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IRC log for #minetest-dev, 2016-03-28

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Time Nick Message
00:09 sloantothebone joined #minetest-dev
00:11 sloantothebone So, anyone planning to make a movement API to allow players to be pushed around by flowing water, walk slower on some kind of mud block, and be knocked back by swords and bows?
00:12 pozzoni joined #minetest-dev
00:31 Obani sloantothebone, do it
00:42 sloantothebone Ok, can I see the code for movement?
00:44 kaadmy good luck sloantothebone, afaik the movement is a huge mess
01:28 VanessaE something I think Minetest needs to start doing is multi-threading the "initializing nodes" step, if possible.
01:28 VanessaE for big games like dreambuilder, that step takes a good 45 seconds on slower boxes
02:05 Etzos joined #minetest-dev
02:18 Taoki joined #minetest-dev
02:55 gregorycu joined #minetest-dev
02:55 gregorycu Guess who's back
02:56 VanessaE hey greg
02:56 gregorycu How goes the release?
02:58 ssieb joined #minetest-dev
02:59 sofar gregorycu: could use your help ;)
02:59 sofar maybe review some tagged milestone PRs?
03:01 gregorycu I can review, not a core dev so my +1 counts for nothing :P
03:02 sofar it'll help
03:02 sofar or fix some remaining open bugs
03:02 gregorycu Yeah, looking now
03:07 sloantothebone So... who messed up the movement code??
03:09 VanessaE messed it up how?
03:14 gregorycu I assume he means collision detection? That's nasty code if it's fucked up
03:15 proller joined #minetest-dev
03:27 gregorycu sloantothebone ?
03:32 sloantothebone (02:42:44 AM) sloantothebone: Ok, can I see the code for movement?
03:32 sloantothebone (02:44:33 AM) kaadmy: good luck sloantothebone, afaik the movement is a huge mess
03:36 gregorycu Oh, you mean the code is bad
03:36 gregorycu Yeah, it's a mess
03:36 proller joined #minetest-dev
03:37 gregorycu Probably just grew organically and nobody bothered to refactor it
03:37 gregorycu (Refactoring such things are very hard - hard to test every use case)
03:58 gregorycu joined #minetest-dev
04:08 gregorycu Anyone know slemonide?
04:08 gregorycu (GitHub account name)
04:15 sofar yes
04:15 sofar he's not on much
04:15 sofar think his irc name is different
04:19 gregorycu Also sofar
04:19 gregorycu Did you get "elevated" to the status of core dev?
04:19 sofar after this release
04:20 gregorycu Well, after this release, congratulations!
04:35 gregorycu This code makes baby Jesus cry
05:18 VanessaE heh
05:19 VanessaE as long as it doesn't open up black holes or result in the deaths of innocent kittens, that's okay.
05:21 gregorycu Well, I'm not sure
05:45 Hunterz joined #minetest-dev
06:21 ssieb I found a python library to connect to a minetest server, but at this point it uses an older protocol version.  Does current minetest reject anything below 25?
06:22 sofar don't think so
06:22 sofar should be easy to fixup anyway
06:22 VanessaE servers can be configured to reject though
06:22 VanessaE strict_protocol_checking
06:24 ssieb I made sure that was set to false
06:25 ssieb but the client is getting kicked with TOCLIENT_ACCESS_DENIED_LEGACY
06:25 ssieb I'll probably not bother any more with getting it to work and just convert it to a current protocol version...
06:38 proller joined #minetest-dev
07:12 gregorycu What's the python lib for?
07:15 ssieb gregorycu: It implements the minetest network protocol.
07:15 fling joined #minetest-dev
07:16 gregorycu I guessed as much, but to what end?
07:16 gregorycu What do people use it for?
07:17 ssieb I don't know if anyone uses it. :-)
07:18 ssieb It could be useful for making a bot (the actual intended purpose of the project this library came from).  Or just for testing the server.  I 'm looking at using it for both purposes.
07:20 gregorycu Sounds good, I like python
07:21 gregorycu Not a fan of Lua?
07:27 gregorycu I could actually use a bot right now, lol
07:27 gregorycu Testing a memory leak
07:28 ssieb lua's ok for mods, but I much prefer python for real coding
07:28 gregorycu Good lad
07:29 gregorycu I was contemplating at a point in time adding python support for mods
07:29 gregorycu So you could write mods in python
07:29 VanessaE not sure that would work out so well
07:30 VanessaE python has a habit of breaking things between major revisions.
07:30 gregorycu From which perspective?
07:30 gregorycu Yes, major revisions
07:30 gregorycu We wouldn't be tethered to the python release schedule in any case
07:31 gregorycu We would dictate what version of python was to be used
07:32 gregorycu This isn't a serious suggestion, was just going to be something I do off the radar
07:32 gregorycu Are torches meant to work underground?
07:32 VanessaE well if you locked it to a specific version then I'd say that's not so bad.
07:32 VanessaE and yes, they are.
07:33 gregorycu And at night?
07:33 VanessaE yep of course
07:33 gregorycu That's what I thought
07:34 gregorycu Gotta love bugs
07:36 gregorycu Man, open source coding sucks
07:36 gregorycu I have questions, and i want answers now
07:36 gregorycu Not wait until people drag themselves onto IRC
07:38 VanessaE heh
07:38 VanessaE could be worse
07:38 VanessaE if it were closed-source you'd be forced to do even uglier things like send emails or make phone calls :)
07:39 gregorycu I suppose my gripe is with distributed programming
07:40 gregorycu (not a serious gripe, just joking of course)
07:40 gregorycu thought it would be just dandy if Paramat were around
07:41 VanessaE well that's the thing, he might very well be.
07:41 VanessaE he reads the logs, probably has a scaper set to ping him if he's mentioned.
07:43 gregorycu What is a mesecons lamp?
07:43 VanessaE a small square light that turns on with a mesecons signal.
07:43 VanessaE about a quarter the size of a homedecor thin glowlight
07:44 VanessaE (the "duh" answers are always the best huh? :D )
07:44 gregorycu Sweet, torch has a comparable lighting effect I assume?
07:44 nrzkt joined #minetest-dev
07:45 VanessaE something similar yeah
07:45 VanessaE I think HD's thin glowlight has the same light output as a torch
07:45 VanessaE (or maybe one step higher)
07:45 VanessaE but all light sources have the same effect.
07:46 VanessaE they fall off within 16 nodes I guess, always the same pattern.  it's just a matter of how bright the source is.
07:47 gregorycu Excellent
07:48 VanessaE (a pattern which, when I last checked, was not-quite-diamond-shaped, owing to the geometry of the mesh being lit.  circular-shaped would be better of course)
07:49 gregorycu Yeah, that's due to the manhatten distance being used for lighting calculations
07:50 VanessaE RBA had planned to do real lighting without limitations like that.
07:51 gregorycu It gets difficult if we only store integer light values against each node
07:51 VanessaE how else would you do it, aside from scaled values maybe?
07:52 gregorycu The reason you have a diamond pattern is that light spreads to its neighbours, but not diagonally
07:52 VanessaE right
07:53 gregorycu If it were to spread diagonally it would be better
07:53 VanessaE it would certainly be brighter
07:53 gregorycu Yes
07:54 gregorycu But it would form a box like pattern
07:54 gregorycu As opposed to a diamond
07:54 VanessaE right - how hard would it be, really, to make it circular?
07:54 gregorycu If it were to spread diagonally, you should make it reduce by sqrt(2)
07:55 gregorycu The thing is, if you use integers everywhere, it would round
07:55 gregorycu If you kept things as float, it would look proper
07:56 gregorycu (if you have excel, you can probably try this out)
07:57 VanessaE what's the performance and/or storage impact?  (seems to me there wouldn't be one, as even the shortest int is generally 16 or 32 bit anyway, and one could use half-precision floats for thios maybe)
07:57 VanessaE -o
07:58 gregorycu double would be faster than float
07:58 VanessaE (I don't have excel, but I think I have a good idea of the result)
07:58 nore VanessaE: storage would be affected a lot
07:59 VanessaE gregorycu: because of the 32-bit alignment?
07:59 nore we currently only use 8 bits for light, 4 of which for day and 4 for night
07:59 VanessaE nore: I figured.
07:59 gregorycu nore, you can answer this question for me
08:00 VanessaE wait, I thought it was 4 bits for sunlight, and 4 for artificial light (regardless of time-of-day)?
08:00 gregorycu no
08:00 nore VanessaE: I wished it was so
08:00 gregorycu if a placed schematic has correct lighting during the day, but not during night, what didn't happen?
08:00 nore and when light changes, I hope this will be changed too
08:00 VanessaE bleh, that's really a terrible design :-/
08:01 nore that means the night lighting bits are incorrect
08:01 VanessaE there's really no reason for there to be anything more than one single light value there, since you already know the time of day (and hence sun angle, were it useful)
08:01 nore VanessaE: yes, but you don't know if sunlight is visible or not
08:01 nore so it makes sense
08:01 VanessaE mmmh
08:02 nore however, it would be a lot better to put a value for sunlight and one for artificial light
08:02 VanessaE so use one bit for visible-or-not and the other 7 for the light.
08:02 nore since this would give more information on the node (i.e. whether it is exposed to sunlight)
08:02 gregorycu Also, the question remains if we need to be so frugal with out bits
08:03 gregorycu But this is a more general question
08:03 nore VanessaE: the problem with that would be a sharp cut at the bottom of a mine hole for example
08:03 VanessaE honestly, no we don't.  the largest map I've ever heard of was Xanadu, prior to the recent reset, and that was only 30 GB in sqlite format.
08:03 nore (nodes at 15 light next to ones at 0)
08:04 gregorycu Isn't that somewhat realistic?
08:04 nore keep in mind that a node currently only takes 4 bytes
08:04 VanessaE nore: how so?  if you have that "is exposed to sunlight" bit set, then you've got 7 bits of actual light range, and you know you have to include the sunlight into the calc, but you still make it fall off short enough that that never happens
08:04 nore gregorycu: we should try it
08:05 VanessaE and afaik sunlight is visible everywhere except in a cave with no direct shaft to the surface, right?
08:05 gregorycu Well, in the meantime, i'm fixing a memory leak bug :P
08:05 VanessaE (well a cave or any enclosed space anyways)
08:05 nore VanessaE: quite so
08:05 nore there is another problem if we decide to change the lighting format though
08:06 nore that means old maps have to be converted
08:06 VanessaE ok, so if a cave is more than 127 nodes deep (let's assume sunlight falls off at one step per node for simplicity), wouldn't the cave be just plain black by then anyway?
08:06 VanessaE isn't there a map format flag in the file?
08:06 nore and this is a non-trivial operation
08:07 nore since it requires reloading a whole map column to fix the lighting in it :/
08:07 VanessaE well, I'm suggesting by that, not to convert the map at all.
08:07 VanessaE if it's old-format, just leave it that way and let the existing methods handle it.
08:07 nore hm...
08:07 VanessaE or convert it a block at a time, when blocks are *saved*
08:08 VanessaE (I assume there's at least a header per mapblock)
08:08 nore VanessaE: the problem is that you have to convert blocks above before converting a block
08:08 VanessaE hm
08:09 nore hm, actually we could do even better
08:09 VanessaE ?
08:09 gregorycu When loading a block, if it's in the legacy format, you just have to upscale the values
08:10 nore in a mapblock, use param1 only for artificial light
08:10 gregorycu Normalise during loading and call it a day
08:10 nore and map a *2d* array to say how deep sunlight goes in every column
08:10 VanessaE nore: that's what basically I'm suggesting.
08:10 nore gregorycu: the problem is sunlight vs. not sunlight actually
08:11 kahrl what do you do about the pitch black shadows you'll get under every tree?
08:11 VanessaE compute the REAL light based on max(stored, computed_sunlight_at_pos)
08:11 nore kahrl: ah, that was why I feared the sharp sunlight cutoff
08:11 nore but couldn't find an example :/
08:12 VanessaE hrm.
08:13 Krock joined #minetest-dev
08:13 gregorycu Well, there should be ambient light outside
08:13 gregorycu So you shouldn't get those perfectly black nodes
08:14 nore gregorycu: how do you define "outside" then?
08:14 gregorycu You'd use the 2d array you suggested
08:14 VanessaE anywhere that isn't cave air and isn't lit by an artificial source?
08:15 gregorycu The further down you get, less ambient light
08:15 nore well, under a tree you would be inside because there would be leaves above you...
08:21 loggingbot_ joined #minetest-dev
08:21 Topic for #minetest-dev is now Minetest core development and maintenance. Freeze at 2016-03-23 (2 weeks). Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
08:23 gregorycu What's the proper way to get this: https://github.com/freeminer/freeminer/commit/551eb8515450be4167504f12653d111e09b0ee32 into a PR?
08:24 gregorycu I was going to create a branch for this, and somehow cherry-pick the commit over
08:24 VanessaE add ".patch" to the URL and save-page-as...
08:24 VanessaE then apply, commit, push, and make a PR
08:24 nore gregorycu: if I understood correctly, you made your own change without looking at the code, right?
08:24 gregorycu Yes
08:24 nore use your own then, it would be better
08:25 nore because freeminer is GPLv3, so incompatible :/
08:25 gregorycu oh
08:25 gregorycu I wasn't aware of that
08:25 gregorycu What are we?
08:25 nore LGPL
08:25 VanessaE LGPL.
08:25 gregorycu Nice
08:25 nore (v2.1 IIRC)
08:26 gregorycu Ok, making a PR with my own code then
08:26 gregorycu (this is what I get for trying to do the right thing lol)
08:26 gregorycu Thanks V for the help too
08:26 VanessaE sure.
08:29 nrzkt nore, freeminer is GPLv3 but this source code is in the MT source tree
08:29 nrzkt it's not original FreeMiner code
08:30 nrzkt also this fix is trivial and could be ported easily
08:32 gregorycu So...
08:32 gregorycu Do what V said?
08:32 nrzkt V ?
08:32 gregorycu VanessaE
08:33 VanessaE nrzkt: does the whole sweat-of-the-brow argument actually work in this context?
08:33 nrzkt yes
08:33 nrzkt it's the original MT code
08:33 nrzkt this source for example cannot be imported into MT https://github.com/freeminer/freeminer/blob/master/src/circuit.cpp
08:34 nrzkt because it's an original FreeMiner code
08:34 nrzkt in fact FreeMiner cannot change the original MT licence without all its authors agreement
08:35 kahrl the LGPL contains a clause that allows anyone to relicense a LGPL work under GPL
08:35 AnotherBrick joined #minetest-dev
08:35 nrzkt kahrl, without authors agreement ?
08:35 kahrl yes
08:35 nrzkt fucking license i didn't know that
08:35 kahrl well, the author agreed to it already by licensing under the LGPL
08:36 nrzkt but a so trivial fix cannot be a license patent problem
08:36 nrzkt port it
08:36 nrzkt it's not a special freeminer engineering it's just a trivial fix
08:36 kahrl dunno, IANAL
08:36 kahrl and it probably depends on the jurisdiction
08:37 nrzkt i don't think it's in freeminer interest to do a patent for 2 lines of code fix :p
08:37 VanessaE that's already been tested in court anyways
08:37 nrzkt if you want to be the best, ask proller if you can backport fix to upstream
08:40 gregorycu lol
08:40 nore well, gregorycu has made another fix anyway, so it's not a problem
08:40 nore we don't need to use freeminer code :)
08:40 VanessaE nice timing, proller :)
08:41 nore sofar: paramat: see my comment on game#862
08:41 ShadowBot https://github.com/minetest/minetest_game/issues/862 -- Tnt: Improvements by sofar
08:41 gregorycu I generally try to reduce changes between major projects
08:41 gregorycu If it's bugfixes
08:41 proller joined #minetest-dev
08:41 gregorycu By changes, I mean differences
08:47 VanessaE well have fun blowing stuff up.  I'm off.
09:06 PilzAdam joined #minetest-dev
09:27 paramat joined #minetest-dev
09:28 gregorycu Indeed
09:28 paramat gregorycu i think celeron55 might consider making you a core dev if you are happy to
09:29 gregorycu We've already discussed it, that's cool
09:29 paramat ok
09:29 gregorycu In the short term, I am not
09:29 gregorycu https://github.com/minetest/minetest/issues/3566
09:29 gregorycu While I have you
09:29 gregorycu I made a change that ended up being very similar to the patch mentioned here
09:29 gregorycu Which you say didn't fix the issue
09:30 gregorycu "Tested that commit and unfortunately doesn't fix this."
09:30 gregorycu What is "this"
09:30 gregorycu You specifically mean the memory leak?
09:30 paramat correct
09:30 gregorycu Actually, sorry. The lighting is mentioned latter in the chain.
09:31 gregorycu Ok
09:33 gregorycu I'm reasonably confident that that commit and commits like it would fix the memory leak
09:34 paramat hm it didn't seem to for me, but i hope i'm wrong. maybe it would fix other problems
09:35 gregorycu If I were to author a PR, would you mind testing it the same way?
09:35 Obani joined #minetest-dev
09:36 paramat go ahead i'll test it
09:36 paramat the issue bothers me
09:37 paramat i also need to reproduce in my own mod code, in case there's something about the roomgen mod
09:57 Calinou joined #minetest-dev
10:12 nyje joined #minetest-dev
10:29 paramat nore sfan5 PilzAdam game#980
10:29 ShadowBot https://github.com/minetest/minetest_game/issues/980 -- Start timer as well when moving items around. by sofar
10:31 Fixer joined #minetest-dev
10:43 paramat nore sfan5 PilzAdam i feel this should be refused and closed, opinions? game#726
10:43 ShadowBot https://github.com/minetest/minetest_game/issues/726 -- Split default into smaller mods
10:43 Obani paramat, -1 for me :p
10:53 Krock refused and closed. would break many mods
10:53 Krock err actually no
10:56 paramat #1442 is a possible close
10:56 ShadowBot https://github.com/minetest/minetest/issues/1442 -- Colliding with unloaded blocks at high velocities is problematic
11:01 paramat closed #1449 and added it into 3615
11:01 ShadowBot https://github.com/minetest/minetest/issues/1449 -- No tool wear out when hitting entities.
11:02 paramat closed #1452
11:02 ShadowBot https://github.com/minetest/minetest/issues/1452 -- Inventory images are flipped upside down - Android Nexus 10
11:09 paramat closed #1465
11:09 ShadowBot https://github.com/minetest/minetest/issues/1465 -- Hand on right side -only is discriminatory
11:14 paramat closed #1501
11:14 ShadowBot https://github.com/minetest/minetest/issues/1501 -- Shaded block sides should not be blue tinted.
11:14 Krock \o/
11:22 paramat heh. closed and moved #1513 into 1627
11:22 ShadowBot https://github.com/minetest/minetest/issues/1513 -- Resize ingame names, depending on distance
11:24 paramat (re opened 1627)
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11:30 paramat closed and folded #719 into 1533
11:30 ShadowBot https://github.com/minetest/minetest/issues/719 -- minetestmapper.py fails to load a world
11:32 paramat closed #1558 as is fixed
11:32 ShadowBot https://github.com/minetest/minetest/issues/1558 -- Water pools up at chunk borders
11:37 gregorycu paramat: I was wrong. In release builds the issue persists
11:37 Fixer hi gregorycu
11:37 paramat ok
11:37 gregorycu Hi there
11:37 gregorycu How ya been?
11:37 Fixer gregorycu, any help for #3770 pleaase ?
11:37 ShadowBot https://github.com/minetest/minetest/issues/3770 -- Fix superflous shader setting updates by ShadowNinja
11:38 gregorycu Ahh yes, that
11:38 Fixer gregorycu, i did test it and find lighting bugs
11:38 Fixer found*
11:38 gregorycu So I saw :)
11:38 gregorycu Thanks for that
11:38 gregorycu More of my stuff gets checked in when people don't find the bugs first
11:39 Fixer gregorycu, must be 1 or 2 bugs, other than that, it is very promising PR
11:39 gregorycu Yeah, not everybody gets the same speed improvement
11:39 gregorycu I think it's probably ATI card on windows, related
11:39 Fixer gregorycu, gives me very big fps boost, if you can, please look at it
11:39 Fixer yeah
11:39 gregorycu I will, I'm checking out a memory leak at the moment
11:40 paramat Calinou please could you explain what you mean in #1589 ?
11:40 ShadowBot https://github.com/minetest/minetest/issues/1589 -- New plantlike drawtype causes bad-looking symmetry
11:40 Fixer gregorycu, thanks
11:41 Fixer gregorycu, it basically makes performance with shaders like performance without them, but shaders are still working :)
11:42 gregorycu Yeah, I did profiling on my machine, and saw that most of the time was spent sending information to the shaders, even if the information had not changed
11:42 Calinou paramat, look at those screenshots, the grass is completely symmetric: https://lut.im/1GybF8HmFB/ZPbGqgdaPnUUN6ww.png | https://lut.im/RZbYPtHOd6/yB4enwXYf3yrOdoN.png
11:42 Fixer and that kind of performance is fuuuun, game changer for me
11:42 Calinou it looks awkward
11:42 Calinou like a human face that would be entirely symmetric
11:43 paramat ah ok
11:43 Fixer it is symmetric
11:43 paramat we would need 2 textures per plant though, don't think it's worth it
11:44 Calinou not necessarily
11:44 gregorycu Fixer: I'm glad you like it, hopefully i can fix it very soon
11:44 Calinou just don't make them symmetric
11:44 Calinou Minecraft does it, with only 1 texture
11:44 Calinou and we used to do before 2012
11:44 paramat looks ok to me in a voxel world
11:44 Calinou it might be very bad for HD texture packs...
11:44 Fixer gregorycu, yes, in almost all scenes there are big boost, in one huge forest with 240 range it gave me 17 to 70 fps or so
11:44 Calinou a symmetric apple from the Misa pack means it "shines" twice when viewed from some angles
11:44 sloantothebone joined #minetest-dev
11:45 Calinou totally unrealistic :P
11:45 gregorycu Fixer: Wow, that's a lot
11:45 Fixer yes, i was surprised
11:45 paramat well, minetest is unrealistic :)
11:45 Fixer gregorycu, ATI cards are awkward, even guys with different ATI card has big VBO boost, while i have small o_0
11:46 gregorycu I haven't even seen VBO yet
11:46 Fixer gregorycu, it is merged in master
11:46 Calinou I use a recent build with VBO on my laptop
11:46 Fixer gregorycu, enabled by default
11:46 Calinou I still don't always have 60 FPS :(
11:47 gregorycu Calinou: Just wait for my changes
11:47 Calinou (i7-4720HQ, 8 GB RAM, GTX 960M)
11:47 gregorycu Maybe I can give you a couple of extra fps
11:47 gregorycu Or maybe none
11:47 gregorycu I'm using a mod where I'm underground
11:47 gregorycu To test this memory leak
11:48 gregorycu Gotta figure out how to track it
11:50 paramat using 1 texture for plantlike will always create symmetry from some directions, unavoidable
11:50 dfelinto joined #minetest-dev
11:51 gregorycu Because the back face is a mirror of the front face
11:51 paramat 3770 is not milestone though, so no rush for release
11:51 gregorycu But it's the best PR yet?
11:52 gregorycu :)
11:52 paramat it would be good to have in release, we're just understaffed and est is concentrating on 3848
11:52 Obani joined #minetest-dev
11:52 gregorycu All good, hopefully I can help with some of the stuff
11:53 paramat also #3894 is higher priority
11:53 ShadowBot https://github.com/minetest/minetest/issues/3894 -- Add serverside noclip enforcement by est31
11:53 paramat yeah it's so good to see you
11:53 gregorycu I'm no longer team leader at work, so I can spend some time
11:55 Calinou paramat, no, you can use 1 texture and 4 planes instead of just 2
11:55 Calinou 4 planes with backfacde c
11:55 Calinou 4 planes with backface culling, instead of 2 without
11:59 Fixer yes, 3894 will be very good too, I've played sibe by side with cheaters and observed them, noclip prevention is super needed
11:59 Fixer noclip intrusion + kill or noclip mining for mese and other
12:00 Fixer slow fly is not mitigated though
12:00 Fixer but there are some mods
12:01 Calinou what about increasing dedicated_server_step rate to 20 FPS, to make noclip detection more reliable and with less false positives?
12:01 Calinou dedicated_server_step = 0.05
12:01 Calinou I've noticed only minimal CPU increase
12:01 Calinou default is 0.1 (10 FPS)
12:02 paramat ah i see
12:02 paramat complex though
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12:10 paramat closed #1608 we have that feature now
12:10 ShadowBot https://github.com/minetest/minetest/issues/1608 -- Allow limiting mapgen per world
12:10 Calinou only 623 issues left! :p
12:11 Calinou https://github.com/minetest/minetest/issues/34
12:11 Calinou you can remove "Feature request:" from the title
12:11 Calinou since we have a label for it
12:13 paramat heh. i can't be bothered to edit titles, too busy
12:19 celeron55 i don't think we have that feature
12:19 celeron55 isn't 2908 a global setting?
12:19 celeron55 it's not per-world
12:20 celeron55 can someone confirm because clearly if this is the case the PR should stay open
12:20 celeron55 i mean issue
12:21 paramat yes 2908 is global
12:21 paramat i'll re open
12:22 paramat ah i didn't see the 'per world' bit =/
12:23 paramat it should really be per-world
12:24 paramat closed #1710
12:24 ShadowBot https://github.com/minetest/minetest/issues/1710 -- Subsystem maintainers
12:25 celeron55 a lot of things should be per-world really
12:25 paramat i need to learn how to add a per-world mapgen parameter so if i can i'll do this
12:28 Calinou paramat, https://github.com/minetest/minetest/issues/1670 -> I don't understand, what do you mean by node defs?
12:28 Calinou I'm pretty sure glow mapping can do things node defs can't
12:29 paramat erm
12:30 paramat is it not simpler to just define the particular node as glowing? instead of detecting a special texture
12:30 Calinou https://lut.im/zhrIIN2MAG/PKza11QUh6ObNpZa.png
12:31 paramat oh 'regardless of light level'
12:31 Calinou the green "squares" are glow mapped here
12:31 Calinou they do not emit light by themselves (there's a light entity nearby though, to emulate that)
12:31 Calinou but they'll glow even in the darkness.
12:31 Calinou and other areas of the texture can stay dark
12:31 Calinou this is exactly the point of glow mapping
12:31 Calinou even Quake 3 did it :)
12:31 paramat sorry i didn't understand
12:32 paramat i thought you played quake, as you like fast running
12:32 paramat :)
12:33 Calinou https://lut.im/CsYgKpBwAN/I5U8JPMUoCgtw1fM.png
12:33 Calinou here, I removed all lights
12:34 paramat i see
12:36 paramat closed and folded #1693 into 2731 as that has more discussion
12:36 ShadowBot https://github.com/minetest/minetest/issues/1693 -- Stuff about keybindings
12:53 paramat closed #1815
12:53 ShadowBot https://github.com/minetest/minetest/issues/1815 -- Incomplete mapblocks being saved to database
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13:00 Obani We would need Github moderators o.o
13:03 paramat enough for now, 20 closed :)
13:21 gregorycu What did you close?
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13:33 paramat those i linked in this channel
13:36 gregorycu Ahh issues
13:36 gregorycu Nice work
13:36 gregorycu Maybe do another 20?
13:39 paramat heh hopefully
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13:44 sfan5 paramat: +1 for game#980
13:44 ShadowBot https://github.com/minetest/minetest_game/issues/980 -- Start timer as well when moving items around. by sofar
13:44 sfan5 also closed the 'seperate into mods' issue
13:45 PilzAdam paramat, #980 is good, but you should really reconsider your view on #978
13:46 ShadowBot https://github.com/minetest/minetest/issues/980 -- Allow make fast bots for servers load testing by proller
13:46 ShadowBot https://github.com/minetest/minetest/issues/978 -- try catch missing in lua called c++ errors
13:46 PilzAdam * game
13:48 paramat sure, i guess i mean sometimes it has to be done
13:49 paramat but of course best avoided if possible
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14:04 gregorycu Sweet jesus
14:04 gregorycu *(void **)(lua_newuserdata(L, sizeof(void *))) = o;
14:05 gregorycu I'm a pretty damn good programmer and I'm not sure I want to try to make sense of that
14:05 sfan5 huh
14:05 sfan5 casts the result of lua_newuserdata(...) to a void**
14:05 sfan5 dereferences that pointer
14:06 sfan5 and assign o to it
14:07 gregorycu You sound like you know what you're talking about then
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14:09 gregorycu Hang on, I'll try to get my next question answered by the debugger
14:14 gregorycu Who is our Lua expert?
14:14 gregorycu In terms of the C API?
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14:38 PilzAdam gregorycu, you are
14:38 gregorycu Curses
14:38 PilzAdam :-p
14:46 gregorycu I don't even like Lua
14:46 gregorycu This doesn't seem fair
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16:01 paramat gregorycu ShadowNinja is good with API
16:01 gregorycu Thanks
16:01 gregorycu Any reason why est31 isn't on IRC?
16:02 paramat he says he concentrates better away from IRC, also busy with life stuff
16:13 gregorycu minetest memory churn is pretty bad
16:15 gregorycu I told windows to reclaim as much memory as it could from minetest. It reclaimed 1.1GB out of 1.3GB
16:19 paramat !
16:20 gregorycu Actually was closer to 1.2GB
16:20 gregorycu It went from using 1.3GB to 140MB
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16:37 gregorycu paramat: It's pitch black at night
16:38 gregorycu Standing next to a torch
16:38 paramat hm
16:38 gregorycu Actually, you can see the torches, but they emit no light
16:38 gregorycu I have a screenie
16:39 paramat so, is it possible that this mod's rapid adding of 700 schematics per mapchunk is what is exposing the problem?
16:40 gregorycu I think this is a different issue where the lighting isn't calculated for night for placed schematics
16:40 paramat ok
16:41 paramat by 'exposing/triggering the problem' i mean the memory leak
16:42 gregorycu Everytime you place a schematic it leaks
16:42 gregorycu Do a lot of them, and you'd notice :)
16:45 gregorycu http://i.imgur.com/SNkHfZJ.jpg
16:45 gregorycu That's with noclip
16:46 gregorycu Off to bed for me
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19:56 paramat hmmmm if possible could you have a quick look at #3927 sometime?
19:56 ShadowBot https://github.com/minetest/minetest/issues/3927 -- Decoration API: Allow rotation of simple decorations by paramat
19:57 sofar p2-based rotation?
19:58 paramat yeah :)
19:58 sofar can I request a more generic method instead?
19:58 sofar can I request that the interface allows passing *any* p2 value?
19:59 paramat i thought you would heh
19:59 sofar oh, wait, one sec
19:59 * sofar reads
20:01 * sofar gets irq'd
20:03 sofar paramat: why would you _not_ use param2 directly here?
20:04 sofar I can see "rotation" sounds simpler, but what if someone wants to put up some stack of logs with param2 >= 4 ?
20:05 paramat oh good point
20:05 paramat i could support all 24 values
20:05 paramat ok thanks
20:06 sofar yes, and therefore it could be used to place wild plants with my various plant mesh changes
20:08 paramat although when someone wants random rotation they may want NESW or all 24
20:08 paramat both options may be needed
20:10 paramat i might add some flags to enable this
20:11 paramat sorry hmmmmm to disturb you, it's WIP now
20:13 sofar no problem, you know I'm a fan of having param2 modifyable through decorations for obvious reasons :)
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20:19 nore sofar: about game#862
20:19 ShadowBot https://github.com/minetest/minetest_game/issues/862 -- Tnt: Improvements by sofar
20:19 sofar yah
20:19 nore just two stacks of ~4 TNTs were enough
20:19 nore one, then the other
20:19 nore but they were underwater
20:19 sofar oh
20:20 sofar on the bottom of a lake or something?
20:20 nore I don't know if that may have caused it or not
20:20 nore hm, yeah
20:20 sofar weird, I know I tried underwater plenty
20:20 sofar did any items drop?
20:21 nore let me try again
20:21 sofar oh, server hung. did you restart and take a look?
20:21 nore I couldn't stop it without C-c
20:21 nore so there was just one tnt less
20:21 sofar yeah, but when you restart the server the dropped items should be there
20:22 sofar would be interesting to know if there were items after restarting or not
20:22 sofar since that may help to narrow it down
20:22 nore wait, that may be related
20:22 nore there is sand at the bottom
20:23 sofar I have seen a few warnings when you explode 100+ TNT. but that's to be expected as you're adding too many items :)
20:23 sofar besides that didn't crash my server
20:23 sofar falling sand?
20:23 nore just triggered it again
20:23 sofar yeah, I wonder if that's the problem, falling nodes
20:23 nore sand gets ejected in all directions
20:23 nore but there is no falling sand
20:24 sofar the little sand item cubes or whole falling sand nodes?
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20:26 nore items
20:27 sofar that's fine, that's one of the patches in the series
20:28 nore there, server hung up again :/
20:28 nore and this time, I'm not getting any error messages
20:29 nore but mt is at 180% cpu
20:29 paramat related to the falling.lua fix? #3925
20:29 ShadowBot https://github.com/minetest/minetest/issues/3925 -- stop falling.lua error by tenplus1
20:30 paramat or maybe Rui's recent changes to falling
20:30 nore paramat: I don't think it's falling...
20:30 sofar nore's errors are different, though
20:30 nore unrelated to 3925 too
20:31 sofar nore: try in underwater dirt?
20:31 sofar to eliminate falling nodes?
20:31 sofar could even be water
20:32 paramat ok
20:35 nore sofar: I could reproduce it without sand
20:35 nore trying without water now
20:35 sofar could, or can?
20:35 sofar english subtlety, but important nonetheless
20:35 nore I just reproduced it
20:36 sofar so "can" :)
20:36 nore sorry for that english bug :)
20:36 sofar de rien ;)
20:38 nore and... again, without any water this time
20:38 nore 3 stacks of 4 tnts buried in the ground
20:38 nore one after another, in separate locations
20:41 nore oh, and there is another problem: if server shutdowns between tnt is triggered and explodes, it never explodes it looks like
20:41 nore same for chain reactions
20:42 nore I'm wondering if it might be related to the huge number of particles it generates
20:42 nore sofar: were you able to reproduce the bug?
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21:14 sofar nore: I'm at work, can't run MT here anyway
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22:42 rubenwardy 0.4.13-stable can't connect to 0.4.13-dev, it seems.
22:47 ssieb rubenwardy: is there an error message?
22:48 rubenwardy says "serialisation error" and something about the wrong nodebox version
22:49 rubenwardy it was 0.4.13-latest-dev for server and 0.4.13-early-dev from a month or so ago
22:52 rubenwardy nevermind, it appears it was something to do with the version I was running
22:52 rubenwardy I think I was running a vbo or a farmesh build
22:54 sofar old client, new server
22:54 rubenwardy It works with 0.4.13-stable, just not with the patch I was running. At least I can't reproduce it
23:13 Fixer hold on
23:14 Fixer rubenwardy, unsupported NodeBox version
23:15 Fixer rubenwardy, was reported here too https://forum.minetest.net/viewtopic.php?f=10&t=8494&start=1500#p210464
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