Time Nick Message 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 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 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 06:09 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 06:17 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 :) 06:25 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 VanessaE 1.14142 I guess I meant :P 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 07:28 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 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 :/ 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 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. 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 15:01 paramat #3930 15:01 ShadowBot https://github.com/minetest/minetest/issues/3930 -- No light spread at night in lua mapgens 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 15:45 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 15:50 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 15:54 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 16:11 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 16:28 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 :) 16:36 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 16:58 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 17:26 Fixer slow block loading? interesting 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 17:38 hmmmm rubenwardy_ i just responded to your complaint read the logs 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 :) 18:02 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 18:36 hmmmm grr this light spreading thing is tougher than it looks 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 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 20:34 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: game@985 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? -_- 21:25 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 21:40 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 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* 22:53 Fixer hehe 22:53 Fixer confirmed 23:00 Fixer https://github.com/minetest/minetest/issues/3935 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