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 :-) 01:30 paramat yes i got confused 01:30 paramat i checked it because you mentioned it, so thanks 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 04:34 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 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] 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. 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 12:27 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 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 12:44 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 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 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 13:38 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 14:15 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 ^ 14:20 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 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 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 14:37 kahrl the main problem is CNodeDefManager which needs to be able to resize its std::vector 14:38 gregorycu Hence move operator :( 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 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 14:49 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 :) 15:02 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 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 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 16:11 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 16:32 * gregorycu & 16:47 * Krock & 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 18:57 paramat good work, sorry for slowing transformliquids 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. 19:34 paramat i will merge games 974 977 980 989 later 19:35 paramat i'll test the boatmodel and merge if good 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 20:28 paramat Fixer is light in tunnels fixed now? 20:28 Fixer paramat, yes 20:28 paramat thanks 20:28 Fixer \o/ 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 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 21:40 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 22:21 paramat merged 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? 23:20 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 23:24 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 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