Time |
Nick |
Message |
00:18 |
rubenwardy |
The rendering of formspecs appears to have changed: my label which is defined after an image is being drawn under that image |
00:29 |
paramat |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L544 surely axisdir is facedir / 4 not modulo? think i'll correct this in my rotation PR |
00:30 |
paramat |
rotation around the axis is facedir modulo 4 |
00:47 |
paramat |
will merge #3914 #3915 in a moment |
00:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/3914 -- Mgv7: Decrease cliff steepness by paramat |
00:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/3915 -- Nodes shader: Decrease amplitude of waving leaves and plants by paramat |
00:50 |
paramat |
now mergng |
00:51 |
paramat |
(merging) |
00:56 |
paramat |
done |
01:27 |
ssieb |
paramat: I mentioned that div/modulo thing a while ago and was told that I was wrong :-) |
01:29 |
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01:30 |
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Zeitgeist_ joined #minetest-dev |
01:30 |
paramat |
yes i got confused |
01:30 |
paramat |
i checked it because you mentioned it, so thanks |
01:52 |
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02:12 |
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proller joined #minetest-dev |
03:26 |
sofar |
wow this boat model... lol |
03:26 |
* sofar |
uvmaps |
03:51 |
hmmmm |
ahhhh! i'm losing it |
03:54 |
hmmmm |
actually nevermind, i literally just figured it out right now |
03:54 |
hmmmm |
heh. it's really subtle. it's an 'optimization' that i made in spreadLight that turned out to be subtly incorrect |
03:54 |
hmmmm |
https://github.com/minetest/minetest/commit/0338c2eb91ca2ba19551aaa23bbfb46552cee9ac#diff-f4dada645aa2c6343e16a20b047c07c5L245 |
03:55 |
hmmmm |
"oh, I don't want to repeat the same vmanip index calculation twice, so i'll calc the index first and then use that index to check if the position is in the vmanip!" |
03:55 |
hmmmm |
wrong part: "in the vmanip" |
03:56 |
hmmmm |
the original code checked if the position was contained in the voxelarea 'a', not the vmanip's area |
03:56 |
hmmmm |
'a' is a subset of the voxelmanip's voxelarea |
03:56 |
hmmmm |
oops |
04:20 |
hmmmm |
https://github.com/kwolekr/minetest/commit/0115da1d6348a08388238d8728daaa048a603522 |
04:20 |
hmmmm |
pushing in 15 minutes |
04:21 |
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04:34 |
sofar |
http://i.imgur.com/8njhr4l.png |
04:34 |
sofar |
almost done with the boat I think ^^ |
04:43 |
sofar |
http://i.imgur.com/stiVzsa.jpg |
04:43 |
sofar |
result in-game appearance of the boat |
05:11 |
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07:19 |
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07:19 |
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Darcidride_ joined #minetest-dev |
07:41 |
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nrzkt joined #minetest-dev |
08:01 |
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Amaz joined #minetest-dev |
08:46 |
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davisonio joined #minetest-dev |
09:47 |
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10:13 |
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Fixer joined #minetest-dev |
10:58 |
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iangp joined #minetest-dev |
11:17 |
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Bro666 joined #minetest-dev |
11:17 |
Bro666 |
Hello! |
11:17 |
Bro666 |
I noticed that in version 4.10 there is a "Online mod repository" button in the "Mods" tab. |
11:17 |
Bro666 |
In the 4.13dev version, there is no such button. |
11:17 |
Bro666 |
[13:06] <Bro666> The button in 4.10 doesn't seem to do anything. |
11:25 |
Fixer |
https://github.com/minetest/minetest/pull/3926 can be merged i guess |
11:34 |
nore |
Bro666: Yes, mmdb (Minetest mod database) was dropped |
11:34 |
nore |
it didn't work |
11:38 |
nrzkt |
nore can you look at #3924 |
11:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/3924 -- Colored item descriptions |
11:38 |
nrzkt |
err |
11:38 |
nrzkt |
#3934 |
11:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/3934 -- Fix ParticleManager::handleParticleEvent coding style by nerzhul |
11:40 |
nore |
nrzkt: looking |
11:41 |
Fixer |
Bro666, i think this it (for android): http://rubenwardy.com/mtmods4android/ |
11:42 |
Fixer |
this is it* |
11:42 |
nore |
nrzkt: looks good |
11:43 |
nrzkt |
thanks, can you vote ? :) |
11:43 |
nrzkt |
sfan5, kahrl if you get time too |
11:43 |
sfan5 |
nrzkt: it's just code style changes... you have my +1 |
11:50 |
Bro666 |
Fixer: checking it out. Thanks for the pointer. |
11:51 |
Bro666 |
Oh... I see. It is an independent app. Cool. |
11:52 |
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12:02 |
Obani |
#3926 has three approvals |
12:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/3926 -- mg_schematic: fix leak-like behaviour, and small cleanup by est31 |
12:06 |
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STHGOM joined #minetest-dev |
12:06 |
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proller joined #minetest-dev |
12:27 |
nore |
sfan5: you're moderator on the forum, right? |
12:27 |
sfan5 |
yes |
12:27 |
nore |
could you delete this user please? https://forum.minetest.net/memberlist.php?mode=viewprofile&u=19195 |
12:27 |
nore |
(and the 12 spam posts he made) |
12:29 |
sfan5 |
tfw someone replied to the spam |
12:31 |
sfan5 |
500 Internal Server Error |
12:31 |
sfan5 |
nice |
12:34 |
nore |
sfan5: I got that one too :/ |
12:34 |
sfan5 |
just try again a few times |
12:34 |
nore |
reloading fixed it though |
12:35 |
celeron55 |
what |
12:36 |
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gregorycu joined #minetest-dev |
12:36 |
gregorycu |
Sup cool cats |
12:36 |
nore |
hi gregorycu :) |
12:38 |
gregorycu |
12 hour working day, time for some minetest |
12:38 |
sfan5 |
working days are overrated |
12:38 |
sfan5 |
i prefer holidays :) |
12:39 |
gregorycu |
Well, you're not stupid that's for sure |
12:39 |
gregorycu |
I've jumped on to look at two bugs, and people have yanked them out from under me |
12:40 |
gregorycu |
Last couple of days |
12:40 |
celeron55 |
looks like the server is capping out on php-fpm worker connections |
12:40 |
celeron55 |
did the 500 page indicate anything like this or was it just a completely generic 500 error page? |
12:41 |
sfan5 |
generic |
12:41 |
sfan5 |
the standard nginx one |
12:43 |
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Darcidride joined #minetest-dev |
12:44 |
gregorycu |
c55: Quick question, we don't seem to use the assignee feature of github much |
12:44 |
gregorycu |
Is that a deliberate decision |
12:45 |
celeron55 |
usage of it is neither endorsed nor disallowed |
12:45 |
gregorycu |
Cool |
12:45 |
celeron55 |
it's not used much due to the way development tends to be organized |
12:46 |
gregorycu |
Or not organised ;) |
12:47 |
celeron55 |
basically if someone wants to assign an issue to themselves to indicate to others that they are working on it, they can |
12:47 |
celeron55 |
other uses don't make sense |
12:48 |
gregorycu |
Sounds good to me |
12:54 |
celeron55 |
i doubled the worker connections for the forum and the wiki (which seemed to be slightly limited by them); now everything should run 100% properly again |
12:54 |
gregorycu |
I'm going to look at the (suspected) performance regression mentioned here: https://github.com/minetest/minetest/issues/3931 |
12:56 |
celeron55 |
uh... or not; what the hell is this request spam |
13:01 |
gregorycu |
Dearest paramat, what is up with your cave generation |
13:01 |
gregorycu |
It's 15x slower than it used to be |
13:02 |
gregorycu |
He ain't here |
13:04 |
Fixer |
gregorycu, since when? he increased frequency of caves in v7 |
13:04 |
gregorycu |
Nov 10 2015 |
13:05 |
Fixer |
you test in mapgen 7? |
13:05 |
gregorycu |
Yes |
13:07 |
Fixer |
gregorycu, https://github.com/minetest/minetest/pull/3413 here he increased the frequency, so it works more to generate probably, but I'm not sure if it is the problem |
13:09 |
gregorycu |
Looking at #3931 what slowdown do you think he has identified? |
13:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/3931 -- Block loading feels much more sluggish as of current dev version |
13:09 |
gregorycu |
Jerkiness, or just slow generation? |
13:09 |
celeron55 |
it could be due to the mapblock memory limit of 5000 |
13:10 |
Fixer |
gregorycu, i'm not sure, annoying jerkiness at mesh gen was forever, and usual block loading looks good to me (hard to say without actual tests) |
13:10 |
celeron55 |
it will effectively limit the loading range to something like 140 |
13:10 |
celeron55 |
(140 nodes) |
13:10 |
celeron55 |
after that, the client just starts deleting them from memory at the rate the server sends them |
13:11 |
Fixer |
gregorycu, subjective test is try to outfly it %) |
13:12 |
gregorycu |
What is %? |
13:12 |
Fixer |
gregorycu, bad smile |
13:12 |
gregorycu |
ahh ok |
13:12 |
gregorycu |
lol, of course |
13:12 |
Fixer |
let me try to outfly it |
13:15 |
Fixer |
gregorycu, can't outfly it in mgv7, so looks good at least to me, jerkiness is present of course |
13:15 |
gregorycu |
We really need to fix that :( |
13:15 |
Fixer |
gregorycu, you better ask paramat about caves |
13:15 |
Fixer |
send him a message |
13:15 |
Obani |
!tell |
13:15 |
ShadowBot |
Obani: tell <nick> <text> |
13:16 |
gregorycu |
!tell paramat Caves are very slow, you bastard! |
13:16 |
ShadowBot |
gregorycu: O.K. |
13:17 |
Fixer |
gregorycu, about jerkiness, you can mitigate it by using max_simultaneous_block_sends_server_total = 1 in singleplayer |
13:17 |
Fixer |
gregorycu, it is much more smoother that way |
13:17 |
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PilzAdam joined #minetest-dev |
13:17 |
gregorycu |
!tell paramat A more helpful comment is that generating caves are 15x slower than 4 months ago |
13:17 |
ShadowBot |
gregorycu: O.K. |
13:18 |
Fixer |
gregorycu, iirc there are 2x more caves in mgv7 now, not sure how much it will cost in performance |
13:18 |
Fixer |
gregorycu, since Nov 30 |
13:22 |
Obani |
celeron55, I think you should remove the "Unconfirmed bug" label btw |
13:22 |
celeron55 |
me? why? |
13:22 |
celeron55 |
and where |
13:22 |
Obani |
https://github.com/minetest/minetest/issues/3931 |
13:23 |
Obani |
Because you're not away :p |
13:23 |
celeron55 |
somebody else clearly is more involved with that issue than me |
13:23 |
celeron55 |
so no |
13:24 |
gregorycu |
I'm not too sure |
13:24 |
gregorycu |
I think it's still unconfirmed |
13:24 |
gregorycu |
Someone optimised the shit out of the perlin noise generator |
13:31 |
gregorycu |
The reverse has happened for transform liquids |
13:34 |
gregorycu |
Hey kids, it's nice to use references |
13:35 |
Fixer |
gregorycu, liquid activation, interested? %) |
13:35 |
gregorycu |
ContentFeatures cf = nodemgr->get(n0); |
13:35 |
gregorycu |
This is not very efficient according to the profiler |
13:37 |
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13:38 |
gregorycu |
We can blame our good friend paramat for this one |
13:40 |
gregorycu |
I'll recompile with more aggressive inlining to see what the compiler can do |
13:53 |
gregorycu |
Hooray for me, I made transform liquids fast again, at least on windows |
14:13 |
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14:15 |
gregorycu |
##3937 |
14:15 |
gregorycu |
Double trouble |
14:15 |
gregorycu |
#3937 |
14:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/3937 -- Remove expensive copy of ContentFeatures by gregorycu |
14:17 |
Fixer |
make minetest great again |
14:17 |
sfan5 |
^ |
14:19 |
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damiel joined #minetest-dev |
14:20 |
Fixer |
gregorycu, will it be noticable ingame, or it is subtle change? do i need to try it just in play? |
14:23 |
gregorycu |
Somewhat hard to tell, on the server side there are 3 CPU heavy theads |
14:24 |
gregorycu |
Maybe only two |
14:24 |
gregorycu |
Anyway, you have the Server thread, and the Emerge thread |
14:25 |
gregorycu |
When it does the liquid transformations, the server thread holds a lock that the emerge thread needs to do work |
14:25 |
gregorycu |
So, it's possible, indirectly, there is some noticeable performance improvement |
14:25 |
gregorycu |
It certainly will be using less CPU cycles |
14:26 |
kahrl |
here's another fun one (or two) https://github.com/minetest/minetest/blob/master/src/content_mapblock.cpp#L1379 |
14:27 |
Fixer |
oh well, i will compile with it just for fun |
14:27 |
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14:27 |
gregorycu |
It's a commit from Greggy Boy, you know you're going to have a fun time |
14:28 |
gregorycu |
kahrl: They didn't pop up on my profiling |
14:28 |
gregorycu |
Probably because I don't have fences or rails :) |
14:29 |
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Player_2 joined #minetest-dev |
14:29 |
gregorycu |
const ContentFeatures *f2 = &nodedef->get(n2); |
14:29 |
gregorycu |
lol |
14:31 |
kahrl |
o_O |
14:31 |
kahrl |
oh, nevermind, that should be fine |
14:31 |
kahrl |
(referring to the f2 thing) |
14:32 |
gregorycu |
Yeah, perfectly safe, just a bit silly |
14:33 |
gregorycu |
Do you mind if i leave the other two instances, as they are not in a hotpath |
14:33 |
gregorycu |
We can come through when we have C++11 and make a whole bunch of stuff uncopyable when we have move |
14:34 |
gregorycu |
I'll add the macro and see what happens |
14:35 |
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14:37 |
kahrl |
the main problem is CNodeDefManager which needs to be able to resize its std::vector<ContentFeatures> |
14:38 |
gregorycu |
Hence move operator :( |
14:38 |
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est31 joined #minetest-dev |
14:38 |
gregorycu |
I don't think this is going to be trivial |
14:38 |
est31 |
whats the move operator |
14:39 |
gregorycu |
I'm more than happy to cover the hotpath for the moment, and come back to this with C++11 |
14:39 |
gregorycu |
It's a C++11 feature |
14:40 |
est31 |
aha |
14:40 |
est31 |
i've thought it was just done automatically by the compiler |
14:40 |
est31 |
seems it really is a new operator |
14:40 |
gregorycu |
It is, in some cases |
14:40 |
est31 |
but how should we benefit here |
14:41 |
est31 |
i mean, ndef->get shouldn't move it out of the vector, no? |
14:41 |
gregorycu |
no |
14:41 |
gregorycu |
std::vector has a requirement that the type is movable |
14:41 |
gregorycu |
Sorry |
14:41 |
gregorycu |
That the type is COPYABLE |
14:42 |
gregorycu |
std::vector<ContentFeature> will probably not compile |
14:42 |
nrzkt |
est31 movable isn't done by compiler and no you should use movable in this case, movable = switch refs |
14:42 |
gregorycu |
The compiler can generate move operators for you |
14:42 |
est31 |
so, what would c++11 do better then? |
14:42 |
est31 |
in this case |
14:42 |
nrzkt |
it's useful for example if you have void test() { std::string node = "default:dirt"; digNode(node); } |
14:43 |
gregorycu |
In C++11, with std::vector, the type needs to EITHER be copyable, or movable |
14:43 |
nrzkt |
because you don't need node in another place than this |
14:43 |
gregorycu |
(or both) |
14:44 |
gregorycu |
It's hard to explain the application here |
14:45 |
gregorycu |
Maybe this angle will work. Move allows you to distinguish cases where you want to actually copy, vs cases where you are forced to copy (as is the current case with std::vector) |
14:46 |
nrzkt |
est31, http://blog.smartbear.com/c-plus-plus/c11-tutorial-introducing-the-move-constructor-and-the-move-assignment-operator/ |
14:47 |
gregorycu |
Anyway, it's good stuff for code where you want options when you want to be performant |
14:47 |
kahrl |
how about adding this: explicit ContentFeatures(const ContentFeatures&) = default; |
14:47 |
kahrl |
that'll catch all the accidental copies |
14:48 |
gregorycu |
I'd have to check the standard to see if that will work for std::vector |
14:48 |
est31 |
kahrl, i think explicit is c++11, no? |
14:48 |
kahrl |
est31: yes |
14:48 |
kahrl |
wrap it in #if __cplusplus >= 201103L |
14:48 |
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14:49 |
gregorycu |
Now we are in trouble, hmmmm is here |
14:49 |
est31 |
hehe |
14:49 |
gregorycu |
I actually wasn't aware explicit was a c++11 feature |
14:50 |
est31 |
http://en.cppreference.com/w/cpp/language/explicit |
14:50 |
nrzkt |
est31 if you are okay could you merge #3934 please ? |
14:50 |
ShadowBot |
nrzkt: Error: Delimiter not found in "Page is too big or the server took too much time to answer the request." |
14:50 |
nrzkt |
gregorycu, your PR with the bad CF copy is good :) |
14:50 |
nrzkt |
#3934 ShadowBot ! |
14:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/3934 -- Fix ParticleManager::handleParticleEvent coding style by nerzhul |
14:50 |
est31 |
nrzkt, okay |
14:51 |
kahrl |
gregorycu: actually, I don't think it is, but the "= default" is |
14:51 |
est31 |
nrzkt, but put the space after the for, okay? |
14:52 |
gregorycu |
nrzkt: thanks :) it really stood out after I profiled |
14:52 |
gregorycu |
Found it just in time for the next release... hopefully |
14:53 |
gregorycu |
Just gotta add a space or two |
14:54 |
kahrl |
got it to compile under -std=c++11 with this: https://gist.github.com/kahrl/e2f12da8f6dd62b3be6221c79bf62f8c |
14:55 |
gregorycu |
I guess explicit copy ctor does work with vector |
14:56 |
est31 |
perhaps that would be a good moment to add c++11 to travis |
14:56 |
est31 |
kahrl, nice |
14:57 |
nrzkt |
est31, i don't get time to fix it atm, if you can fix it go, else you should wait some days :s |
14:57 |
gregorycu |
Most thumbs up in an hour award goes to me |
14:58 |
est31 |
:) |
15:01 |
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15:02 |
est31 |
what about doing the following: we let the manager hold a vector of BaseContentFeatures |
15:02 |
est31 |
and ContentFeatures is a child of that class, with DISABLE_CLASS_COPY |
15:02 |
hmmmm |
heh that's a cute workaround |
15:02 |
hmmmm |
i like it |
15:04 |
gregorycu |
lol |
15:04 |
gregorycu |
I don't know if we hate the other developers that much |
15:05 |
gregorycu |
You can also just simple befriend whoever you want to own the vector |
15:05 |
gregorycu |
(or rather, whatever class does the operations that need copy) |
15:05 |
gregorycu |
I've fixed that style issue by the way |
15:07 |
gregorycu |
Good work hmmmm in fixing that lighting issue |
15:07 |
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15:07 |
gregorycu |
If est31 fixed that memory leak, the author of that mod is going to be super happy |
15:07 |
Fixer |
active block generation, fps goes from 120 to 60 and back |
15:07 |
gregorycu |
Or the thing that looks like a memory leak |
15:08 |
gregorycu |
Fixer: I have no idea if that's good or bad |
15:08 |
Fixer |
gregorycu, bad ofc |
15:08 |
gregorycu |
With my change? |
15:08 |
Fixer |
gregorycu, you change don't fix jerkiness anyway, cpu usage is 20% |
15:08 |
gregorycu |
*sigh* |
15:09 |
gregorycu |
Server is probably generating chunks too fast for the client now |
15:09 |
Fixer |
gregorycu, no, i think problem is this, chunk loading should be spread out in time, so instead of 50 meshes spike, it will process them by 5 for longer time |
15:10 |
gregorycu |
I'm sick of this jerkiness issue |
15:10 |
Fixer |
gregorycu, player will not see server performance change you did anyway, thats can be seen in profile, we have no benchmarks anyway |
15:11 |
Fixer |
except profiler |
15:11 |
gregorycu |
I was hoping it would speed up block generation |
15:11 |
Fixer |
gregorycu, you have them? |
15:11 |
Fixer |
gregorycu, speeding up makes things worse :) |
15:11 |
gregorycu |
Doesn't everybody have the stuttering issue? |
15:11 |
gregorycu |
We can add an artificial sleep in the server thread now, instead |
15:12 |
gregorycu |
Which is better than actually doing CPU work |
15:12 |
hmmmm |
yup |
15:12 |
gregorycu |
That wasn't a serious suggestion |
15:13 |
gregorycu |
What's best is if we fix the underlying issue |
15:13 |
gregorycu |
It's actually hard for my profiler to detect |
15:13 |
gregorycu |
Cause it takes an average over time |
15:14 |
Fixer |
gregorycu, again, try max_simultaneous_block_sends_server_total = 1 |
15:14 |
Fixer |
gregorycu, in singleplayer |
15:14 |
gregorycu |
Wont that hide the issue? |
15:14 |
Fixer |
gregorycu, you will understand what i mean by smoothing out |
15:15 |
gregorycu |
I want to do the opposite of hiding :) |
15:15 |
Fixer |
gregorycu, you are right |
15:15 |
Fixer |
gregorycu, it just shows how much smoother it can be |
15:15 |
celeron55 |
gregorycu: as far as i know, the jerkiness comes at the point when a new mesh is drawn the first time |
15:16 |
celeron55 |
or, i mean, the slowness of creating a new mapblock mesh and taking it into use |
15:16 |
celeron55 |
i might be completely wrong but this is what i remember from when i looked into it like years ago |
15:16 |
hmmmm |
no i'm not talking about that |
15:17 |
hmmmm |
this is happening only recently, i.e. in the last 2 months or so |
15:17 |
Fixer |
gregorycu, jerkinness -> https://imgur.com/3EdBMkg, better way: https://imgur.com/bxQRWU0 (somewhat slower) |
15:17 |
Fixer |
i have jerkiness since 0.3 at least |
15:17 |
hmmmm |
i'm just trying to move around and test lighting and block loading is super slow |
15:18 |
gregorycu |
hmmmm: Are you able to try my change? |
15:18 |
hmmmm |
like i'd fly around in a certain area and the blocks still haven't been there yet |
15:18 |
hmmmm |
why don't you push it? |
15:18 |
Fixer |
weird, my blocks load fast |
15:18 |
Fixer |
can't outfly them |
15:18 |
hmmmm |
i use vague language because i don't know what the problem is |
15:19 |
Fixer |
maybe you have debug build? |
15:19 |
gregorycu |
The emerge thread and server thread share a lock, speed up server = speed up emerge |
15:19 |
hmmmm |
i always use a debug build |
15:19 |
hmmmm |
i can still not outrun block loading |
15:19 |
Fixer |
ahhh |
15:19 |
hmmmm |
and it's not a mapgen slowness issue like somebody alluded to earlier because this was on v6 |
15:19 |
hmmmm |
v6 isn't futzed with |
15:19 |
gregorycu |
Yeah, debug config for me sucks |
15:19 |
gregorycu |
Um... |
15:19 |
gregorycu |
I can't push cause I'm not a core dev |
15:19 |
Fixer |
gregorycu, i doubt it, speed up, more blocks will be processed, even worse jerkinness |
15:20 |
hmmmm |
oh, I'll push and test it for you at the same time then |
15:20 |
gregorycu |
Fixer: I'm talking about hmmmm's issue |
15:20 |
Fixer |
gregorycu, problem is it processes big banch of them in short time, oh nvnd |
15:20 |
hmmmm |
i hate having to cherry pick from other peoples branches because i need to copy and paste commit ids |
15:20 |
Fixer |
nevermind |
15:20 |
gregorycu |
All good bro |
15:20 |
hmmmm |
and find them and stuff |
15:20 |
hmmmm |
there should be a script for this... grr |
15:21 |
hmmmm |
lol right now i should be working and doing real work |
15:21 |
gregorycu |
it's 2:30am for me, I need to be sleeping |
15:22 |
est31 |
bye I'm going too |
15:26 |
hmmmm |
awesome |
15:26 |
hmmmm |
thanks gregory, that fixed the regression |
15:26 |
gregorycu |
I'm a little surprised |
15:26 |
hmmmm |
i can now run and jump around as i please and the map always shows up |
15:27 |
gregorycu |
Awesome |
15:27 |
hmmmm |
like |
15:27 |
Fixer |
nice |
15:27 |
hmmmm |
it'd be a lot clearer with a video |
15:27 |
hmmmm |
but idk how to make a video of it and i don't even have anywhere to upload it if i did |
15:29 |
gregorycu |
I trust you in any case |
15:29 |
gregorycu |
Performance can be a hard thing to quantify sometimes |
15:30 |
hmmmm |
it's somewhat frightening that a user's experience can be made or broken with a single & |
15:30 |
hmmmm |
but at the same time i'm grateful that such performance issues are obvious |
15:30 |
Fixer |
australian + europe time mix badly |
15:30 |
hmmmm |
everything in australia is upside down |
15:30 |
hmmmm |
including their clocks |
15:31 |
Fixer |
europe goes back from work and gregorycu goes to sleep -_- |
15:31 |
gregorycu |
(: |
15:31 |
Fixer |
only literally two hours in same chat |
15:31 |
Fixer |
same time* |
15:31 |
hmmmm |
lol |
15:31 |
gregorycu |
I can't even use freenode at work cause they fucking block port != 80 |
15:31 |
gregorycu |
And #minetest-dev has blocked freenode webchat |
15:32 |
hmmmm |
fixer, before, were you talking about the microstuttering? |
15:32 |
hmmmm |
that's happened for the longest time but i kind of just accepted it |
15:32 |
hmmmm |
that has to do with the rendering |
15:32 |
gregorycu |
I'm not sure it does |
15:33 |
Fixer |
hmmmm, micro? are you kidding? %) |
15:33 |
hmmmm |
for kicks, one time i downloaded and ran a version of minetest 0.2 or something and it was buttery smooth |
15:33 |
Fixer |
hmmmm, yes, and block loading was slow |
15:33 |
hmmmm |
not bad given how inefficient the code was at that time |
15:33 |
gregorycu |
I'm pretty sure it's not rending related |
15:33 |
Fixer |
map load was slow |
15:33 |
hmmmm |
we're talking about different things then |
15:34 |
Fixer |
in 0.2 i have constantly bumped into nonloaded blocks |
15:34 |
Fixer |
hmmmm, it is macro %) |
15:34 |
Fixer |
hmmmm, micro + macrostuttering |
15:34 |
hmmmm |
i am always able to reproduce the rendering microstuttering |
15:34 |
hmmmm |
just turn fly mode on and run forward |
15:34 |
hmmmm |
every second and a half or so there will be a slight delay |
15:35 |
gregorycu |
Fixer: That setting |
15:35 |
gregorycu |
Does it make the stuttering disappear? |
15:35 |
gregorycu |
Or get dimisnished |
15:35 |
gregorycu |
I know it's hard to tell |
15:35 |
Fixer |
gregorycu, only diminished, some are still present, but much less, also block load slower |
15:35 |
gregorycu |
That's to be expected |
15:35 |
Fixer |
gregorycu, but experience is much much better |
15:36 |
Fixer |
hmmmm, hold on, i will search for few gifs i made with it |
15:36 |
gregorycu |
I've isolated the GUI thread with my profiling data |
15:36 |
gregorycu |
Drawing is 75% |
15:36 |
hmmmm |
gregory, you mind if i fix a very minor spacing issue with your commit before i push it to upstream? |
15:37 |
gregorycu |
Of course not |
15:37 |
gregorycu |
I think I fixed the issue didn't I? |
15:38 |
gregorycu |
const ContentFeatures & cf = nodemgr->get(n0); |
15:38 |
gregorycu |
I have a PR, is that what you're looking at? |
15:38 |
gregorycu |
#3937 |
15:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/3937 -- Remove expensive copy of ContentFeatures by gregorycu |
15:39 |
Fixer |
hmmmm, stutter on flat mapgen -> https://imgur.com/mg7UypX |
15:40 |
gregorycu |
Sorry, 83% drawing, handling block data is 12% |
15:40 |
Fixer |
gregorycu, with that option set i get this -> https://imgur.com/UW6TIRD much less spikes present, draw time curve is more straight with fewer spikes |
15:40 |
gregorycu |
That's 12% average |
15:40 |
gregorycu |
Not 12% of the bad frame |
15:41 |
Fixer |
gregorycu, interesting |
15:41 |
hmmmm |
right |
15:41 |
gregorycu |
First one looks like a fucking EKG |
15:41 |
hmmmm |
to be honest i always found those profiler graphs to be non-informative |
15:41 |
hmmmm |
maybe i just don't know how to read them correctly |
15:42 |
Fixer |
i just know that most of stutters happen when num_processed_meshes goes higher than 3-5 or so |
15:42 |
gregorycu |
Thank you hmmmm |
15:43 |
Fixer |
there are some rare stutters not linked to num_processed_meshes but to mainloop_other (on Vanessas servers) |
15:43 |
Fixer |
that can be as big as 0.7 sec |
15:43 |
hmmmm |
i think a better way to profile things like minetest is to keep a histogram of recent frame times |
15:43 |
gregorycu |
That's no good |
15:43 |
Fixer |
but that far from default game |
15:43 |
hmmmm |
and then do some statistics like showing how many % of frames are outside of a threshhold |
15:43 |
gregorycu |
Still |
15:43 |
Fixer |
hmmmm, i did it anyway |
15:44 |
Fixer |
hmmmm, you mean this? https://forum.minetest.net/viewtopic.php?f=6&t=13360 |
15:44 |
Fixer |
hmmmm, look graphs below |
15:44 |
Fixer |
with spikes |
15:44 |
hmmmm |
in an ideal world, minetest would have a reasonable average frame time but a low standard deviation |
15:44 |
Fixer |
right |
15:44 |
hmmmm |
yea |
15:44 |
hmmmm |
those graphs are nice |
15:44 |
Fixer |
just look through my link and pictures |
15:44 |
hmmmm |
something like that except realtime |
15:45 |
gregorycu |
I actually think I have enough data |
15:45 |
gregorycu |
I'll share what I have, one moment |
15:45 |
Fixer |
hmmmm, notice, how i compared when mapgen is idle and when working |
15:45 |
Fixer |
those graphs are interesting |
15:46 |
hmmmm |
are those all single player or multiplayer/ |
15:47 |
Fixer |
some singleplayer, some multiplayer, read descriptions |
15:47 |
Fixer |
freeminer graphs impressed me, they are much better |
15:47 |
hmmmm |
what about the first graphs |
15:47 |
gregorycu |
https://i.imgur.com/015MltV.png |
15:47 |
Fixer |
with percentages? |
15:47 |
hmmmm |
yeah |
15:48 |
Fixer |
hmmmm, singleplayer ofc |
15:48 |
gregorycu |
Client::step is probably the thing that kills perf |
15:48 |
hmmmm |
hmmm ok |
15:49 |
hmmmm |
is that the visual studio performance profiler? |
15:49 |
gregorycu |
Yeah, some output from it |
15:49 |
gregorycu |
Just the GUI thread |
15:49 |
hmmmm |
that actually looks nice |
15:49 |
hmmmm |
what, are you too good for us to use valgrind? |
15:50 |
gregorycu |
These tools are expensive, may as well use them as much as i can :) |
15:51 |
gregorycu |
Like $3k or something |
15:51 |
hmmmm |
what does it do better than valgrind though |
15:51 |
gregorycu |
Runs on windows? lol? |
15:51 |
hmmmm |
also why are you using your work computer for minetest |
15:52 |
gregorycu |
I'm not |
15:52 |
Fixer |
RDP!11 |
15:52 |
gregorycu |
Nah, just installed it at home |
15:52 |
gregorycu |
I have like a multi-machine licence or something |
15:53 |
gregorycu |
All legit |
15:53 |
hmmmm |
oh |
15:53 |
hmmmm |
i can probably do the same with my msdn subscription |
15:53 |
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15:53 |
gregorycu |
Just can't share with other people |
15:53 |
hmmmm |
i can get up to 5 licenses of any microsoft product |
15:53 |
hmmmm |
*any*! |
15:53 |
Fixer |
msdn subscription? |
15:53 |
sfan5 |
windows me too? |
15:53 |
gregorycu |
Especially windows me |
15:53 |
hmmmm |
but who actually wants to use windows? |
15:54 |
kahrl |
minecraft licenses? :P |
15:54 |
Fixer |
well, i use it, historically, linux is nice though |
15:54 |
hmmmm |
kahrl: heh i never checked |
15:54 |
gregorycu |
Why would you play minecraft if you have minetest |
15:54 |
hmmmm |
testing to see how they do things |
15:54 |
gregorycu |
Stop being silly kahrl |
15:54 |
Fixer |
i played it just to compare performance |
15:54 |
Fixer |
and it is damn impressive |
15:54 |
gregorycu |
Don't do that if you want to remain happy |
15:54 |
Fixer |
super smooth, big view range, constant 80-100 fps |
15:55 |
gregorycu |
Give me a chance bro |
15:56 |
sfan5 |
Fixer: you clearly haven't tried minecraft 1.9 on my old laptop |
15:56 |
Fixer |
it was 1.8.8 + optifine ofc, default performance maybe lower |
15:56 |
sfan5 |
runs like shit |
15:57 |
Fixer |
oh, i need to test VBO on my old Pentium M + Intel Integrated notebook, mem was replaced and it works again |
15:57 |
Fixer |
wonder what is speed gain over there |
15:57 |
Fixer |
gregorycu, i'm curious, can you expand Game::updateFrame? |
15:59 |
gregorycu |
Sure can, one moment |
16:01 |
gregorycu |
https://i.imgur.com/fdAOJEI.png |
16:01 |
Fixer |
thanks |
16:02 |
gregorycu |
You know what's under Irrlicht.dll? A whole bunch of other Irrlicht stuff, and also ShaderSource::onSetConstants (19%) |
16:02 |
Fixer |
whats up with clouds? |
16:02 |
gregorycu |
Apparently they are pretty intensive |
16:03 |
Fixer |
gregorycu, superflous shaders should lower it a bit, right? |
16:03 |
Fixer |
i mean irrlicht part |
16:03 |
gregorycu |
Yeah, should halve it |
16:03 |
gregorycu |
Approx |
16:03 |
Fixer |
yeh, that one gives me very big fps boost |
16:03 |
gregorycu |
(It varies greatly) |
16:04 |
gregorycu |
I don't want to go to bed |
16:04 |
kahrl |
why does it take almost twice as long to draw the crosshair than to draw the hotbar? |
16:04 |
Fixer |
but there are some problem with lighting sometimes, it gets stuck, not sure why, can be reproduced after restart |
16:04 |
Fixer |
restart many times, dark dark dark fixed blabla dark looks random |
16:05 |
gregorycu |
kahrl: Not sure |
16:07 |
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16:11 |
Fixer |
disabled clouds, got +3% fps boost %) |
16:11 |
Fixer |
not much |
16:11 |
gregorycu |
hmmm... |
16:12 |
gregorycu |
I wonder... |
16:12 |
gregorycu |
Sorry, that wasn't a noun |
16:19 |
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16:32 |
* gregorycu |
& |
16:36 |
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16:47 |
* Krock |
& |
16:47 |
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18:01 |
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18:05 |
hmmmm |
agh too bad gregory left. |
18:05 |
hmmmm |
was going to ask if https://github.com/minetest/minetest/pull/3534 is still relevant or if it's been superceded by SN's branch |
18:07 |
sofar |
ping him in the PR? |
18:07 |
hmmmm |
do people actually read the notifications? |
18:07 |
sofar |
depends on your statistical sample size of "people" |
18:10 |
Fixer |
he is sleeping 100% |
18:10 |
Fixer |
it is deep night in Australia |
18:11 |
sofar |
a! the mate is down under! |
18:11 |
Fixer |
Australia feels like Mars, so far and forgotten, forever alone |
18:12 |
Fixer |
you need some kind of developer clock here, to align your work |
18:13 |
VanessaE |
we have one. it's called US Eastern Daylight Time. ;) |
18:13 |
hmmmm |
NO! it should be equally inconvenient for everybody! UTC |
18:13 |
sofar |
UTC and UTC foreveeeeerrrrrr |
18:13 |
Fixer |
in fact i will look at contributors and were they live, interesting to see |
18:14 |
VanessaE |
nonono that would be convenient for folks in france and britain :P |
18:14 |
VanessaE |
Alutian time :) |
18:14 |
sofar |
france is not at UTC |
18:14 |
VanessaE |
no but the name is french :) |
18:14 |
Fixer |
https://github.com/minetest/minetest/graphs/punch-card |
18:15 |
VanessaE |
fuck it, sync the clock to ..what was it, Centaurian time? :) |
18:17 |
Fixer |
looks like crudely 50/50 Europe-USA and gregorycu |
18:19 |
sofar |
I'm split - I'm both! |
18:19 |
sofar |
living in USA but Dutch |
18:21 |
Fixer |
with USA situation is better, if people on east coast of USA, than work ends in ideal at 18:00 and that will be 22-24:00 in Europe |
18:21 |
Fixer |
oh well, crappy anyway |
18:23 |
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18:50 |
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18:57 |
paramat |
good work, sorry for slowing transformliquids |
18:58 |
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19:02 |
paramat |
!tell gregorycu could the slowing of mgv7 cavegen be due to my slowing of transformliquids? |
19:02 |
ShadowBot |
paramat: O.K. |
19:08 |
paramat |
!tell gregorycu https://github.com/minetest/minetest/commit/0a8af8814787654dcbe0459a28255586fbfa3bd1 3D perlinmap noise calculations were moved into generateCaves() perhaps that is it |
19:08 |
ShadowBot |
paramat: O.K. |
19:11 |
paramat |
!tell gregorycu 3D noise calculation is very heavy so if you're timing generateCaves() a x15 slowdown is possible |
19:11 |
ShadowBot |
paramat: O.K. |
19:31 |
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19:34 |
paramat |
i will merge games 974 977 980 989 later |
19:35 |
paramat |
i'll test the boatmodel and merge if good |
19:37 |
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20:18 |
Obani |
hmmmm, who are you on Github ? |
20:19 |
kahrl |
Obani: kwolekr |
20:19 |
Obani |
Yes ! |
20:20 |
Obani |
I was right :D |
20:23 |
Fixer |
that was slow |
20:25 |
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20:28 |
paramat |
Fixer is light in tunnels fixed now? |
20:28 |
Fixer |
paramat, yes |
20:28 |
paramat |
thanks |
20:28 |
Fixer |
\o/ |
20:33 |
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20:46 |
kahrl |
is this test failure already reported as an issue? https://gist.github.com/kahrl/25945518347b5732e89a806721e1bddd |
20:46 |
kahrl |
(in testAtomicSemaphoreThread) |
20:46 |
kahrl |
can't find any issue for it |
20:47 |
hmmmm |
that is a new one |
20:47 |
hmmmm |
and a bad one too |
20:47 |
kahrl |
I think it appeared one I switched to -std=c++11 |
20:47 |
kahrl |
but let me test that hypothesis |
20:47 |
kahrl |
s/one/once |
20:50 |
hmmmm |
well uh.. sounds like a problem with Atomic<T> |
20:50 |
hmmmm |
sorry SN |
20:50 |
kahrl |
yeah |
21:01 |
kahrl |
yup, always passes without -std=c++11, always fails with -std=c++11 |
21:08 |
nore |
paramat: why did you close game#988? Forest biomes can be re-registered at a high altitude to enable them for floatlands |
21:08 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/988 -- Default/mapgen: Add upper limits to forest biomes and trees by paramat |
21:12 |
kahrl |
#3940 |
21:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/3940 -- testAtomicSemaphoreThread failures (C++11) |
21:22 |
kahrl |
oh, hah |
21:23 |
kahrl |
I think it's just that std::atomic doesn't initialize itself |
21:23 |
kahrl |
so it starts with some weird value, not 0 |
21:25 |
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21:40 |
paramat |
nore hm good point, i'll consider |
21:43 |
paramat |
re-opened |
22:04 |
paramat |
will merge games 974 977 980 989 990 in a moment |
22:04 |
sfan5 |
ame#974 game#977 game#980 game#989 game#990 |
22:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/977 -- Add recipe to craft clay block back into lumps by tenplus1 |
22:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/980 -- Start timer as well when moving items around. by sofar |
22:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/989 -- Fire: Use get_item_group instead of get_node_group by Rui914 |
22:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/990 -- Boats: Optimize, re-UV unwrap. by sofar |
22:05 |
sfan5 |
game #974 |
22:05 |
sfan5 |
game#974 |
22:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/974 -- Add more checks to vector functions by ShadowNinja |
22:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/974 -- Shelves: Fix listring functionality + code cleaning by kilbith2 |
22:05 |
sfan5 |
i see |
22:08 |
paramat |
now merging |
22:10 |
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22:21 |
paramat |
merged |
22:30 |
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22:57 |
paramat |
closed #1898 |
22:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/1898 -- Numblock does not work in text entry fields, left/right instead of 4/5 |
23:08 |
sofar |
I think I should re-UV unwrap stairs_stair.obj as well |
23:08 |
sofar |
I don't think it should be almost 3k large while the mesh doors are not even 1k |
23:09 |
sofar |
I bet that there are invisible faces in there |
23:10 |
paramat |
please do |
23:10 |
sofar |
it also occurred to me that visually the stair block doesn't appear to line up with the wooden block well |
23:10 |
sofar |
at least texture wise |
23:12 |
sofar |
hey, while I'm touching every model in the game, might as well touch the last one, right? |
23:18 |
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23:20 |
paramat |
closed #2027 as is same as #3936 |
23:20 |
kilbith |
sofar, the stairs model has a minimal number of vertices but each face is contain in their own mesh object to support up to 6 different tiles (not like the boat) |
23:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/2027 -- Stack overflow during burning |
23:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/3936 -- stackoverflow risk with too many attached nodes. |
23:20 |
sofar |
that would explain the size |
23:20 |
kilbith |
yes exactly |
23:22 |
kilbith |
originally it weighted ~0.5k before i added the support for 6-tiles |
23:23 |
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23:24 |
paramat |
closed #2034 |
23:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/2034 -- Can walk through blocks if placed where player is standing |
23:26 |
Fixer |
will that famous "shift when falling" trick will be fixed? %) |
23:26 |
Fixer |
or it is a feature? |
23:33 |
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23:33 |
paramat |
closed #2063 |
23:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/2063 -- Crouch has no visual feedback, which is confusing (IIRC there's a PR/patch for this or something like it) |
23:35 |
Fixer |
books in bookshelfs in protected areas are protected? i've heared that not |
23:36 |
kilbith |
nope |
23:36 |
kilbith |
well it depends how good your protection mod is |
23:39 |
paramat |
closed #2088 |
23:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/2088 -- Android Fps dips: |
23:40 |
Fixer |
fps dips? is not it is insenely low anyway? |
23:41 |
Fixer |
paramat, just a little more and will be 600 %) |
23:44 |
paramat |
closed #2113 |
23:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/2113 -- Mouse & keyboard on Android |