Time |
Nick |
Message |
00:02 |
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jin_xi joined #minetest-dev |
00:15 |
paramat |
closed #1998 |
00:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/1998 -- Failed unit tests in Windows build |
00:27 |
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yang2003 joined #minetest-dev |
00:28 |
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00:46 |
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ssieb joined #minetest-dev |
01:35 |
paramat |
closed #2513 |
01:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/2513 -- Registering Nodes while minetest is playing. |
01:44 |
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gregorycu joined #minetest-dev |
01:44 |
gregorycu |
paramat: Hello there |
01:45 |
gregorycu |
That was a FYI more than anything |
01:45 |
gregorycu |
Couldn't sleep last night so I took the day off work |
01:45 |
paramat |
hi |
01:46 |
gregorycu |
Did you happen to see that ContentFeatures PR I did? |
01:46 |
paramat |
yeah |
01:46 |
gregorycu |
Some idiot was copying ContentFeatures all over the place |
01:46 |
gregorycu |
I tease, I tease :) |
01:46 |
paramat |
heh |
01:47 |
gregorycu |
Do you get stuttery frames? |
01:47 |
paramat |
yes |
01:47 |
gregorycu |
I have an idea about that, gunna try it out |
01:55 |
paramat |
closed #2557 |
01:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/2557 -- Wielding items that use minetest.inventorycube causes an error |
01:59 |
paramat |
closed #2572 |
01:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/2572 -- ABMs are not happening fast enough. |
02:06 |
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est31 joined #minetest-dev |
02:07 |
est31 |
paramat, you may want to close #1531 |
02:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/1531 -- Be Able to Load Mods Without Restart |
02:07 |
paramat |
ok |
02:08 |
paramat |
closed #2645 |
02:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/2645 -- Add CONTRIBUTING(.md)? |
02:08 |
est31 |
#3476 should stay open |
02:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/3476 -- A clear mission statement and contribution guide for Minetest are missing. |
02:09 |
paramat |
ok |
02:12 |
paramat |
closed #1531 |
02:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/1531 -- Be Able to Load Mods Without Restart |
02:14 |
gregorycu |
Talk about kicking arse |
02:15 |
gregorycu |
Why was 1531 closed? |
02:17 |
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est31 joined #minetest-dev |
02:17 |
est31 |
gregorycu, its far too complicated and the advantage is far too small |
02:17 |
est31 |
also, this was closed as well and would be required by that issue: #2513 |
02:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/2513 -- Registering Nodes while minetest is playing. |
02:18 |
gregorycu |
For mod writers though, being able to reload.... |
02:28 |
paramat |
closed #2698 hope others agree |
02:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/2698 -- Show default text-based header in main menu when header.png is not present |
02:30 |
gregorycu |
Ahh const correctness... We should do more of this |
02:33 |
hmmmm |
what do you think about #3922 |
02:33 |
hmmmm |
merge? |
02:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/3922 -- Move down description.txt text by Rui914 |
02:34 |
hmmmm |
but i'm not too sure about that commit message :) |
02:40 |
* paramat |
omnomnoms will bbl |
02:40 |
|
paramat left #minetest-dev |
03:04 |
ssieb |
#3899? Any devs around that know that area? |
03:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/3899 -- Add an option to colorize to respect the destination alpha by ssieb |
03:19 |
gregorycu |
We don't seem to have a read write lock |
03:27 |
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Lunatrius` joined #minetest-dev |
03:28 |
gregorycu |
No biggie |
03:30 |
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03:35 |
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04:02 |
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paramat joined #minetest-dev |
04:07 |
gregorycu |
So yeah, I think I can remove some of the stutter |
04:09 |
gregorycu |
EVERYBODY CALM DOWN |
04:09 |
gregorycu |
Never seen so much excitement |
04:10 |
paramat |
\O/ |
04:10 |
gregorycu |
That's all I wanted |
04:11 |
paramat |
how then? |
04:12 |
sofar |
gregorycu: golfclap |
04:12 |
gregorycu |
I've noticed that a lot of CPU time is spent copying mesh data, so that the mesh update thread can do its stuff |
04:13 |
gregorycu |
If I can make the mesh update thread do the copy instead, that frees up the GUI thread |
04:14 |
gregorycu |
It requires that for every read operation of block data on the update thread I need to take a lock, and every WRITE operation of block data on the GUI thread also requires a lock |
04:14 |
gregorycu |
The mesh update thread never modifies the block data, so it doesn't need write locks |
04:15 |
sofar |
many readers, one writer? |
04:15 |
gregorycu |
Yes |
04:15 |
gregorycu |
2 readers, one writer |
04:15 |
sofar |
good |
04:15 |
gregorycu |
At the moment we don't have any shared data, instead we clone the data |
04:15 |
gregorycu |
Which is a good pattern |
04:16 |
gregorycu |
But if your data size is large, it can be less efficient |
04:16 |
gregorycu |
Which is the case here |
04:32 |
gregorycu |
How hard will this crash... let's find out! |
04:43 |
gregorycu |
Pretty hard |
04:44 |
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yang2003 joined #minetest-dev |
04:57 |
gregorycu |
:/ |
05:09 |
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Hunterz joined #minetest-dev |
05:13 |
gregorycu |
Who wants to see a pic of me |
05:13 |
gregorycu |
http://i.kinja-img.com/gawker-media/image/upload/japbcvpavbzau9dbuaxf.jpg |
05:13 |
hmmmm |
what about https://avatars0.githubusercontent.com/u/1516163?v=3&s=400 |
05:14 |
hmmmm |
you look like a cross between an alien and a primate when that thumbnail is at a lower resolution btw |
05:14 |
gregorycu |
lol |
05:14 |
gregorycu |
Just what i was aiming for! |
05:14 |
gregorycu |
There is a more... realistic pic here: http://codebrew.net.au/ |
05:14 |
hmmmm |
hmm how much % of cpu is being used by mesh copying exactly? |
05:15 |
sofar |
when people on the internet say "Who wants to see a pic of me"... |
05:15 |
sofar |
I know how fast to run |
05:15 |
hmmmm |
waat |
05:15 |
hmmmm |
that's you? |
05:15 |
gregorycu |
Could be worse |
05:15 |
gregorycu |
That's me |
05:15 |
hmmmm |
you look much more... |
05:15 |
hmmmm |
middle aged than I thought |
05:15 |
gregorycu |
lol |
05:16 |
gregorycu |
Yes |
05:16 |
gregorycu |
I do |
05:16 |
gregorycu |
I'm 29 but look older |
05:16 |
gregorycu |
I'm at peace with it |
05:16 |
hmmmm |
ya your github avatar does not reflect reality |
05:16 |
gregorycu |
A hat can make a difference, also it's a little old |
05:16 |
gregorycu |
I was very sleep depped when that photo was taken |
05:17 |
hmmmm |
you should wear a beige safari hat and vest |
05:17 |
gregorycu |
DA? |
05:17 |
hmmmm |
DA? |
05:18 |
gregorycu |
https://www.google.com.au/search?q=david+attenborough&biw=1580&bih=838&source=lnms&tbm=isch&sa=X&ved=0ahUKEwip776QlurLAhXBipQKHb8LBDYQ_AUIBygC |
05:18 |
hmmmm |
yeah kinda like him |
05:19 |
hmmmm |
are you using pthread rwlock? |
05:19 |
gregorycu |
Nah, just the mutex |
05:19 |
gregorycu |
And I'm on windows |
05:27 |
gregorycu |
grr... Visual studio let me take a reference to a temporary |
05:29 |
hmmmm |
oh |
05:29 |
hmmmm |
windows has its own rw locks but they're vista+ only |
05:29 |
hmmmm |
we support XP |
05:30 |
gregorycu |
Curses on us |
05:31 |
gregorycu |
Not even microsoft supports xp anymore |
05:31 |
hmmmm |
yea but we also support solaris |
05:32 |
hmmmm |
that being said, xp isn't too much of a stretch |
05:33 |
gregorycu |
It is 14 years old |
05:34 |
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paramat left #minetest-dev |
05:34 |
gregorycu |
By the way, I'll check out the collision detection stuff |
05:34 |
gregorycu |
I'll run in debug, I'm pretty sure I'll still need it |
05:39 |
hmmmm |
thanks |
05:45 |
gregorycu |
70% of my GUI thread spends its time in collision detection |
05:45 |
gregorycu |
75% of that time is pushing back a bool into a vector of bools |
05:46 |
gregorycu |
I'll obviously have to test the fix |
05:49 |
gregorycu |
At the moment, I'm testing my jitter fix |
05:57 |
gregorycu |
I think I've made it better |
06:03 |
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troller joined #minetest-dev |
06:33 |
gregorycu |
Can i make it perfect... |
06:37 |
sofar |
YESSSS |
06:37 |
sofar |
may I now politely beg for applause? |
06:37 |
gregorycu |
*claps* |
06:37 |
sofar |
I just made nodeupdate non-recursive |
06:38 |
sofar |
and made 5000 blocks of sand fall all at once without breaking the game |
06:39 |
gregorycu |
Nice |
06:39 |
sofar |
I just timed it |
06:39 |
gregorycu |
Is this for the stack overflow? |
06:39 |
sofar |
3000 nodes falling took not even 2 seconds |
06:39 |
sofar |
let me video it |
06:40 |
sofar |
it's crazy fast |
06:40 |
gregorycu |
Compared to what? |
06:40 |
sofar |
crash |
06:40 |
gregorycu |
lol |
06:40 |
gregorycu |
I suppose that time is oo then |
06:40 |
sofar |
I don't think it would survive even 100 nodes |
06:40 |
sofar |
since the lua stack overflows at less than 50 calls I think |
06:40 |
sofar |
luajit, in my case |
06:40 |
gregorycu |
oh, this is lua? |
06:40 |
gregorycu |
Lua handles falling nodes? |
06:41 |
sofar |
yup |
06:41 |
gregorycu |
Shouldn't this be a core thing? |
06:41 |
sofar |
it is in core |
06:41 |
sofar |
builtin |
06:41 |
sofar |
yes, in c++ was going to be my next guess |
06:41 |
sofar |
but now that it works in lua, I don't think it matters much |
06:41 |
sofar |
let me video it |
06:41 |
sofar |
sec |
06:44 |
sofar |
10 seconds for 7920 nodes falling |
06:44 |
sofar |
uploading |
06:45 |
sofar |
https://youtu.be/liKKgLefhFQ |
06:47 |
gregorycu |
You sound funny! |
06:48 |
gregorycu |
Soft dutch accent? |
06:48 |
sofar |
10 years in the US and it's still not gone |
06:48 |
sofar |
no seriously, I had the exact same accent 10 years when I moved to the US |
06:50 |
gregorycu |
Nobody is perfect |
06:51 |
sofar |
lol |
06:52 |
hmmmm |
[02:41 AM] <gregorycu> Shouldn't this be a core thing? |
06:52 |
hmmmm |
yes it should and it was but it got changed for some reason |
06:53 |
sofar |
well it works darn well in lua now |
06:53 |
sofar |
as my video attests |
06:53 |
hmmmm |
it could be even better |
06:53 |
sofar |
sure |
06:53 |
sofar |
maybe later port it to c++ |
06:53 |
hmmmm |
also the client really doesn't need to freeze like that |
06:53 |
sofar |
it's receiving 16000 node changes |
06:53 |
hmmmm |
so much dev needed so little time |
06:54 |
hmmmm |
well what I'm saying is maybe it'd be a better idea to have the client side predict the node falling |
06:54 |
sofar |
yes, that would be interesting |
07:01 |
gregorycu |
hmmmm: I'm going to commit to a branch of mine a bit of a fix for the stuttering |
07:01 |
gregorycu |
It's a WIP |
07:01 |
gregorycu |
Did you want to take a look? |
07:01 |
hmmmm |
sure. |
07:03 |
sofar |
you know, ~1000 or nodes actually animate properly |
07:04 |
sofar |
they all fall at the same time, lol |
07:04 |
sofar |
geesh, that's smooth |
07:04 |
sofar |
625 nodes falling as one big cuboid |
07:07 |
gregorycu |
https://github.com/gregorycu/minetest.git |
07:07 |
gregorycu |
Branch called Jitter |
07:09 |
gregorycu |
There are some graphics artifacts mainly because of half of the system doesn't use the locks lol |
07:09 |
gregorycu |
(Which I intend to fix) |
07:10 |
sofar |
bed |
07:38 |
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07:58 |
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08:01 |
gregorycu |
hmmmm: Taken a look yet? :) |
08:02 |
gregorycu |
I have a game of football to play, be back in 2 hours |
08:02 |
hmmmm |
yeah I saw it |
08:03 |
hmmmm |
the last time i looked you basically copied MeshMakeData::fill and pasted it into its own class with a mutex around it |
08:03 |
gregorycu |
Any difference, or not really? |
08:03 |
hmmmm |
and did some other adjustments |
08:03 |
hmmmm |
simple but probably does the trick |
08:03 |
hmmmm |
oh you mean like actually testing? |
08:03 |
hmmmm |
no i did not look |
08:03 |
gregorycu |
Ahh ok |
08:03 |
gregorycu |
Yeah, I meant testing |
08:04 |
gregorycu |
It's a WIP at the moment |
08:04 |
hmmmm |
ofc |
08:04 |
hmmmm |
yeah i'm sorry, it's just that testing is a big pain in the butt |
08:04 |
gregorycu |
haha, no problem |
08:04 |
hmmmm |
looking at a webpage is sooo much simpler |
08:04 |
gregorycu |
I think Fixer will actually be very exited to try it anyway |
08:04 |
gregorycu |
We can depend on him to chase these things up :) |
08:05 |
hmmmm |
to be perfectly honest i noticed that the stuttering issue has decreased in severity over the past couple of versions |
08:05 |
hmmmm |
although it is still there enough to be noticed it's not distracting or anything |
08:05 |
hmmmm |
no idea what change made the difference |
08:05 |
hmmmm |
definitely need a more concrete objective way to test for performance... |
08:08 |
hmmmm |
oh god no please no operator overloading when it isn't even necessary |
08:08 |
hmmmm |
hasn't operator overloading caused enough problems? |
08:08 |
gregorycu |
No |
08:08 |
gregorycu |
What operator overloading? |
08:08 |
gregorycu |
oh |
08:08 |
hmmmm |
what does that code even do?? |
08:09 |
gregorycu |
Hands out a mutex per map block |
08:09 |
hmmmm |
oh wow interesting |
08:09 |
hmmmm |
it's a mutex for mutexes |
08:09 |
hmmmm |
mutex for map of mutexes |
08:09 |
gregorycu |
Yeah |
08:09 |
hmmmm |
can you do that? |
08:09 |
hmmmm |
have a mutex as the value of a map |
08:09 |
gregorycu |
Yeah, std::map doesn't copy its elements, so it's safe |
08:10 |
hmmmm |
okay |
08:10 |
gregorycu |
With a vector it wouldn't be safe |
08:10 |
hmmmm |
no kidding |
08:10 |
gregorycu |
The solution isn't good at the moment with regards to those mutexes |
08:10 |
gregorycu |
As the map will just grow and grow and grow |
08:10 |
hmmmm |
is the no-copy behavior defined by the C++ standard? |
08:10 |
gregorycu |
Yes |
08:11 |
hmmmm |
sounds like you're good then |
08:11 |
hmmmm |
heh besides, I think I added DISABLE_CLASS_COPY to Mutex a while back iirc, so it'd give a huge glaring error if you tried it and it wasn't supposed to work |
08:11 |
hmmmm |
:) |
08:12 |
hmmmm |
i'll look at it more tomorrow. it's 4 AM for me soo |
08:13 |
hmmmm |
night |
08:13 |
gregorycu |
Goodnight |
08:15 |
hmmmm |
btw do you think people get pissed if i change their commit text before pushing to upstream? |
08:15 |
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08:15 |
hmmmm |
some of the commit texts for these PRs frankly suck |
08:16 |
gregorycu |
I wouldn't |
08:16 |
gregorycu |
If it sucks it's probably because they don't consider it important to begin with |
08:17 |
hmmmm |
touche |
08:19 |
hmmmm |
only 130 more to go |
08:28 |
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08:43 |
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09:10 |
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09:27 |
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09:29 |
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10:03 |
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10:26 |
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10:43 |
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10:52 |
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11:12 |
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11:13 |
gregorycu |
Back |
11:16 |
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11:21 |
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11:23 |
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11:31 |
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11:39 |
gregorycu |
Oh, Fixer is here |
11:43 |
Fixer |
yes |
11:43 |
Fixer |
hi |
11:45 |
gregorycu |
So, the jitter issue |
11:45 |
gregorycu |
I tried something |
11:46 |
gregorycu |
https://github.com/gregorycu/minetest.git Branch called jitter |
11:46 |
gregorycu |
It's pretty win, you should check it out when you get the chance |
11:46 |
Fixer |
gregorycu, \o/ i will check it now, let me compile it |
11:47 |
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11:48 |
Fixer |
gregorycu, i will need at leaat 20 min to compile it |
11:52 |
rubenwardy |
A regression was introduced by this commit which caused the order of drawing things to change https://github.com/minetest/minetest/commit/6cd2b3b445bf558fda1e5a7908adef8e3a45449a |
11:52 |
rubenwardy |
Well, s/regression/change of behaviour/ |
11:52 |
rubenwardy |
before buttons and text were drawn over images, now images are drawn over buttons and text |
11:53 |
rubenwardy |
Preparing a patch to discuss |
11:55 |
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12:04 |
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12:09 |
iangp |
2016-03-31 09:00:10: ERROR[Main]: ModError: core.registered_lbms was not a lua table, as expected. |
12:09 |
iangp |
I can't load any world... I'm using the latest commit (c8ff11b)... compiled on Ubuntu... |
12:10 |
gregorycu |
Sweet Jesus |
12:11 |
rubenwardy |
are you definitely latest Minetest |
12:11 |
Fixer |
update minetest_game? |
12:12 |
rubenwardy |
Make sure you're running the version you compiled (ie: remember to do make -j3 && sudo make install if you're running using `minetest`) |
12:14 |
iangp |
rubenwardy: I'm running ./bin/minetest |
12:14 |
iangp |
Fixer: Now I'm not sure, I'll try pull the most recent minetest_game |
12:15 |
rubenwardy |
https://github.com/minetest/minetest/blob/master/builtin/game/register.lua#L18 |
12:15 |
rubenwardy |
should be ok |
12:15 |
Fixer |
gregorycu, just a little more time, compile at 100% |
12:22 |
gregorycu |
There are probably going to be some graphics glitches |
12:22 |
iangp |
Everything fine now I just typed the sudo make install therefore /usr/local/bin/minetest |
12:22 |
Fixer |
gregorycu, hmhmm, i must be doing smth wrong, i did clone your repo, git checkout Jitter, git status shows I'm at Jitter, but git log says no your commit |
12:22 |
Fixer |
gregorycu, did i missed smth? |
12:23 |
gregorycu |
What does git log -1 say? |
12:24 |
Fixer |
Mar 29 kwolekrs commit |
12:24 |
Fixer |
strange |
12:24 |
gregorycu |
wrong one :) |
12:24 |
gregorycu |
I'm not git expert |
12:24 |
gregorycu |
Do a git pull |
12:24 |
Fixer |
gregorycu, let me apply the diff, it should help |
12:24 |
gregorycu |
Try git pull first |
12:25 |
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12:25 |
Fixer |
error :(, let me do it easier way |
12:25 |
gregorycu |
Cool |
12:25 |
gregorycu |
It's worth it |
12:26 |
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12:27 |
gregorycu |
I think |
12:32 |
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12:32 |
Fixer |
recompiling, another 20 min |
12:33 |
Fixer |
sorry for f--- up with git |
12:34 |
gregorycu |
Un-fucking-believable |
12:34 |
gregorycu |
:) |
12:37 |
Fixer |
gregorycu, https://xkcd.com/1597/ |
12:37 |
gregorycu |
I was talking to a bitbucket dev the other day, mentioned the same thing |
12:41 |
Fixer |
gregorycu, hmmmmm, now worse, compilation error |
12:41 |
gregorycu |
That's not good |
12:42 |
gregorycu |
What is it? |
12:43 |
Fixer |
i will save error, and will remove other PRs that were applied, and try again, shittons of errors, will try on clean one |
12:55 |
Fixer |
gregorycu, still error with cavegen, hmm, let me copy error for you |
12:55 |
gregorycu |
cavegen lol |
13:01 |
Fixer |
gregorycu, error: https://i.imgur.com/YkVm7cK.png (lol) |
13:02 |
gregorycu |
I see |
13:03 |
Fixer |
i'm cross-compiling for windows in debian (to 64 bit) via mingw64 |
13:05 |
gregorycu |
ah |
13:05 |
gregorycu |
I'm relying on a new compiler feature without even knowing |
13:06 |
gregorycu |
Windows ey? |
13:06 |
gregorycu |
Maybe this weekend I'll clean it up |
13:07 |
gregorycu |
I have to fix up the thread safety |
13:07 |
gregorycu |
Also, there is one more area I want to clean up slightly |
13:09 |
Fixer |
gregorycu, if you have your compiled binaries for windows, just give them to me (that will be even faster) %) |
13:12 |
gregorycu |
Building now |
13:15 |
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13:20 |
gregorycu |
Urgh |
13:20 |
gregorycu |
This is going to take ages |
13:20 |
gregorycu |
Some other time |
13:20 |
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13:20 |
gregorycu |
Off to bed for me |
13:26 |
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14:09 |
iangp |
Someone changed the rendering order for the formspec? |
14:09 |
iangp |
because my mod doesn't display a label widget above a image_button widget anymore |
14:15 |
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15:11 |
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15:11 |
rubenwardy |
#3942 |
15:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/3942 -- Correct formspec draw order: Images should be drawn before buttons by rubenwardy |
15:12 |
Fixer |
rubenwardy, can you look in inventory? try holding one item over another, looks ok with your patch? |
15:13 |
rubenwardy |
yes, that works |
15:13 |
rubenwardy |
the selected item which I'm dragging is drawn over |
15:14 |
Fixer |
ok |
15:25 |
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15:35 |
rubenwardy |
STHGOM, https://github.com/rubenwardy/ctf_pvp_engine/commit/0db05b54ef75d686422cba64d1020f5e74b2f7c2 |
15:42 |
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15:46 |
STHGOM |
thanks again :D |
15:57 |
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16:10 |
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16:52 |
hmmmm |
rubenwardy, why is that an issue? |
16:53 |
hmmmm |
that draw order behavior is intentional |
17:05 |
rubenwardy |
it's a change in behaviour which breaks mods |
17:24 |
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17:28 |
sofar |
items that should be interacted with should be drawn over items that should not be interacted with |
17:29 |
sofar |
but the problem is buttons with images |
17:30 |
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17:44 |
rubenwardy |
background[] can be used to draw images under buttons etc |
17:49 |
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18:10 |
sofar |
nrzkt: you may want to look at #3938 |
18:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/3938 -- Prevent nodeupdate from recursing. by sofar |
18:24 |
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18:24 |
Fixer |
this moretrees bug drives me nuts |
18:37 |
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19:09 |
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19:29 |
Obani |
is xyz still administrator of minetest forum ? |
19:34 |
rubenwardy |
no, afaik |
19:34 |
rubenwardy |
celeron55 was always the admin, xyz hosted the forum for a while (which is why he was an admin) but now celeron55 hosts |
19:34 |
Obani |
So is it a choice to keep as administrator ? |
19:35 |
rubenwardy |
probably an oversite |
19:39 |
celeron55 |
oh i guess i should take care of that |
19:41 |
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19:42 |
Obani |
celeron55, I don't know, maybe anothoer label to know that he was a dev at past, but admin,... :p |
19:42 |
Obani |
Same for Blockmen, maybe there should be a label for the "oldies" |
20:07 |
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20:24 |
Calinou |
I suggest "old farts", like on Red Eclipse :) |
20:24 |
Calinou |
with a 1337 logo |
20:46 |
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21:20 |
paramat |
thoughts on #3941 ? |
21:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/3941 -- Proposal for dealing with feature request issues |
21:21 |
paramat |
Fixer what cavegen error? |
21:26 |
Fixer |
paramat, nevermind, gregorycu tries to fix jitter and commit has some compiling problems, not in default anyway |
21:27 |
paramat |
ok |
21:44 |
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21:58 |
luizrpgluiz |
there is forecast to exit the 0.4.14? |
22:06 |
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22:10 |
paramat |
est31 ShadowNinja sfan5 what shall we do with #3894 ? is anyone able to solve the path search problem soon? otherwise we could perhaps ask sofar to use a workaround fix for doors |
22:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/3894 -- Add serverside noclip enforcement by est31 |
22:11 |
sfan5 |
i thought it wasn't needed for doors |
22:11 |
paramat |
iirc there's a problem with meshdoors that needs this |
22:12 |
paramat |
i think it's time we move towards full-freeze |
22:16 |
nrzkt |
we are in feature freeze and this PR is a feature |
22:16 |
paramat |
no we're semi-frozen |
22:16 |
nrzkt |
wtf |
22:17 |
paramat |
sorry channel message is wrong |
22:17 |
nrzkt |
release is in 5 days and we are not in a feature freeze ? |
22:17 |
paramat |
see forum thread, news section |
22:17 |
paramat |
i should change the channel message |
22:18 |
hmmmm |
i dunno if the release should come too soon |
22:18 |
paramat |
(but i forgot how to) |
22:18 |
hmmmm |
there are a ton of changes that really ought to make it in |
22:18 |
paramat |
fine by me |
22:18 |
hmmmm |
Make Minetest Great Again |
22:18 |
paramat |
heh |
22:19 |
hmmmm |
we're gonna build a great big... wall |
22:19 |
hmmmm |
to keep out all the freeminer users |
22:19 |
hmmmm |
and we're going to make them pay for it too in the form of tarrifs |
22:20 |
hmmmm |
lol that joke probably went over 70% of this channel's head |
22:21 |
paramat |
i was always planning to announce a freeze then at last moment when inevitably much is left to do, delay it |
22:21 |
Fixer |
we don't even test it for good |
22:21 |
thePalindrome |
But isn't it called mine-test? :P |
22:22 |
Calinou |
Minestable: released every 2 years, with frozen mods |
22:22 |
Fixer |
some servers updated to near last git, I play on one of them, but it is mod heavy |
22:22 |
Fixer |
paramat, did you ever see papyrus and waterlilies in valleys? |
22:23 |
nrzkt |
don't forget one thing: package maintainers needs a version sometimes, and we have many client features atm which are good for a release, others can wait a little bit time, and we could release a 0.4.15 in 3 months if needed, there are no schedule |
22:24 |
hmmmm |
i'm conflicted on fixed schedule releases |
22:24 |
hmmmm |
on one hand, it helps with predictability and frequency of releases, and it could also encourage developers to kind of hurry it up |
22:25 |
paramat |
fixed just doesn't happen |
22:25 |
hmmmm |
but on the other hand it could force us to miss a lot of great contributions that would've been great to have beforehand |
22:25 |
nrzkt |
we don't miss, we delay |
22:25 |
nrzkt |
releases also permit to communicate about the product |
22:25 |
hmmmm |
isn't that the point of celeron's blog and the forum? |
22:26 |
nrzkt |
without communication for a too long time, it's difficult to get new players |
22:26 |
paramat |
anyway we should certainly be concentrating only on priority stuff for release, that's why we are 'semi-frozen' |
22:26 |
nrzkt |
paramat, semi-frozen doesn't exist |
22:26 |
paramat |
i created it |
22:26 |
nrzkt |
you are frozen or not :p but not semi frozen |
22:26 |
nrzkt |
if we add features, we are not |
22:26 |
sofar |
I'm late in the discussion, and would love est31 path collision stuff in the release, but I think it's unrealistic time-wise |
22:26 |
paramat |
we're in the fridge door next to the fruit juice |
22:26 |
nrzkt |
sofar, agreed |
22:27 |
nrzkt |
take the fruit juice in your head :p |
22:27 |
sofar |
however, for the discussion, I see it as a feature, not a bugfix |
22:27 |
sofar |
it's certainly not a regression |
22:28 |
sofar |
are we perhaps considering a branch? would that help? |
22:28 |
sofar |
branch for 0.4.14, then run a week of testing so that development can continue |
22:28 |
nrzkt |
sofar, no, tried it but seems outside of MT scope |
22:28 |
sofar |
np, fair enough |
22:29 |
sofar |
a week isn't so bad, if that's what it is |
22:29 |
nrzkt |
for 0.4.13 we tried this but doesn't work |
22:29 |
sofar |
it takes.. practice and control |
22:29 |
sofar |
anyway |
22:30 |
sofar |
at this point in time I'd start going into milestones and kick items out that aren't going to make it |
22:30 |
nrzkt |
i agree with you, but the MT devel model is currently not mature for this |
22:31 |
paramat |
ok we're not semi-frozen, more chilled |
22:32 |
sofar |
only 2 prs open in 0.4.14 for minetest |
22:32 |
sofar |
so, we're really scraping the bottom already there |
22:32 |
sofar |
3 for minetest_game |
22:33 |
paramat |
btw https://github.com/minetest/minetest/issues/3266#issuecomment-199906559 who's the person for secure settings? |
22:34 |
paramat |
we may have to delay nodetimer crops |
22:34 |
sofar |
that's fine |
22:34 |
sofar |
xpanes is out as well, there's more |
22:35 |
paramat |
tnt would be good if the current problem can be fixed |
22:35 |
sofar |
remind me, what are we talking about there? |
22:36 |
paramat |
oh was nore's bug fixed? |
22:37 |
paramat |
https://github.com/minetest/minetest_game/pull/862#issuecomment-202301115 |
22:37 |
sofar |
https://github.com/minetest/minetest_game/pull/862/commits/973b0bfadb0651105f3f0462faf5e8d1fd2f4ad1 fixes those |
22:37 |
paramat |
removed nodetimer crops from milestone |
22:38 |
paramat |
ok i think tnt can be in release, we have time to work on it |
22:38 |
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22:39 |
paramat |
my biome tweaks are trivial |
22:40 |
paramat |
game#978 can be closed? or is only partially fixed? |
22:40 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/978 -- furnaces dont work after rejoin |
22:41 |
sofar |
not fixed, although the mods using them did merge workarounds for the actual problem |
22:42 |
sofar |
hmm soon we can make tnt call nodeupdate |
22:42 |
sofar |
that'll be awesome |
22:50 |
sofar |
OH |
22:50 |
sofar |
MY |
22:50 |
sofar |
GAWD |
22:50 |
sofar |
this is fantastic |
22:50 |
sofar |
sec, recording vids |
22:56 |
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22:57 |
sofar |
https://youtu.be/4omndVZijLc |
22:58 |
paramat |
wow |
22:58 |
sofar |
if you pee your pants laughing watching that, I'm not responsible |
22:59 |
sofar |
I've got a patch limiting entity speed, btw. It's badly needed :D |
22:59 |
sofar |
I've seen falling nodes disappear for minutes without it |
23:00 |
paramat |
if you can get that stable for release that would be good |
23:00 |
sofar |
that has my nonrecursive nodeupdate code |
23:00 |
sofar |
without that it would probably lag out |
23:01 |
sofar |
it's not unstable. I haven't seen any bugs with any part of it. it certainly has been tested ;) |
23:02 |
sofar |
of course, only sand and gravel does this |
23:02 |
paramat |
i see. is the tnt PR ready for merge? i think now's the time |
23:02 |
paramat |
looks like that last change is tested |
23:03 |
sofar |
it doesn't have the speed limit in the PR yet |
23:03 |
sofar |
that should really be added |
23:03 |
paramat |
ok |
23:03 |
sofar |
you can otherwise get crazy high speeds |
23:03 |
sofar |
pushing |
23:05 |
sofar |
the reason it's needed - without it you can explode items to the world edge |
23:05 |
paramat |
eh |
23:05 |
sofar |
this way they don't make it that far |
23:06 |
sofar |
this is only a problem for multiple tnt explosions in the same spot, with 1 tnt it doesn't happen |
23:06 |
paramat |
what happens if you explode tnt next to world edge, any big problems? |
23:06 |
sofar |
no, engine just warns, and deletes the item |
23:06 |
Fixer |
sofar, looks nice |
23:08 |
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23:09 |
sofar |
I have sand blocks all, all, ALL over the place now |
23:09 |
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23:20 |
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23:21 |
jin_xi |
nice |
23:23 |
sofar |
400 nodes away still sand |
23:53 |
kinokoio |
Hi, can I send a pull request of just one line? |
23:55 |
kinokoio |
I have found a problem in the line 47 of dungeongen.cpp. It must be "c_torch = mg->ndef->getId("default:torch");" instead of c_torch = ndef->getId("default:torch"); |
23:58 |
paramat |
yes a 1 line PR is fine |
23:58 |
paramat |
those torches are disabled by default and only used for dev work |