Time |
Nick |
Message |
00:08 |
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00:49 |
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00:56 |
sofar |
I'm seeing hangs in the current TNT state of the PR myself |
00:56 |
sofar |
nore: ^^ |
01:22 |
sofar |
pushed a fix for 2 nil derefs that would hang the server. With too much TNT I think the voxelmanips may just contest the data |
01:32 |
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03:22 |
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04:36 |
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04:58 |
gregorycu |
Anyone here a mapgen dude? |
05:10 |
sofar |
paramat |
05:10 |
sofar |
or hmmmm |
05:10 |
sofar |
I think |
05:11 |
gregorycu |
Wish those fella would get active |
05:13 |
hmmmm |
what's wrong |
05:14 |
gregorycu |
Just wondering why we have two ways to spread lighting |
05:14 |
gregorycu |
The mapgen way and the non-mapgen way |
05:14 |
gregorycu |
Also, it appears that mapgen doesn't calculate the "at-night" lighting |
05:15 |
gregorycu |
(There are two lighting banks - it only calculates the daytime one) |
05:16 |
hmmmm |
the non-mapgen way is necessary for accurate lighting updates through multiple blocks whereas the mapgen lighting only works on a single contained chunk |
05:16 |
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05:16 |
hmmmm |
at-night lighting is not calculated as part of an optimization since we're able to assume that night light levels will always be 0 |
05:16 |
hmmmm |
it doesn't really matter, the lighting system needs to go |
05:16 |
hmmmm |
instead of improving what's there |
05:17 |
gregorycu |
That is true, however, I'm not sure we can assume night levels will be 0 |
05:17 |
gregorycu |
They can have torches etc.) |
05:18 |
gregorycu |
Light-emitting lava must work due to the fluid spreading code? |
05:19 |
gregorycu |
The reason I ask these questions is I was investigating a bug, and I saw another bug where lighting isn't properly calculated at night |
05:20 |
gregorycu |
Or rather, FOR night |
05:20 |
hmmmm |
i don't remember |
05:20 |
hmmmm |
let me check. |
05:20 |
gregorycu |
I can check, don't waste your time |
05:20 |
hmmmm |
yeah that's a bug |
05:21 |
hmmmm |
or no it's not |
05:21 |
gregorycu |
Well, you've covered all the possible answers here |
05:21 |
hmmmm |
it depends on what mapblock_mesh.cpp does when generating |
05:22 |
hmmmm |
i don't know if it's been changed since then, but when computing light for a node it'd use MAX(node.light_source, node.param1) |
05:22 |
hmmmm |
if that's still there then there is no bug |
05:23 |
hmmmm |
if a light source's param1 needs to be explicitly filled in, then ye it's a bug |
05:23 |
gregorycu |
This is what underground dungeons look like when they are generated with Lua callbacks during mapgen: http://i.imgur.com/SNkHfZJ.jpg |
05:24 |
gregorycu |
(That's with noclip and fly) |
05:24 |
hmmmm |
okay |
05:24 |
hmmmm |
i can fix this |
05:24 |
hmmmm |
it's not too horrible |
05:25 |
gregorycu |
You just going to loop over the banks in Mapgen::spreadLight ? |
05:25 |
hmmmm |
it doesn't work like that |
05:25 |
hmmmm |
the algorithm needs to be changed a little |
05:25 |
gregorycu |
They'll need to call getLight as opposed to playing with param1 |
05:25 |
gregorycu |
etc. |
05:25 |
gregorycu |
Right? |
05:26 |
hmmmm |
if you want to do things the Correct(tm) way |
05:26 |
hmmmm |
i don't know which is faster |
05:26 |
hmmmm |
light calculation is very hot so i'm worried about microoptimizations here much more than other places |
05:27 |
gregorycu |
Well, not trying to optimise, concerned with correctness |
05:27 |
hmmmm |
so you see how things are & 0x0Fed in spreadLight? |
05:27 |
hmmmm |
that needs to be fixed |
05:27 |
gregorycu |
Yeah |
05:27 |
gregorycu |
Um... |
05:28 |
hmmmm |
and then you need to start either using getLight or make a call before spreadLight and after propgateSunlight that sets a node's param1 to its own light levels |
05:28 |
hmmmm |
either method should work |
05:28 |
gregorycu |
The question is if this work should be in for the next release or not |
05:29 |
hmmmm |
bug fixes are always welcome except when they hurt performance a lot |
05:29 |
gregorycu |
If it doens't need to be in the next release, maybe we can wait for the light rework |
05:29 |
gregorycu |
But I think the light rework was going to be done by RBA... |
05:29 |
hmmmm |
oh cool, there's a release coming soon? |
05:29 |
gregorycu |
Yeah? |
05:29 |
hmmmm |
well |
05:29 |
hmmmm |
RBA doesn't need to hold a monopoly on the graphics |
05:30 |
gregorycu |
um... |
05:30 |
hmmmm |
see the problem is though, once you get involved with minetest, you start to focus on one particular area |
05:30 |
hmmmm |
because you re-write something or add something large |
05:30 |
hmmmm |
and then it starts getting bug reports or feature requests |
05:30 |
hmmmm |
or it needs polishing |
05:30 |
gregorycu |
PM |
05:30 |
hmmmm |
and then you become the X-bitch |
05:30 |
hmmmm |
like that's how I became the mapgen-bitch |
05:31 |
sofar |
yes, this is why I've been touching it all over the map |
05:31 |
sofar |
;) |
05:32 |
sofar |
just making sure, but please just read https://forum.minetest.net/viewtopic.php?f=3&t=14228 |
05:35 |
VanessaE |
sofar: touching? hell you got your hands in everything lately :) |
05:36 |
gregorycu |
(if you know what she means ;) ) |
05:36 |
sofar |
either I can't concentrate, or I just like to do whatever :P |
05:43 |
VanessaE |
that's a good thing, I think. |
05:43 |
VanessaE |
so long as you don't spread yourself too thin. |
05:45 |
ssieb |
Does anyone know if 0-afflatus from github is on IRC and if so, his nick? |
05:47 |
VanessaE |
it's just "afflatus" here. |
05:47 |
VanessaE |
last time my log shows him being in this channel was back on the 8th. |
05:48 |
ssieb |
ok, thanks |
05:49 |
hmmmm |
wow that really sucks about RBA |
05:49 |
hmmmm |
RIP RBA |
05:49 |
VanessaE |
yeah. |
05:49 |
hmmmm |
may his shaders live on |
05:49 |
VanessaE |
there's been some call to dedicate 0.4.14 to his memory |
05:49 |
hmmmm |
so much changes when you're gone from MT for a while |
05:50 |
sofar |
est31 put it in there already |
05:50 |
VanessaE |
esoh? |
05:50 |
hmmmm |
except the version number |
05:50 |
VanessaE |
gah. sofar oh? |
05:52 |
VanessaE |
hmmmm: right now feature freeze is itself on hold. "semi-frozen" |
05:52 |
VanessaE |
not sure for how long, though. |
05:55 |
sofar |
VanessaE: it's in the contributors PR. |
05:56 |
VanessaE |
ah I see it. |
05:56 |
gregorycu |
VanessaE: You run some servers right |
05:57 |
VanessaE |
yep |
05:57 |
gregorycu |
What's the performance of servers like? |
05:57 |
VanessaE |
I run or host over a dozen, about 8 of which are "mine". |
05:57 |
VanessaE |
oh it varies, usually they perform okay these days/ |
05:57 |
VanessaE |
looking for something specific? |
05:57 |
gregorycu |
I'm looking at the code that calculates the lighting for new chunks |
05:57 |
gregorycu |
It's dificient |
05:58 |
gregorycu |
I can fix it, but it looks like it may double the calculation time |
05:58 |
gregorycu |
Actually, it probably won't in most cases |
05:58 |
VanessaE |
how much impact does that have in practice? |
05:58 |
gregorycu |
Hard to tell, I'd have to profile it |
05:59 |
gregorycu |
I think I'll have to test and see |
05:59 |
gregorycu |
If performance is okay, maybe I have a little wiggle room to work with |
06:00 |
VanessaE |
the biggest lighting-related issue I've seen has been with whatever code spawn_tree() uses. aside from the known issue with non-mgv6 shadows, that lighting code has been blamed for the slowness of tree spawning. |
06:01 |
VanessaE |
and of course the known oddity that mapblocks semi-randomly update their lighting during sunset/sunrise if shaders are disabled. Those aside, I can't think of anything lighting related that's actually a particularly big problem (and those arent really, either) |
06:02 |
gregorycu |
I had code to speed up tree spawning, unfortunately on some platforms it slows down other cases |
06:02 |
gregorycu |
With regards to the second thing, the oddity |
06:02 |
gregorycu |
I may be fixing that now |
06:03 |
gregorycu |
It sounds highly likely that I am |
06:03 |
VanessaE |
oh, well that's good news :) but I hadn't figured that even really needed addressed. |
06:03 |
gregorycu |
http://i.imgur.com/SNkHfZJ.jpg |
06:03 |
VanessaE |
saw that |
06:03 |
gregorycu |
These are dungeons at night, during the day they are lit |
06:04 |
VanessaE |
that's an interesting image though, |
06:04 |
hmmmm |
hmm |
06:04 |
VanessaE |
because it also shows that glow-without-light-source thing that came up before, is possible. |
06:05 |
hmmmm |
i just realized, the nodes that are light sources ARE being lit |
06:05 |
hmmmm |
the problem is simply that they're not being spread |
06:05 |
VanessaE |
(where "light source" in this case means it actually lights up the surrounding nodes, rather than just it being defined as such) |
06:05 |
hmmmm |
gregory, do you mind if I do this fix? |
06:05 |
hmmmm |
i have a really simple solution |
06:06 |
gregorycu |
Not at all, go for it |
06:07 |
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06:09 |
VanessaE |
sofar: just looked at #3923. I like your ideas there. |
06:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/3923 -- Make plantlike drawtype more fun. (WIP) by sofar |
06:09 |
gregorycu |
I'm pretty sure I know what hmmmm is going to do :) |
06:10 |
gregorycu |
And that is pass the full value of light, and more carefully subtract |
06:10 |
hmmmm |
pretty much |
06:11 |
hmmmm |
UGH the weblate commit spam |
06:11 |
hmmmm |
UGGGGH |
06:11 |
sofar |
VanessaE: almost done respinning it to gen #2 now |
06:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/2 -- Burned wood |
06:11 |
sofar |
buuuurn |
06:11 |
VanessaE |
heh |
06:12 |
sofar |
like the video? |
06:12 |
VanessaE |
oh, I didn't see the video link in there. |
06:12 |
VanessaE |
*looks& |
06:13 |
sofar |
I've since cleaned up the bitfield, it's a bit more comprehensible, but the video is nonetheless good to follow I think |
06:13 |
VanessaE |
nice nice |
06:13 |
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06:17 |
VanessaE |
here's an idea for another of the shapes managed by bits 2-0: 4 could make it # shaped, but with a small outward angle to the faces. |
06:17 |
VanessaE |
(something like an inverse of firelike, I think) |
06:17 |
sofar |
yeah, exactly |
06:17 |
sofar |
that would be a good shape |
06:18 |
sofar |
we could actually make some really decent ferns and flowers |
06:18 |
VanessaE |
Calinou pointed out how symmetry is an issue with some plants - bit 5 could be a flag to "screw up" that symmetry where it exists. |
06:20 |
VanessaE |
bit 6 could be a flag that vertically subdivides the shape selected by bits 2-0, distorting the resultant faces into "zigzag" patterns. negative to that is it would considerably increase the number of faces. |
06:20 |
sofar |
I've played with that one. it's actually what MC does for some wild plants |
06:21 |
sofar |
wait what? |
06:21 |
sofar |
cutting the faces? |
06:21 |
sofar |
that would be hard to UV map |
06:21 |
VanessaE |
yeah. probably not trivial though |
06:21 |
VanessaE |
it's just an idea off the top of my head. |
06:22 |
VanessaE |
one of those flag bits could be used to superimpose default:water (or another chosen node def) over the plant, for underwater deco |
06:22 |
VanessaE |
default:water_source that is. |
06:22 |
sofar |
I thought of that, but not sure about the implementation |
06:24 |
sofar |
have you seen the NDT_*LIQUID parts of content_mapblock.cpp? lol |
06:24 |
VanessaE |
no, I have not. |
06:24 |
VanessaE |
not recently anyway |
06:24 |
VanessaE |
sounds like it's better that I don't :) |
06:24 |
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06:25 |
hmmmm |
ack |
06:25 |
hmmmm |
okay i got git working again |
06:26 |
hmmmm |
https://github.com/kwolekr/minetest/commit/f20614879a08b0d9deb0eb72ee531478e99db818 PTAL pushing in 15 minutes, trivial |
06:26 |
sofar |
uh |
06:26 |
sofar |
that's part of another PR |
06:27 |
hmmmm |
?? |
06:27 |
sofar |
https://github.com/minetest/minetest/pull/3921 |
06:27 |
sofar |
Some of these were harmless warnings, but a few were substantial bugs. |
06:27 |
sofar |
m_camera was unused |
06:27 |
sofar |
by ShadowNinja |
06:29 |
hmmmm |
oh boy |
06:29 |
hmmmm |
30 file commit, looks like that needs to be reviewed first... |
06:32 |
VanessaE |
sofar: oh also, bit 4 is redundant. visual_scale=1.4142 would achieve the same effect. |
06:32 |
VanessaE |
(or whatever the correct scale is) |
06:32 |
sofar |
right |
06:32 |
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06:32 |
VanessaE |
1.14142 I guess I meant :P |
06:40 |
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06:48 |
hmmmm |
ewhh |
06:49 |
hmmmm |
doing things the right way in lightSpread is kind of ugly and slow... |
07:03 |
gregorycu |
What are you doing exactly? |
07:03 |
gregorycu |
What I thought you would do is basically make the function handle both halves of light at once |
07:04 |
gregorycu |
So you subtract 1 from the lower and upper parts (if above 0) |
07:04 |
gregorycu |
And then spread light to neighbours if the number is not 0 |
07:04 |
gregorycu |
Which I don't think would be too slow |
07:05 |
gregorycu |
Or too ugly |
07:07 |
VanessaE |
bbl |
07:14 |
hmmmm |
it's the case where param1 isn't being used for light |
07:14 |
hmmmm |
it requires all those contentfeatures lookups |
07:15 |
hmmmm |
each contentfeatuers is huge in size... it won't all fit in a cache line |
07:15 |
hmmmm |
each ndef->get() call murders the L1 cache |
07:18 |
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07:28 |
gregorycu |
Oh |
07:28 |
gregorycu |
Putting the night lighting issue aside |
07:28 |
gregorycu |
Doesn't this mean it's currently fucked? |
07:29 |
gregorycu |
I suppose "nobody" uses param1 for non-light purposes during mapgen? |
07:33 |
gregorycu |
Maybe ignore this problem ;) |
07:34 |
celeron55 |
a separate lookup table for the things that that algorithm uses probably would make sense |
07:34 |
celeron55 |
it would murder L1 less often |
07:46 |
hmmmm |
gregorycu: nobody uses param1 for non-light purposes |
07:46 |
hmmmm |
this will definitely change once we get real lighting in the engine |
07:47 |
gregorycu |
We will also change this code at the same time right? |
07:47 |
hmmmm |
imho the MapNode methods suffer from a problem similar to the original Mapgen calc lighting |
07:47 |
hmmmm |
they handle all edge cases very elegantly, and are feature complete, but dog slow |
07:47 |
hmmmm |
they do too much checking |
07:48 |
hmmmm |
which is why I manipulate param1 manually |
07:48 |
hmmmm |
yeah I guess it can be changed then but for now something simple is fine |
07:50 |
gregorycu |
My vote is change the code to support night, and not care about other uses of param1 |
07:50 |
gregorycu |
Not sure if that's what you saying |
07:51 |
hmmmm |
honestly, i don't know what i'm saying |
07:51 |
hmmmm |
all i know is that right now it needs to work with minimal impact to performance |
07:51 |
gregorycu |
I gotta run to training |
07:51 |
hmmmm |
this function accounts for over 50% of the mapgen time |
07:52 |
gregorycu |
What is the cost of correctness |
07:52 |
hmmmm |
hundreds and hundreds of MS per run |
07:52 |
gregorycu |
Maybe push it to 60%? |
07:52 |
hmmmm |
i can do better than that probably |
07:53 |
gregorycu |
Most of the time the night path won't cause additional recursion |
07:53 |
* gregorycu |
& |
08:25 |
hmmmm |
..... wtf paramat |
08:30 |
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08:30 |
hmmmm |
how on earth did the dungeons get nerfed |
08:45 |
hmmmm |
paramat: idk how but somehow the rarity of dungeons was set to an impossible level |
08:45 |
hmmmm |
also blocks for some reason got really slow to load |
08:45 |
hmmmm |
in any case, the main problem was that light_produced is a single number from 0 to 15, not a packed light bitfield like we thought. that's the cause of the bug :/ |
09:02 |
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11:48 |
gregorycu |
I am back |
11:51 |
* gregorycu |
is back |
11:51 |
gregorycu |
lol, sorry, forgot i already said I was |
12:00 |
Fixer |
np |
12:02 |
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13:40 |
paramat |
!tell hmmmm i haven't changed dungeon rarity, but i'll check, too rare now? |
13:40 |
ShadowBot |
paramat: O.K. |
13:59 |
paramat |
!tell hmmmm the screenshot gregorycu posted, and the lighting bug he's working on, are both from roomgen mod which has leak issues https://github.com/minetest/minetest/issues/3566 just in case the mod code or the leak may be affecting lighting |
13:59 |
ShadowBot |
paramat: O.K. |
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14:49 |
paramat |
hmmmm just confirmed that lighting bug in my lua mapgens |
14:50 |
paramat |
light sources spread their light in daytime, but change time to night and only the light source itself is lit, there is no light spread |
14:51 |
paramat |
will open issue |
14:52 |
paramat |
i guess it wuldn't affect core mapgen lava because that is always flowing and therefore updating lighting |
14:55 |
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15:00 |
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15:01 |
paramat |
#3930 |
15:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/3930 -- No light spread at night in lua mapgens |
15:13 |
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15:30 |
hmmmm |
yes it's coming |
15:30 |
paramat |
:) |
15:33 |
hmmmm |
https://github.com/kwolekr/minetest/commit/490e5085b9078fc3141161c1eaca2db0ecfc7ab0 |
15:35 |
hmmmm |
paramat, the dungeons aren't too rare, they're never generated. |
15:35 |
hmmmm |
have a look at the default NoiseParams that all the mapgens use in dungeongen.cpp |
15:36 |
hmmmm |
the threshhold the dungeons need to pass is 2.0, but the offset is 0, the scale is only 1, and there are two octaves and a persistence below 1.0 |
15:36 |
hmmmm |
that means the maximum possible value for that noiseparams is 1.8 |
15:36 |
paramat |
eh weird how did that change |
15:36 |
hmmmm |
i need to look better. |
15:36 |
paramat |
i still get dungeons, anyway i'll investigate |
15:36 |
hmmmm |
i remember you made some change along those lines |
15:37 |
paramat |
i didn't touch the noise |
15:38 |
paramat |
the threshold is 0.2 |
15:39 |
paramat |
but still, i do remember dungeons being rare once when i was playing, so i'll test |
15:41 |
hmmmm |
oh weird it is |
15:41 |
hmmmm |
did not mean to accuse you |
15:41 |
hmmmm |
why on earth are no dungeons generated |
15:42 |
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15:45 |
hmmmm |
okay i think it's block sending or emerging that got nerfed |
15:46 |
hmmmm |
it's way slower than it should be |
15:49 |
paramat |
i had an experience of not finding them for ages, then after 5 mins flying, suddenly they're there |
15:49 |
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15:50 |
paramat |
i'll check by making the noise always cross the threshold and checking they're in every chunk |
15:50 |
hmmmm |
no, it's fine |
15:50 |
hmmmm |
it's really not the problem |
15:50 |
hmmmm |
my original assessment of the issue was wrong, it's just that i'm being kind of distracted with other things at the moment |
15:51 |
paramat |
ok |
15:53 |
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15:54 |
est31 |
i do like them rare |
15:54 |
est31 |
more dungeons than caves is boring imo |
15:57 |
paramat |
they're either one or none per mapchunk, depending on noise crossing threshold |
16:00 |
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est joined #minetest-dev |
16:11 |
paramat |
confirmed dungeons are fine by setting threshold to -10, there was 1 per mapchunk |
16:23 |
est |
I think I don't have the power to find and fix the bugs in #3848 in the next time anymore |
16:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/3848 -- Send only changed node metadata to clients instead of whole mapblock by est31 |
16:23 |
est |
what about shipping the release without that pr |
16:24 |
est |
it would also benefit from a longer period of testing, its the kind of PRs that can introduce subtle bugs |
16:25 |
hmmmm |
unit tests would help |
16:26 |
hmmmm |
in any case we should hold off on a release until this slow block loading is solved |
16:26 |
est |
make an issue and mark it blocker |
16:26 |
est |
and best name a revision that loads faster |
16:26 |
hmmmm |
that requires investigation |
16:27 |
hmmmm |
i'm busy |
16:27 |
est |
me too |
16:27 |
hmmmm |
should probably just make an issue that's a spike story |
16:27 |
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16:28 |
hmmmm |
errr.. agile terminology lol |
16:28 |
hmmmm |
you know what i mean |
16:29 |
est |
I'm not that into these terms, but i know how to use google :) |
16:31 |
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16:36 |
paramat |
ok thanks for your work on 3848, are you able to work on the noclip thing for release? |
16:39 |
paramat |
removed milestone from 3848 |
16:40 |
hmmmm |
noclip thing??? |
16:41 |
hmmmm |
i was working on 3930, not 3848 |
16:41 |
paramat |
#3894 |
16:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/3894 -- Add serverside noclip enforcement by est31 |
16:41 |
paramat |
i was talking to est sorry |
16:41 |
hmmmm |
est left the channel |
16:41 |
paramat |
yeah |
16:45 |
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16:58 |
hmmmm |
oy yoy yoy, fix one thing break another |
16:59 |
hmmmm |
i need to fix my fix, now a light source placed on mapgen time would make a shadow around the node on the day lightbank |
17:00 |
hmmmm |
fuck me |
17:00 |
hmmmm |
the day light bank is the top nibble, not the bottom |
17:01 |
hmmmm |
how many more times did i repeat this mistake |
17:01 |
hmmmm |
set_lighting is broken |
17:02 |
hmmmm |
or rather, i'm wrong about being wrong, it's fine |
17:06 |
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17:26 |
Fixer |
slow block loading? interesting |
17:28 |
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17:30 |
rubenwardy |
Server keeps crashing due to segfaults: https://gist.github.com/rubenwardy/77a9716dceec74a7a523d410940be743 |
17:33 |
hmmmm |
no idea but... those if (m_blocks_...find(p) != m_blocks_....end()) ... aren't necessary |
17:34 |
hmmmm |
m_blocks_sending is the problematic rbtree |
17:36 |
hmmmm |
sounds to me like it tried to erase an iterator that was already invalidated |
17:37 |
hmmmm |
since there's no *iterator* involved, but rather an access by key, it seems like your crash is caused by a race condition in accessing RemoteClient::m_blocks_sending |
17:37 |
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17:38 |
hmmmm |
rubenwardy_ i just responded to your complaint read the logs |
17:39 |
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17:39 |
rubenwardy_ |
that's interesting |
17:40 |
rubenwardy_ |
Would it be useful for me to run a debug build or at least do -ggdb? Or do you have enough info already? |
17:40 |
hmmmm |
there's enough information already |
17:41 |
hmmmm |
just add a mutex around RemoteClient accesses |
17:41 |
rubenwardy_ |
awesome |
17:41 |
hmmmm |
and you should be good to go |
17:58 |
sfan5 |
pushing in 10 mins http://sprunge.us/BTcQ?diff |
17:59 |
Fixer |
paramat, ahh, just cought this https://i.imgur.com/N0BZLGp.png |
18:00 |
sofar |
Fixer: known decoration bug |
18:00 |
sofar |
the tree massacre bug :) |
18:01 |
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18:02 |
Fixer |
block loading is fine for me, at least in valleys, just usual stutters |
18:02 |
paramat |
yeah i get chopped trees sometimes |
18:03 |
paramat |
oh y = 47 surprise |
18:03 |
Fixer |
smth new? |
18:03 |
paramat |
sarcasm :) |
18:03 |
paramat |
no it's not new |
18:06 |
Krock |
omg! a chunk border |
18:06 |
kaadmy |
chunk borders=evil |
18:07 |
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18:11 |
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18:34 |
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18:36 |
hmmmm |
grr this light spreading thing is tougher than it looks |
18:36 |
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18:36 |
hmmmm |
https://github.com/kwolekr/minetest/commit/490e5085b9078fc3141161c1eaca2db0ecfc7ab0#diff-f4dada645aa2c6343e16a20b047c07c5R265 this line is the problem |
18:37 |
hmmmm |
we should only stop propogating light if there is no more light to propogate... but this is a problem for the case where a light source (e.g. light 99) propogates into a block with sunlight (light 0F) |
18:38 |
hmmmm |
if light_day, the light being propogated, (9 in our example) is less than or equal to the node's current light, then don't bother propogating |
18:39 |
hmmmm |
but with that && we only don't bother propogating if same is true for night |
18:40 |
hmmmm |
if we remove the condition for night lightbanks, then the original problem the commit is supposed to resolve returns |
18:45 |
hmmmm |
well there's a definite performance hit, but it shouldn't be too bad... at least it's correct now. PTAL: https://github.com/kwolekr/minetest/commit/e6e8d725ffa4ca409e0e972ca5d57820fc382696 |
18:48 |
sfan5 |
i have no idea what your code does but it looks fine |
18:55 |
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19:01 |
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19:39 |
hmmmm |
sfan5: I added some comments and improved others: https://github.com/kwolekr/minetest/commit/8a18d7f1ba7a5271751b7f33b012ee24eac10234 |
19:46 |
Fixer |
btw, someone noticed, me included, warnings in default minetest like these: WARNING[Main]: Map::getNodeMetadata(): Block not found |
19:52 |
paramat |
fixer yes i get those too |
19:53 |
paramat |
occasionally |
19:55 |
hmmmm |
paramat give me a PR of yours to review and i'll look at it if you review mine :) |
19:55 |
hmmmm |
#3932 |
19:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/3932 -- Mapgen: Spread both night and day light banks in spreadLight by kwolekr |
19:56 |
paramat |
ok now looking at yours |
19:56 |
paramat |
i can test it too |
19:57 |
paramat |
#3914 is easy |
19:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/3914 -- Mgv7: Decrease cliff steepness by paramat |
19:59 |
paramat |
another one is #3915 |
19:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/3915 -- Nodes shader: Decrease amplitude of waving leaves and plants by paramat |
20:05 |
hmmmm |
hmm i didn't even notice the new waving |
20:05 |
hmmmm |
when did that happen... |
20:06 |
paramat |
i did that a while back |
20:10 |
hmmmm |
is it just my imagination or is it difficult to find trees in mgv6 now |
20:12 |
Fixer |
fine for me, spawned in jungle |
20:14 |
Fixer |
many different trees around |
20:14 |
Fixer |
probably RNG god were not good to you |
20:15 |
paramat |
tree distribution is the same in mgv6, but there are ore biomes, including tundra, and biomes are slightly larger now |
20:16 |
paramat |
(more biomes) |
20:16 |
paramat |
new biome system when snowbiomes were added as default |
20:18 |
Fixer |
ore biomes? |
20:18 |
paramat |
heh |
20:20 |
Fixer |
that will be cool btw |
20:20 |
Fixer |
as an option |
20:20 |
Fixer |
for example, find mese in glacier biome only |
20:20 |
Fixer |
coal in jungles %) |
20:20 |
Fixer |
below* |
20:22 |
paramat |
ores can be restricted to certain biomes already |
20:23 |
Fixer |
nice |
20:27 |
sofar |
WARNING[Main]: Map::getNodeMetadata(): Block not found -> could this be because voxelmanips modified the area? |
20:30 |
paramat |
3932 tested and good +1 |
20:30 |
hmmmm |
alright pushing then |
20:31 |
hmmmm |
did you code review it too? |
20:32 |
paramat |
yes |
20:32 |
hmmmm |
are the comments understandable? |
20:33 |
paramat |
they were helpful |
20:33 |
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20:34 |
paramat |
i was able to mostly understand what's going on |
20:46 |
sofar |
well nice |
20:46 |
sofar |
will test later and see if I can break it ;) |
20:50 |
paramat |
#3926 seems to help roomgen mod a lot in testing |
20:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/3926 -- mg_schematic: fix leak-like behaviour, and small cleanup by est31 |
21:03 |
sofar |
paramat: game985 |
21:04 |
sofar |
game#985 even |
21:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/985 -- boat model contains 1700+ tris |
21:04 |
paramat |
great |
21:04 |
sofar |
it's like 2/3rds done, just need an hour more to make it nice |
21:16 |
hmmmm |
what? changing != to < in a for loop is not a cleanup |
21:16 |
hmmmm |
that's a style preference |
21:23 |
Fixer |
paramat, whats up with light in caves? -_- |
21:24 |
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21:25 |
Fixer |
paramat, screenshot: https://i.imgur.com/djdXcA3.png / on https://i.imgur.com/djdXcA3.png |
21:25 |
Fixer |
paramat, screenshot: https://i.imgur.com/djdXcA3.png / on minetest-0.4.13-8f43aaf-win64-PR3810-3856-3914-3915-3926-3932 * |
21:25 |
Fixer |
i think at y = -47 |
21:26 |
Fixer |
or near it |
21:28 |
Fixer |
valleys mapgen |
21:30 |
Fixer |
more like -49 -50 |
21:31 |
paramat |
i thought i fixed that recently |
21:31 |
Fixer |
paramat, in what PR? i still see it :( placing torches don't fix it btw, changing time too |
21:32 |
paramat |
ah if it's -48 then it's not a chunk border |
21:32 |
Fixer |
paramat, hold on |
21:32 |
paramat |
must be a different issue to the one i fixed |
21:33 |
paramat |
occasional lighting bugs like this don't surprise me =/ |
21:33 |
Fixer |
paramat, https://i.imgur.com/S2ucbo6.png |
21:34 |
Fixer |
i think it is brightest part |
21:34 |
Fixer |
49-50 i guess |
21:34 |
paramat |
co-ord is of feet, so add 1.5 |
21:34 |
Fixer |
paramat, it is everywhere on same level, try it |
21:35 |
paramat |
-48 = -32 - 16 so 1 mapblock below chunk border |
21:35 |
paramat |
ok will test |
21:35 |
Fixer |
paramat, it should be reproducable, at least on valleys |
21:37 |
Fixer |
paramat, it feels like it is on edge of some mapblocks https://i.imgur.com/3DTCXOf.png , it appears on same level, but not everywhere on it |
21:38 |
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21:40 |
paramat |
can't reproduce it yet |
21:41 |
paramat |
i made a fix for light in tunnels 17 days ago |
21:41 |
paramat |
but that was at mapchunk borders |
21:42 |
Fixer |
paramat, try same seed |
21:43 |
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21:43 |
Fixer |
guh, started underground |
21:43 |
paramat |
(.. i mean at horizontal borders) ok |
21:43 |
paramat |
0 0 0? |
21:43 |
Fixer |
paramat, noclip was on so i fell down |
21:44 |
sfan5 |
paramat: game#3894 is a feature and shouldn't be in the 0.4.14 milstone |
21:44 |
ShadowBot |
sfan5: Error: Delimiter not found in "HTTP Error 404: Not Found" |
21:44 |
Fixer |
it is not ready anyway |
21:44 |
sfan5 |
s/game// |
21:46 |
sfan5 |
paramat: also isn't #3907 ready for merge? |
21:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/3907 -- Update credits tab by est31 |
21:47 |
Fixer |
paramat, you are testing with hmmmmm PR? |
21:47 |
Fixer |
i don;t have this on earlier build, hmm |
21:48 |
Fixer |
let me compile cleanest one |
21:48 |
paramat |
no i'm a few commits back |
21:49 |
paramat |
3 behind |
21:49 |
Fixer |
paramat, affected build has PR 3932 and 3926 |
21:49 |
Fixer |
i will try without 3932 |
21:50 |
sfan5 |
also what about #3925 |
21:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/3925 -- stop falling.lua error by tenplus1 |
21:50 |
paramat |
sfan5 3894 seems needed for release |
21:50 |
sfan5 |
for the doors? |
21:50 |
sofar |
it's not needed for doors |
21:51 |
sofar |
it just closes a bug |
21:51 |
sfan5 |
then it's not needed |
21:51 |
sfan5 |
it's an entirely new feature imo |
21:51 |
sofar |
est31's fix is really badly wanted |
21:51 |
paramat |
3907 is to be merged shortly before release apparently, so no rush |
21:52 |
sofar |
is there a way to emerge a mapblock but omit light calculation until later? |
21:53 |
paramat |
3925 looks ok |
21:54 |
sfan5 |
paramat: as 3925 is a trivial fix, can i merge it now? |
21:54 |
paramat |
but 3894 has slow path search so needs work apparently |
21:55 |
paramat |
yeah |
21:55 |
paramat |
sfan5 go ahead |
21:56 |
Fixer |
paramat, you cant even walk down the slope with 3894 |
21:56 |
Fixer |
or up |
22:09 |
nrzkt |
sfan5, nore, paramat or someone else, i added #3934 as a trivial function reorganisation for the feature freeze. No functionnal change, just a little code style enhancement |
22:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/3934 -- Fix ParticleManager::handleParticleEvent coding style by nerzhul |
22:10 |
paramat |
hmmmm comparison https://github.com/minetest/minetest/pull/3914#issuecomment-203134022 |
22:23 |
Fixer |
paramat, my suspect is |
22:23 |
Fixer |
Mapgen: Spread both night and day light banks in spreadLight |
22:23 |
Fixer |
, let me check once more :) |
22:23 |
Fixer |
paramat, compiled without it, voila, no bug |
22:27 |
Fixer |
paramat, you can probably reproduce it on latest git |
22:27 |
paramat |
hm, you wrote 8f43aaf earlier which is before that |
22:27 |
paramat |
ok i'll test |
22:28 |
Fixer |
paramat, no, it included hmmms PR with light fixes |
22:28 |
paramat |
ok |
22:29 |
paramat |
this tends to happen, fix one light bug and another pops up somewhere else |
22:30 |
Fixer |
let me compile fresh git, it should have this problem by default, i will write than issue |
22:30 |
Fixer |
then* |
22:31 |
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22:40 |
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22:53 |
Fixer |
hehe |
22:53 |
Fixer |
confirmed |
23:00 |
Fixer |
https://github.com/minetest/minetest/issues/3935 |
23:02 |
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23:09 |
paramat |
=/ |
23:25 |
hmmmm |
7657 3876 8802 7365 433 |
23:25 |
hmmmm |
-123, -50, 35 |
23:25 |
hmmmm |
let's see this |
23:27 |
hmmmm |
yaw=309 |
23:29 |
Fixer |
i did start via server |
23:30 |
hmmmm |
sorry man no el reproduce-o |
23:30 |
hmmmm |
http://i.imgur.com/SVTIdK1.png |
23:30 |
Fixer |
hmmmm, hold on |
23:31 |
Fixer |
hmmmm, i see it |
23:31 |
Fixer |
hmmmm, look to left from crossh |
23:31 |
hmmmm |
ok i see it |
23:31 |
Fixer |
hmmmm, left and up a little |
23:31 |
kaadmy |
a bit higher than the crosshair |
23:31 |
hmmmm |
-6 -50 200 |
23:31 |
Fixer |
hmmmm, fly a bit more, it is not rare, you can spot it in many areas, just keep going at -50 |
23:32 |
Fixer |
you should find more |
23:33 |
hmmmm |
weird though our caves shouldn't be different like that |
23:33 |
hmmmm |
mmmm |
23:33 |
Fixer |
hmmmm, anyway, you reproduced the light, right? |
23:33 |
hmmmm |
yeah but it's not common at all |
23:34 |
Fixer |
much more common for me, interesting |
23:34 |
Fixer |
at least with that vrange |
23:34 |
Fixer |
hmmmm, maybe you will get more in other areas, that i different from mine |
23:35 |
hmmmm |
yea i'm getting more now |
23:35 |
Fixer |
busted |
23:36 |
hmmmm |
can confirm it's a regression from that last commit |
23:41 |
paramat |
might depend on whether you're generating chunks upwards or downwards |
23:47 |
paramat |
this is like a mirror image of the y = 63 bug #2759 |
23:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/2759 -- Shadow bug at y = 63 in mgv5/mgv7/mgflat/mgfractal/mgvalleys(/mgwatershed) |
23:47 |
hmmmm |
it looks like uninitialized memory that was previously covered up by the & 0x0F in the previous version of spreadLight |
23:48 |
hmmmm |
ahhhh |
23:48 |
hmmmm |
that's right, i forgot zeno removed MapNode initialization for vmanips |
23:48 |
hmmmm |
except instead of mapnode content, this time the bug is light |
23:51 |
Fixer |
started huge fire, game not crashed, fps is 30-60, previously it was near 0 with such fires |
23:52 |
Fixer |
max_lag 0.3 |
23:53 |
sofar |
is that with nodetimer fires? |
23:53 |
sofar |
and nodetimer interval tweaks? |
23:54 |
Fixer |
i think not, just defaults |
23:54 |
Fixer |
i'm satisfied |
23:54 |
Fixer |
https://i.imgur.com/1udgZ3S.jpg |
23:54 |
Fixer |
mem usage is good |
23:55 |
Fixer |
earlier starting that big fires was no go |
23:55 |
sofar |
I did do an optimization to fire recently |
23:55 |
sofar |
https://github.com/minetest/minetest_game/commit/e5304ce674d8fe6da8e8274428b128caf9e063eb |
23:56 |
Fixer |
sofar, btw, did you notice that after server restart, fire looses its sound? it only appears on new fire nodes |
23:56 |
Fixer |
should i open another issue? |
23:56 |
sofar |
that's a result of how fire sounds work |
23:56 |
sofar |
it should make a sound after a while again |
23:57 |
Fixer |
MT is ready for Forest Burning Simulator 2017 |
23:57 |
sofar |
also: https://github.com/minetest/minetest_game/pull/956 |
23:57 |
sofar |
also merged |
23:57 |
sofar |
I'd actually like to convert all fire to nodetimers |
23:58 |
sofar |
abm's to set stuff ablaze, but nodetimers to *remove* them after a set time |
23:59 |
Fixer |
i go sleep anyway, gn, have fun |