Time |
Nick |
Message |
00:23 |
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00:24 |
paramat |
now merging games 543 1021 |
00:36 |
paramat |
merged |
00:39 |
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01:05 |
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01:31 |
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01:53 |
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02:13 |
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02:18 |
paramat |
hi hmmmm i've updated #3973 as requested and tested, please could you review sometime tonight? i also updated and tested #3974 and will merge this later |
02:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/3973 -- Mgvalleys: Don't let cavegen place biome nodes everywhere by paramat |
02:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/3974 -- Mgv5: Optimise tunnels, add biome material in entrances by paramat |
02:52 |
paramat |
thanks |
02:55 |
sofar |
paramat: game#999 updated |
02:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/999 -- Dirt should turn to dry grass in some occasions. by sofar |
02:55 |
paramat |
ok |
02:56 |
sofar |
the single ABM came out nicely, I think |
02:59 |
paramat |
seems good i'll have fun testing this |
02:59 |
sofar |
I noticed it's hard for dirt to grow back to grass under trees |
02:59 |
sofar |
(and I kind of like it that way) |
03:12 |
paramat |
now merging 3973 3974 |
03:15 |
sofar |
hmm donbatman makes a good observation |
03:15 |
sofar |
I need to tweak game#999 one more way |
03:15 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/999 -- Dirt should turn to dry grass in some occasions. by sofar |
03:20 |
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03:22 |
paramat |
merges complete |
03:46 |
sofar |
if (foo == NULL) { |
03:46 |
sofar |
or |
03:46 |
sofar |
if (!foo) { |
03:46 |
sofar |
? |
03:46 |
Zeno` |
!foo is fine |
03:46 |
ShadowBot |
Zeno`: Error: You must be registered to use this command. If you are already registered, you must either identify (using the identify command) or add a hostmask matching your current hostmask (using the "hostmask add" command). |
03:46 |
Zeno` |
oops |
03:46 |
sofar |
hahaha |
03:47 |
sofar |
Zeno`: obviously, ShadowBot takes offense! ha! |
03:47 |
Zeno` |
I was just testing the bot |
03:51 |
Zeno` |
I am pleased to report that ShadowBot is functioning as expected |
04:39 |
paramat |
#3991 |
04:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/3991 -- Falling nodes not updating as before |
04:39 |
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05:04 |
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05:26 |
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05:40 |
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05:53 |
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05:55 |
paramat |
now merging #3990 trivial code optimisation |
05:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/3990 -- Mgv7, mgflat, mgfractal: Tunnel generation code optimisation by paramat |
06:01 |
paramat |
merged |
06:19 |
|
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06:23 |
Zeno` |
well that was fun |
06:23 |
Zeno` |
I finally coerced everything to work without UEFI heh |
06:25 |
Zeno` |
made the fedora people angry because I said "wtf" at one point and that abbreviation is not acceptable apparently |
06:27 |
* sofar |
clasp |
06:27 |
sofar |
intel applauds you |
06:27 |
sofar |
DISCLAIMER: they pay my salary |
06:28 |
Zeno` |
:) |
06:38 |
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07:56 |
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08:02 |
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09:31 |
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09:36 |
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10:11 |
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10:24 |
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10:52 |
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10:55 |
rubenwardy |
Ok, I'm currently fixing the inventory hotbar bug. Changing to pos + offset * scale * density works. I used a text element to check that the scaling is working currently, but it turns out that the text does not even take hud_scaling into account |
10:55 |
rubenwardy |
Why are statbar offsets scaled, but text offsets aren't? |
10:57 |
Zeno` |
Probably an oversight |
10:59 |
rubenwardy |
it doesn't appear that images are, either |
11:01 |
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11:01 |
rubenwardy |
It appears that statbars and the size of hotbars are the only things that are scaled |
11:12 |
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11:25 |
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11:27 |
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11:43 |
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12:19 |
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12:34 |
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12:34 |
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12:45 |
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12:54 |
Zeno` |
umm: http://imgur.com/bxZVONQ |
13:01 |
Zeno` |
testing #3933 now to see if it fixes the issue. If it does I will merge because it's critical (the game is unplayable) |
13:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/3933 -- Allow mods to control chat position |
13:01 |
Zeno` |
err #3993 |
13:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/3993 -- [WIP] Fix inventory hud scaling by rubenwardy |
13:02 |
Zeno` |
if the PR doesn't work I'll revert the commit that caused the issue |
13:03 |
rubenwardy |
It's only WIP because I'm not sure about the inconsistency between images, text and statbars |
13:03 |
rubenwardy |
As in, statbar's offsets are scaled, but images and text's offsets are not scaled |
13:03 |
Zeno` |
well, it's better than not being able to play the game |
13:03 |
Zeno` |
did you see my screenshot? |
13:03 |
Zeno` |
(and your PR seems to fix it) |
13:03 |
rubenwardy |
the wielditem on? |
13:03 |
Zeno` |
that's not a wielditem |
13:04 |
rubenwardy |
oh |
13:04 |
rubenwardy |
wow |
13:04 |
Zeno` |
that's a part of the bar |
13:05 |
Zeno` |
I'll commit in 10 minutes because it's a disaster |
13:06 |
Zeno` |
I don't think it was your commit rubenwardy |
13:06 |
rubenwardy |
yeah |
13:06 |
Zeno` |
it seems more like PA's |
13:06 |
rubenwardy |
PA fixed a small bug which hid a bigger bug |
13:06 |
rubenwardy |
both my fault |
13:06 |
Zeno` |
'tis cool :) |
13:07 |
Zeno` |
this is why we have a development version |
13:07 |
rubenwardy |
Yeah, at least it was obvious |
13:09 |
srifqi |
How about the bug that makes player with enable damage turned on die on first play (after register)? |
13:09 |
rubenwardy |
hmmmm ^ |
13:09 |
rubenwardy |
oh, not here |
13:11 |
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13:11 |
Zeno` |
just testing again now |
13:13 |
rubenwardy |
If images and texts are not hud_scaled, then they will become out of alignment with hotbars and statbars. I don't see why this was done. Unless I'm misreading |
13:14 |
Zeno` |
I forget how to embed images on github |
13:14 |
Zeno` |
oh well |
13:16 |
Zeno` |
rubenwardy, after I merge I'll close it but if you can keep looking at it I think we'd all appreciate it |
13:16 |
rubenwardy |
Ok |
13:17 |
rubenwardy |
It would be cool to have a way to automatically generate a table of screenshots of MT at different densities and screensizes |
13:21 |
srifqi |
still no news? |
13:23 |
Zeno` |
merged |
13:24 |
Zeno` |
I know it wasn't a trivial fix, but it was pretty desperately needed |
13:27 |
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13:29 |
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13:34 |
Fixer |
one and final fix? :trollface: |
13:35 |
Zeno` |
probably not the final fix |
13:35 |
Zeno` |
but it's better that the game is playable than not (which it was not because the HUD took up the entire screen) |
13:35 |
Fixer |
i will try it ofc |
13:35 |
Fixer |
need 30 min |
13:36 |
Zeno` |
thanks |
13:37 |
Zeno` |
my first commit since I've been back and it's likely to be controversial lol. But I made the decision and think it was the right one |
13:42 |
Fixer |
there are no bug free people |
13:44 |
Zeno` |
sure there are |
13:44 |
Zeno` |
those who don't do dev |
13:51 |
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14:00 |
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14:03 |
Fixer |
testing |
14:07 |
Fixer |
hud issue fixed for me, looked in SP and MP, resized window few times |
14:08 |
Zeno` |
two birds with one stone :) |
14:11 |
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14:20 |
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15:00 |
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15:04 |
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15:11 |
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15:21 |
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15:25 |
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15:36 |
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15:58 |
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16:02 |
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16:04 |
Zeno` |
morning hmmmm |
16:08 |
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16:23 |
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16:37 |
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16:38 |
hmmmm |
hello |
16:39 |
Obani |
ollé |
16:39 |
Zeno` |
hola |
16:40 |
hmmmm |
did something explode since last night? |
16:41 |
rubenwardy |
just #3989 |
16:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/3989 -- hotbar appearing at top of screen |
16:41 |
rubenwardy |
and 3993 |
16:41 |
rubenwardy |
and #3993 |
16:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/3993 -- [WIP] Fix inventory hud scaling by rubenwardy |
16:42 |
Zeno` |
well, it was more 3933 that caused the meltdown |
16:42 |
Zeno` |
well, not that PR |
16:42 |
Zeno` |
but it fixed the explosion |
16:43 |
Zeno` |
so I applied without getting the proper approvals because I thought that something that made the game unplayable was serious enough to warrant it |
16:43 |
Zeno` |
(after reviewing the code and testing of course) |
16:43 |
rubenwardy |
#3933 |
16:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/3933 -- Allow mods to control chat position |
16:44 |
Zeno` |
a single hotbar element filling the entire window was not great |
16:45 |
hmmmm |
geh |
16:46 |
hmmmm |
this is what hungarian notation was actually invented for btw |
16:51 |
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17:12 |
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17:46 |
Zeno` |
What do other devs think about stopping asking people to squash their PRs in most cases? |
17:47 |
Zeno` |
It seems to cause a lot of confusion and maybe people who are not "git experts" shouldn't have to do that |
17:48 |
Zeno` |
I'm just trying to think of ways to make it easier for contributers and, well, squashing might not be so easy for many |
17:49 |
Zeno` |
Not saying we should encourage PRs with 100000 commits, but... you know |
17:50 |
sofar |
yes, if it makes sense people should squash themselves |
17:50 |
rubenwardy |
commits should still be squashed when merging (if it makes sense) |
17:50 |
sofar |
no, the merger shouldn't automatically squash |
17:50 |
Obani |
Zeno`, if there's a way to keep the initial author by squashing the commits on the main repo |
17:50 |
Zeno` |
yeah I think we should as well |
17:50 |
Obani |
Flooding the history is not a good thing |
17:50 |
sofar |
that's not the point |
17:50 |
sofar |
you can't make a general rule |
17:50 |
sofar |
sometimes it's better to make more commits |
17:50 |
Zeno` |
I mean squashing when committing is not a big deal |
17:50 |
sofar |
sometimes it isn't |
17:51 |
sofar |
don't make a hard rule |
17:51 |
Zeno` |
and then it leaves the decision up to us |
17:51 |
Obani |
Well sometimes it's better to make more commits |
17:51 |
sofar |
that's just gonna make people do the wrong thing |
17:51 |
Obani |
When it's better, it's asked |
17:51 |
Obani |
Two commits for one change are not a good thing |
17:51 |
Zeno` |
Obani, but a lot of people have trouble with it. It takes me less time to squash myself than asking the person to do it for me |
17:51 |
rubenwardy |
Obani, git rebase keeps the author |
17:52 |
Zeno` |
It doesn't make sense because I spend more time doing other stuff before committing before pushing |
17:52 |
rubenwardy |
thats why I said (if it makes sense) |
17:52 |
Zeno` |
a final squash would be like 1% of the time |
17:52 |
rubenwardy |
Only squash if it needs squashing |
17:52 |
Zeno` |
yeah of course, rubenwardy |
17:53 |
rubenwardy |
like if the history is "Add feature", "fix type", "a", "s" |
17:53 |
Zeno` |
rubenwardy, well I'd encourage them to squash those if they can but it would not stop me applying the patch and squashing myself if it makes sense |
17:54 |
Zeno` |
It just seems that sometimes asking "please squash" throws up a barrier that some people will have trouble with and that a core dev should not have |
17:55 |
Zeno` |
I'd do git am, test, squash if necessary and commit |
17:55 |
Zeno` |
I don't see the big deal |
17:56 |
Zeno` |
takes less time than asking them to do it in a comment heh |
17:57 |
Zeno` |
Obani, btw you're missing the point. We can squash ourselves before we push |
17:58 |
Zeno` |
with less stress for us and the PR author (IMO) |
18:01 |
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18:01 |
hmmmm |
yeah probably a good idea |
18:01 |
hmmmm |
i'm going to adopt that policy |
18:02 |
Zeno` |
me too |
18:02 |
hmmmm |
i think the reason why it previously wasn't done that way is because devs are afraid to touch other peoples' commits |
18:02 |
hmmmm |
let's face it though, it's usually faster to just do things ourselves |
18:02 |
Zeno` |
for sure |
18:03 |
Zeno` |
and we can make sure the commit message remains "correct" |
18:03 |
hmmmm |
i began fixing commit messages before merging PRs |
18:03 |
hmmmm |
a lot of commit messages really suck |
18:07 |
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18:14 |
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18:26 |
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18:26 |
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18:31 |
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18:47 |
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18:50 |
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18:53 |
est31 |
I myself have done a bit of changing the author's patches |
18:53 |
est31 |
when merging et |
18:53 |
est31 |
c |
18:53 |
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18:53 |
est31 |
fun starts ofc when the merging changes add a bug |
18:53 |
est31 |
then the guy who originally proposed the patch gets blamed |
18:53 |
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18:54 |
est31 |
I had been through both, both as the guy who got a bug added to his commit and to the one who added a bug to another one's commit |
18:58 |
est31 |
with this new github feature squashing + merging is now very easy |
18:58 |
est31 |
no more rebase -i etc |
18:59 |
est31 |
well I guess it really depends on the pr, some prs have better history preserved, because the changes are in multiple focussed commits |
18:59 |
est31 |
rather than one big "make everything great" commit |
19:00 |
PilzAdam |
I, too, think we shouldn't bother PR authors to squash their commits |
19:01 |
PilzAdam |
if it has to be done, then the core dev who merges it can easily do it |
19:01 |
PilzAdam |
I think it's mostly paramat who is telling people to squash their commits, so someone should tell him to stop that |
19:02 |
est31 |
no |
19:02 |
est31 |
we should still ask people |
19:02 |
Zeno` |
no, we shouldn't. |
19:02 |
est31 |
just if they dont know what it means, we just say its okay |
19:03 |
Zeno` |
There is no point to it |
19:03 |
est31 |
well the thing is if you do the work for them, they will never learn |
19:03 |
PilzAdam |
a comment "Please squash" in the PR always sounds like a "barrier" to the author |
19:03 |
Zeno` |
they don't care |
19:03 |
est31 |
they contribute more and more and you have to do it now |
19:03 |
Zeno` |
and there is no reason why they should care |
19:03 |
PilzAdam |
est31, why should they learn to squash commits? |
19:03 |
est31 |
I mean its good that they contribute |
19:04 |
PilzAdam |
just because we have this weird rules about our git history doesn't mean everyone has to obey them |
19:04 |
est31 |
its not weird to have a clean history |
19:04 |
PilzAdam |
the core devs already rebase all commits so we don't have merge commits |
19:04 |
PilzAdam |
we don't bother PR authors to do that |
19:05 |
est31 |
well the system does get more intransparent |
19:05 |
est31 |
you dont know whether the change was from the core dev or from the contributir |
19:05 |
est31 |
contributor* |
19:06 |
est31 |
I did change the prs locally myself in the past, i do admit |
19:06 |
est31 |
but well it does need to be documented |
19:06 |
PilzAdam |
I'm fine with writing about squashin in contributing.md, but we should not tell authors to do so in the comments to a PR |
19:06 |
est31 |
if you merge it say something like "I fixed some wording here or cleaned up style or sth" |
19:06 |
PilzAdam |
at least not in a way that seems like they are required to do so |
19:07 |
est31 |
Well its easiest if the contributors know the rules |
19:07 |
est31 |
but of course, its an extra service to them to squash the commits for them |
19:07 |
est31 |
if you want to do it, fine |
19:08 |
Zeno` |
est31, the contributers don't know how (most of the time). And I don't think we should force them to learn how |
19:08 |
Zeno` |
Because there is no advantage to either party |
19:08 |
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19:09 |
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19:09 |
paramat |
ok, i won't request rebase :) |
19:10 |
est31 |
rebase != squash |
19:10 |
paramat |
er, squash |
19:10 |
PilzAdam |
paramat, you can request, but not in a way that seems like the author is required to do so |
19:11 |
paramat |
agreed |
19:11 |
paramat |
it's good practice so i think we should gently encourage it |
19:11 |
paramat |
many are happy to do so |
19:11 |
PilzAdam |
and, at least from my experience, squashing while rebasing is so easy for the core dev who merges the PR, that it's mostly not worth bothering the author |
19:11 |
paramat |
no pressure if they're not |
19:11 |
est31 |
I honestly dont really care who squashes, just that in the end we should have a nice history with focused and explanatory commits |
19:11 |
Zeno` |
PilzAdam, exactly |
19:12 |
paramat |
i'll get in the habit of fixing commit messages too |
19:13 |
paramat |
so this is all done after git am, before git push, using git rebase -i HEAD~* ? |
19:14 |
PilzAdam |
you use git am to rebase? |
19:15 |
est31 |
yes? |
19:16 |
est31 |
its the recommended way |
19:16 |
est31 |
on the dev wiki |
19:16 |
paramat |
i do |
19:16 |
PilzAdam |
I personally always checkout the branch and then do a git rebase master |
19:16 |
est31 |
http://dev.minetest.net/Git_Guidelines |
19:16 |
PilzAdam |
and adding an -i to the git rebase that I'm already doing is fairly trivial |
19:17 |
est31 |
PilzAdam, so you add the person's repo as remote? |
19:17 |
est31 |
that would be too burdensome for me |
19:17 |
est31 |
especially as it clogs up the remote list |
19:17 |
est31 |
and when i do git remote update, github becomes veeeery slow |
19:17 |
PilzAdam |
it's really handy; after some time you have the usual contributors set up |
19:17 |
est31 |
probably some QOS thing or rate limiting |
19:18 |
PilzAdam |
I always only update a single remote |
19:18 |
paramat |
i do: clone, wget <patch>, git am <patch>, push |
19:18 |
est31 |
^ my strategy too |
19:18 |
est31 |
well everyone is free to decide how to merge prs |
19:19 |
est31 |
I'm going again now. |
19:19 |
est31 |
bye all! |
19:20 |
paramat |
so after git am i'll use interactive rebase to reword message, squash |
19:20 |
PilzAdam |
paramat, maybe try using remotes for all contributors; you don't have to copy anything around after the initial setup |
19:21 |
PilzAdam |
although, I don't want to mess with your setup; just consider that there may be faster ways to do stuff |
19:35 |
paramat |
ok |
19:37 |
paramat |
is anyone working on #3894 ? seems the last big milestone |
19:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/3894 -- Add serverside noclip enforcement by est31 |
19:38 |
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19:38 |
paramat |
i think est31 may be too busy to work on it |
19:39 |
hmmmm |
i think that should wait until after the release... |
19:40 |
paramat |
well, sofar says it's essential |
19:40 |
sofar |
well no |
19:40 |
sofar |
the thing was we didn't want people to add dig prediction to prevent this abuse |
19:40 |
sofar |
to all sorts of nodes |
19:41 |
PilzAdam |
this has the potential to ruin gameplay on servers, if not done properly |
19:41 |
PilzAdam |
so we should do it after the release so we have enough time to test it on the servers that use the git version |
19:41 |
sofar |
yes, it's quite a high risk patch |
19:41 |
sofar |
ship without it |
19:41 |
paramat |
ok great i'll remove milestone |
19:41 |
sofar |
and skip the node dig prediction too, that can wait as well |
19:41 |
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19:42 |
sofar |
that's just a cool feature, really |
19:43 |
paramat |
how about game#978 ? |
19:43 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/978 -- furnaces dont work after rejoin |
19:47 |
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19:47 |
paramat |
i'll review and hopefully approve tnt changes |
19:56 |
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20:01 |
paramat |
i'll mention game 978 to shadowninj |
20:09 |
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20:10 |
paramat |
+1 for tnt rework |
20:10 |
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20:11 |
sofar |
paramat: did you blow up enough TNT? |
20:11 |
paramat |
sfan5 you may want to review it again due to extra commits |
20:11 |
paramat |
not tested yet |
20:13 |
sfan5 |
no time atm |
20:13 |
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21:18 |
paramat |
VanessaE concerning game#1011 please can we remove the check for 'group:flora_block'? as this adds a costly second 'find nodes in area' search to a frequently run ABM, and only for a mod that is most likely not used. i think it should be down to the poisonivy mod to do the extra work |
21:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1011 -- Tweaked flower and mushroom spreading by tenplus1 |
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22:16 |
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22:16 |
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Topic for #minetest-dev is now Minetest core development and maintenance. No new date for feature freeze decided yet. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
22:16 |
VanessaE |
maybe, but what good is it if that ABM only runs every so often? |
22:16 |
paramat |
yeah, it's unfortunate, but this check should not have been added in the first place, because it's for an optional mod |
22:16 |
VanessaE |
honestly, I think that falls under the "micro-optimization" category |
22:17 |
paramat |
the ABM runs very often, every long grass and flower is flora, and grasslands are dense now iin mgv7 etc |
22:17 |
paramat |
nah that search is costly |
22:17 |
VanessaE |
that's where the problem is then. |
22:17 |
paramat |
nope |
22:18 |
* VanessaE |
sighs |
22:18 |
Calinou |
Minetest server still needs optimization, even with anticheat disabled and not a lot of mods :/ |
22:18 |
paramat |
or we could stop long grasses being flora, but they wouldn't replenish |
22:18 |
Calinou |
CTF server with doubled tick rate (dedicated_server_step = 0.05) and 20 players constantly uses 100% of one CPU core |
22:18 |
Calinou |
I'd expect to be able to have like 28-30 players |
22:18 |
VanessaE |
trust me, having grasses replenish over time tends to irritate people |
22:19 |
Calinou |
the server uses dummy back-end, so there's literally no disk IO too |
22:19 |
Calinou |
and people never generate the map |
22:19 |
paramat |
yeah i'm not sure if grasses really need to spread |
22:19 |
PilzAdam |
paramat, just leave the check there |
22:20 |
PilzAdam |
you can optimize ABMs, but no at the cost of features |
22:21 |
paramat |
i''d like to leave it, but the high cost is not justifiable for a mod that is mostly not used |
22:21 |
paramat |
(more likely not used) |
22:21 |
nore |
paramat: I agree with PilzAdam |
22:21 |
VanessaE |
from what I gather, lots of folks use poison ivy via plantlife modpack, though not as many as mt_game |
22:22 |
VanessaE |
that more mods don't use it isn't a good enough reason to remove the feature. |
22:22 |
paramat |
well looks like i'm over-ruled :) |
22:22 |
Warr1024 |
how much of an impact is the change, anyway? has someone measured? are there actual numbers? |
22:22 |
VanessaE |
sorry paramat :) |
22:23 |
paramat |
that's ok |
22:23 |
paramat |
well it's a search over 512 nodes |
22:23 |
VanessaE |
*furrows eyebrows* |
22:23 |
VanessaE |
512 nodes? |
22:24 |
Warr1024 |
so you're talking about reducing 2 iterations over those nodes down to 1? |
22:24 |
VanessaE |
I don't recall the check radius being THAT big when I maintained that code originally. |
22:24 |
paramat |
radius 4 i think |
22:24 |
Warr1024 |
seems almost as if you could optimize down the 2 group checks by just creating a combined group of flora_block_or_flora or something. |
22:25 |
Warr1024 |
maybe there's some optimization possible in how group checks are done to begin with... |
22:25 |
paramat |
yeah 4. used in 'find nodes in area' |
22:26 |
PilzAdam |
can't find_nodes_in_area be used with multiple groups at once? |
22:26 |
paramat |
it might be, but then how to distinguish the results? |
22:26 |
PilzAdam |
and then search the resulting array for the groups we care about at the moment |
22:26 |
VanessaE |
that would be slow if done in lua.. |
22:27 |
PilzAdam |
searching a (short) array twice should be faster than searching 512 nodes twice |
22:27 |
paramat |
i'm not sure |
22:27 |
VanessaE |
you would think so, but biome_lib does just exactly that, and it's not very fast. |
22:27 |
PilzAdam |
VanessaE, have you benchmarked it yet? consider that the array that is returned is very short |
22:27 |
VanessaE |
I did, long ago. don't have the results anymore though |
22:28 |
Warr1024 |
groups don't really change at runtime, and there are only so many registered nodes... so you could pre-build a lookup for whether a node is in the target set and do the per-node check in constant time regardless of how many groups you're searching for... |
22:28 |
VanessaE |
but I dunno, maybe it'll be ok if the list to search is sufficiently small |
22:28 |
PilzAdam |
we are talking about flora here, which usually is above ground |
22:28 |
PilzAdam |
so we have an array with 16 elements in the worst case |
22:31 |
VanessaE |
hm |
22:31 |
VanessaE |
fair enough |
22:31 |
VanessaE |
still, an API call ought to be added to perform a search like that |
22:31 |
VanessaE |
for the sake of speed. |
22:31 |
VanessaE |
(it could be useful for other things, of course) |
22:31 |
VanessaE |
(biome_lib could use it ;) ) |
22:31 |
paramat |
btw should long grass replenish? it's only used for seeds |
22:32 |
paramat |
removing that from flora would greatly reduce the ABM load |
22:32 |
VanessaE |
definitely not |
22:32 |
VanessaE |
well.. |
22:32 |
VanessaE |
hm |
22:32 |
VanessaE |
maybe it should replenish, if slowly |
22:33 |
VanessaE |
problem is, you clear an area for building on a busy server, get started, come back a week later to find random grass everywhere |
22:33 |
VanessaE |
I used to do just that with jungle gras |
22:33 |
VanessaE |
+s |
22:33 |
VanessaE |
people didn't like it. |
22:34 |
paramat |
also, i now use noise to shape the differing grass heights in grassland, spread would eventually result in all lengths everywhere which is boring |
22:34 |
Calinou |
there should be a way to regrow grass then |
22:34 |
Calinou |
something like bone meal, but Minetesty |
22:34 |
Calinou |
Mese Meal :) |
22:34 |
VanessaE |
G*d no |
22:35 |
VanessaE |
just call it "fertilizer" and make it with something meaningful |
22:36 |
VanessaE |
a block of dirt, grass node, some leaves, and whatever else you can think to put into the mix to make a big organic mass, plus one or two mese crystal fragments to "charge it" |
22:36 |
PilzAdam |
didn't kilbith suggest adding bullshit in some PR? |
22:36 |
VanessaE |
actually I think he did :) |
22:36 |
PilzAdam |
that would make a good fertilizer |
22:36 |
paramat |
heh |
22:36 |
VanessaE |
and now you've done it |
22:36 |
VanessaE |
you went and invoked him |
22:36 |
VanessaE |
now he'll show up ranting :) |
22:36 |
paramat |
junglegrass is flora, dry shrub is not |
22:37 |
VanessaE |
paramat: fwiw, my junglegrass mod would grow grass from one size to another, including dieing, and if it spawned in the desert, it would turn to dry shrub when it dies. |
22:38 |
paramat |
i used to think only flowers spread, because they are vauable, i was surprised to discover long grasses do |
22:38 |
paramat |
well i'll open an issue, we can consider |
22:44 |
VanessaE |
in any case, |
23:05 |
paramat |
yeah |
23:06 |
paramat |
i think #3836 can be closed |
23:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/3836 -- Player gets detached from object when leaving server |
23:10 |
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