sapier |
but you'd have to run minetest as root ;-) |
19:42 |
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19:44 |
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19:46 |
sofar |
sapier: nonsense, we're not audio idiots who need nano second accuracy |
19:46 |
sofar |
sapier: I never said it had to be lag-free |
19:48 |
sofar |
oh wow globalstep works nice |
19:48 |
sapier |
Well I just said 200ms guarantee ain't possible with general purpose os ;-) that's pure sense! but it was not targeted at your requirement as you already said you don't need a guarantee |
19:49 |
sapier |
I suggest testing on server, localhost is often missleading :-) know this from own experience ;-) |
19:50 |
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19:51 |
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19:51 |
sapier |
But there's one important point if globalstep works in 0.2s and minetest.after doesn't in 5s this may indicate a bug in minetest.after |
19:59 |
sofar |
I should make a timer and see what the jitter is |
20:30 |
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20:53 |
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21:02 |
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21:18 |
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21:19 |
Skyduskguy |
request to make liquid movment consistant or the settings to be |
21:44 |
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21:46 |
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21:54 |
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21:58 |
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21:59 |
luizrpgluiz |
hello, I read on github that Parana had a significant loss of even frames with disabled shaders, this is a mistake of some file in minetest? |
21:59 |
luizrpgluiz |
hehe Paramat |
22:17 |
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22:41 |
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22:54 |
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23:02 |
sofar |
ShadowBot: game#790 |
23:02 |
sofar |
I must be doing that wrong... |
23:23 |
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23:24 |
Megaf |
RealBadAngel, perhaps you stop implementing new stuff on minetest and begin fixed this |
23:24 |
Megaf |
[730709.159806] Out of memory: OOM killed process 1710 (minetestserver) score 0 vm:1360700kB, rss:901000kB, swap:212764kB |
23:24 |
Megaf |
I run minetest servers for 4 years, and it always had this bloody memory leaks |
23:25 |
Megaf |
as I said days ago, begin cleaning the code, removing old cold |
23:25 |
Megaf |
code |
23:25 |
RealBadAngel |
Megaf, ive used to code client side stuff rather |
23:25 |
RealBadAngel |
idk how such things can be related to server out of ram |
23:26 |
Megaf |
I'm not blaming you, I'd like time to be used in fixing bugs and leaks rather than implementing new features |
23:26 |
RealBadAngel |
you just did |
23:28 |
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proller joined #minetest-dev |
23:32 |
RealBadAngel |
and when talking bout fixing bugs: https://github.com/minetest/minetest/commit/da686160c33069b77a7b4c31fd97da5fa5b59baa |
23:32 |
RealBadAngel |
i do fix things when i can |
23:32 |
red-001 |
xyz |
23:32 |
red-001 |
hi; so the minetest.ru server that hosts IRC logs might be getting disposed of soon-ish and so I wondered if somebody here wanted to take over the logs? (I've talked to c55 but he's not interested) |
23:32 |
red-001 |
thats what xyz said on #minetest |
23:33 |
Megaf |
RealBadAngel, also I think we could drop JPEG support |
23:33 |
Megaf |
I dropped JPEG on my fork and didnt notice a thing of difference |
23:33 |
Megaf |
(in gameplay) |
23:35 |
RealBadAngel |
theres lotsa other really dead code to remove rather that dropping something that actually can be used |
23:35 |
Megaf |
RealBadAngel, and that was a bug introduced by someone, my fork is older than the bug |
23:35 |
RealBadAngel |
what bug? |
23:36 |
Megaf |
the wield mesh |
23:37 |
RealBadAngel |
im not yet sure what is causing the mesh in question to be displayed fault, yet im able now to reproduce it under certain conditions |
23:37 |
RealBadAngel |
so i will propably be able to fix it |
23:37 |
sfan5 |
<Megaf> RealBadAngel, perhaps you stop implementing new stuff on minetest and begin fixed this |
23:37 |
sfan5 |
<Megaf> I'm not blaming you |
23:37 |
sfan5 |
wat |
23:38 |
Megaf |
oh, I really didn't mean to |
23:38 |
Megaf |
sorry |
23:39 |
Megaf |
What I mean is, I'd like people to use time to fix bug, not to add new stuff |
23:40 |
RealBadAngel |
Megaf, working on new stuff usually comes with fixing already extistin problems |
23:40 |
RealBadAngel |
for example using meshes in inventory eliminates need for preloading item visuals, speeds up displaying lists and reduces ram usage |
23:41 |
RealBadAngel |
if the items do spin at the same time you can call it added value ;) |
23:42 |
Megaf |
RealBadAngel, with similar thinking I'm just removing lots of code I don't want |
23:42 |
RealBadAngel |
also the fix we have made together with kahrl is made only thx to work on inventory meshes |
23:42 |
Megaf |
if we have a memory leak (IT IS JUST AN EXAMPLE) on the display of JPEG, now we don't do anymore |
23:44 |
RealBadAngel |
wanna remove something? wait a sec |
23:45 |
RealBadAngel |
then delete https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L135 to line #534 |
23:45 |
RealBadAngel |
thats completely dead code |
23:47 |
Megaf |
lol, 400 lines of dead code? |
23:47 |
kahrl |
RealBadAngel: it is not dead, it is used when connecting to older version servers that still have the corresponding SAOs |
23:47 |
kahrl |
granted, it might be the case that there is no server that old, but I haven't checked (and you can't check all private servers) |
23:48 |
RealBadAngel |
kahrl, can you point me to single use of test or item caos? |
23:48 |
Megaf |
kahrl, thats why git master is used for, its the bleeding edge not worried about compatibility |
23:48 |
Megaf |
if you dont want your server to break, stick to 0.4 for instance |
23:48 |
Megaf |
that code removal could go to 0.5 |
23:49 |
Megaf |
0.4 to 0.5 is major change |
23:49 |
RealBadAngel |
kahrl, theres no single use for those CAOs |
23:49 |
Megaf |
0.4.x to 0.4.y is small change |
23:49 |
Megaf |
either way, code should get removed |
23:49 |
Megaf |
RealBadAngel, I will indeed try to remove that |
23:49 |
Megaf |
hold on |
23:49 |
RealBadAngel |
just remove it and compile |
23:49 |
kahrl |
RealBadAngel: https://github.com/minetest/minetest/blob/master/src/clientobject.cpp#L56 |
23:50 |
RealBadAngel |
well hidden indeed :) |
23:51 |
RealBadAngel |
when itemcao was last used? |
23:51 |
Megaf |
what is that anyway? |
23:51 |
kahrl |
you mean ItemSAO? |
23:51 |
kahrl |
it was removed from the codebase around February last year by nerzhul IIRC |
23:51 |
RealBadAngel |
i mean ItemCAO |
23:51 |
kahrl |
ItemCAO is still used, like I said |
23:52 |
kahrl |
when you connect to older servers |
23:52 |
RealBadAngel |
i mean how old? |
23:52 |
kahrl |
not exactly sure, but <kahrl> it was removed from the codebase around February last year by nerzhul IIRC |
23:53 |
kahrl |
of course servers were using lua entities for items long before that |
23:53 |
kahrl |
(but old mapblocks could still contain ItemSAOs up to that point, now they are ignored when deserializing mapblocks) |
23:55 |
RealBadAngel |
i see |