Time |
Nick |
Message |
00:00 |
Fixer |
MillersMan, by changing max amount of loaded blocks i guess? |
00:00 |
|
STHGOM joined #minetest-dev |
00:00 |
Fixer |
MillersMan, maybe "client_mapblock_limit = 5000", try lowering it down, it is "Maximum number of mapblocks for client to be kept in memory" ? |
00:01 |
Fixer |
MillersMan, you can search in minetest.conf.example if not sure |
00:02 |
MillersMan |
Does this also limit the server in singleplayer? |
00:02 |
Fixer |
MillersMan, don't know :) not a dev |
00:03 |
Fixer |
MillersMan, if not sure, run it from Server tab |
00:06 |
MillersMan |
I'll try you test map, am I right that all water in the air is flowing and no source nodes? |
00:06 |
Fixer |
MillersMan, yeah, that is the worst kind |
00:07 |
Fixer |
MillersMan, you can found more of the stuff |
00:07 |
Fixer |
MillersMan, simplest case is probably this hanging one https://cloud.githubusercontent.com/assets/3686677/12376394/bf4e1572-bce9-11e5-903e-733d672d504f.png |
00:08 |
Fixer |
source above is present and water_flowing getting stuck some where below |
00:08 |
Fixer |
but sometimes it gets more ugly and you get flying water_flowing in air :) |
00:09 |
Fixer |
that map has all kinds of strange water bugs |
00:09 |
Fixer |
thats why i saved it |
00:11 |
Fixer |
it will lag a lot because of liquids going through empty nonsaved map chunks but thats ok :) (don't do performance testing on it! it has empty space below so huge amounts of water can start flowing through some cracks or empty chunks) |
00:11 |
Fixer |
have fun and good night |
00:13 |
|
millersman-1 joined #minetest-dev |
00:38 |
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yasnothil joined #minetest-dev |
00:51 |
hmmmm |
paramat: what I ended up doing was take the generateBiome change out of that commit completely |
00:52 |
hmmmm |
it's harder work but it's worth it in the end imho because if there's a problem it's simpler to trace down and it's better organized too |
00:56 |
|
Void7 joined #minetest-dev |
01:01 |
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Icedream joined #minetest-dev |
01:57 |
ShadowNinja |
nore: I already have a multithreaded C++ MC2MT converter working. It does about 8900 16x16x16 blocks in 14 sec on my laptop. |
01:58 |
ShadowNinja |
Most of the time is spent in ZLib compression, so it's not going to get much better than that. |
01:59 |
|
Void7 joined #minetest-dev |
02:02 |
ShadowNinja |
I also fixed some bugs in your converter (some incorrect conversion file entries mostly I think), added chest inventory conversion, added a bunch of other nodes, and started adding MC inv items (not yet done with all of the conversions). |
02:03 |
ShadowNinja |
I also fixed some bugs in your converter (some incorrect conversion file entries mostly I think), added chest inventory conversion, added a bunch of other nodes, and started adding MC inv items (not yet done with all of the conversions). |
02:25 |
|
Icedream joined #minetest-dev |
02:33 |
sofar |
ShadowNinja: damn, time to merge my improvements to mcimport then |
02:33 |
sofar |
I was starting on very non-trivial things like itemframes |
02:48 |
|
gregorycu_ joined #minetest-dev |
02:49 |
gregorycu |
Hello all |
02:58 |
|
diemartin joined #minetest-dev |
03:17 |
Wayward_One |
Two Android users have encountered problems with my recent apk, detailed here: https://forum.minetest.net/viewtopic.php?f=42&t=12169&p=215809&sid=e779a5875127aafd9e6c1b228ead02c2#p215793. I personally test each build before I upload them, so I have no idea what could be wrong |
03:19 |
gregorycu |
hmmmm is going to enjoy that bug report |
03:20 |
gregorycu |
"ERROR: An unhandled exception occurred: SQLite3 database error" |
03:49 |
|
Zeno` joined #minetest-dev |
03:50 |
diemartin |
nothing else? |
03:58 |
Zeno` |
is anyone merging #4056? |
03:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/4056 -- Mainmenu: Remove space under mod list by Rui914 |
03:58 |
Zeno` |
If not I'll do it in 10 minutes or so |
03:59 |
nore |
ShadowNinja: oh, interesting, didn't know that |
03:59 |
* nore |
looks |
03:59 |
gregorycu |
diemartin: ? |
04:00 |
Zeno` |
that's his name |
04:00 |
Zeno` |
literally |
04:00 |
gregorycu |
<diemartin> nothing else? |
04:02 |
nore |
ShadowNinja: do you have a repo with it though? I can find the nbt reader, but not the cpp mcimport |
04:02 |
diemartin |
gregorycu, your error. in any case, please ignore |
04:03 |
gregorycu |
I was quoting from what Wayward posted |
04:09 |
|
kaeza joined #minetest-dev |
04:34 |
gregorycu |
sofar, give me sheep bro |
04:36 |
sofar |
hop over an island, they have plenty |
04:37 |
gregorycu |
Well played |
04:38 |
gregorycu |
Where are you from sofar? |
04:38 |
gregorycu |
By the way, my pathfinder now has parity with the existing pathfinder, except it has no bugs |
04:39 |
sofar |
the answer to that question depends on a timescale |
04:39 |
gregorycu |
Check this out: http://www.gregorycurrie.com/hooray.jpg |
04:39 |
gregorycu |
That's with a jump height of 2 |
04:40 |
sofar |
just make a tester stick |
04:40 |
gregorycu |
I have two tester blocks |
04:40 |
gregorycu |
Which I move about |
04:41 |
gregorycu |
But they don't bleat |
04:41 |
sofar |
sorry, I'm really not going to publish it until I think it's ready for that |
04:42 |
sofar |
I want to get everything right, no shortcuts, no bad models, no mspaint textures, no bad sounds, no missing gameplay components, etc. |
04:43 |
gregorycu |
I know, I'm just teasing :) |
04:43 |
gregorycu |
That's why I'm working on a kickarse pathfinder for you |
04:43 |
gregorycu |
What pathfinder options do you need |
04:43 |
gregorycu |
At the moment I have max drop / max jump |
04:44 |
sofar |
https://github.com/minetest/minetest/issues/4049 |
04:44 |
gregorycu |
Which of those do you need? |
04:45 |
gregorycu |
Soon, I mean |
04:45 |
sofar |
swimming across surfaces |
04:45 |
sofar |
and, obviously, walking through grass plants needs to work |
04:45 |
gregorycu |
So, with swimming, I'm thinking there are three types |
04:45 |
gregorycu |
Swimming above the water, like a boat |
04:46 |
gregorycu |
Swimming below the water, like a fish |
04:46 |
gregorycu |
Swimming "at the surface" like an animal |
04:46 |
gregorycu |
A non-fish animal :) |
04:46 |
sofar |
ah, yes |
04:46 |
nore |
oh, btw, is there an option for needed height? |
04:46 |
sofar |
although two of those are very similar |
04:46 |
gregorycu |
nore: No, there isn't, and you're right, there needs to be one |
04:46 |
sofar |
ohh yes, needed height is good |
04:46 |
gregorycu |
sofar: You're talking about the first two |
04:47 |
gregorycu |
Right? |
04:47 |
sofar |
needed size to be complete |
04:47 |
sofar |
gregorycu: add a note? |
04:47 |
sofar |
I'll add it |
04:47 |
gregorycu |
sofar: With regards to surface and above water |
04:48 |
sofar |
"path may swim under the surface (against the bottom) of the liquid" |
04:48 |
gregorycu |
For me, under the surface means inside a block that doesn't have air above it |
04:48 |
gregorycu |
Can be dirt, ice, etc. |
04:48 |
gregorycu |
Maybe not air, maybe walkable |
04:49 |
sofar |
sure |
04:49 |
gregorycu |
Are you happy with 3 types of swimming? |
04:50 |
sofar |
bottom dwellers can just use the normal surface of nodes |
04:50 |
sofar |
so yeah, I think that's everything |
04:52 |
gregorycu |
The hardest thing about all of this is to make it performant |
04:54 |
gregorycu |
lol |
04:54 |
gregorycu |
What if the liquid is lava |
04:55 |
sofar |
damage will kill entities inside of them if needed |
04:55 |
sofar |
otherwise, it's a liquid |
04:56 |
|
gregorycu_ joined #minetest-dev |
04:56 |
nore |
sofar: yes, but then, the pathfinder should say to avoid the lava |
04:57 |
sofar |
sure, assign a high cost to lava |
04:57 |
sofar |
gregorycu: #define performant |
04:57 |
nore |
Oh, there would be per-liquid costs? |
04:57 |
sofar |
gregorycu: let me give you a request based on what I think would be normal usage: |
04:58 |
sofar |
gregorycu: 100 mobs requesting 1 path every 1 second |
04:58 |
gregorycu_ |
So, it must be able to handle 100 tps |
04:58 |
sofar |
yup |
04:58 |
hmmmm |
why are mobs requesting paths so often |
04:58 |
sofar |
I'd be happy with that already |
04:58 |
sofar |
hmmmm: edge case |
04:59 |
sofar |
my sheep are requesting paths every 20-30 seconds right now |
04:59 |
gregorycu |
With regards to lava |
04:59 |
sofar |
but, if they're in pursuit or fleeing, they may recalculate more often |
04:59 |
gregorycu |
What do you mean, associate a high cost with it? |
04:59 |
gregorycu |
Nothing in the pathfinder understands what lava is |
05:01 |
nore |
gregorycu: that was the why of my per-liquid costs question |
05:01 |
gregorycu |
Yep, it was a good question (I got DCed so I'm catching up) |
05:04 |
gregorycu |
How does the pathfinder help mobs avoid lava while allowing them to go through water |
05:06 |
kahrl |
let the mob specify a parameter to the pathfinder like 'avoid = {"group:hot"}'? |
05:06 |
sofar |
assign a higher cost to liquids than air nodes |
05:07 |
sofar |
assign a higher cost to lava than to other liquids |
05:07 |
sofar |
air cost = 1 |
05:07 |
sofar |
water cost = 5 |
05:07 |
sofar |
lava cost = 100 |
05:07 |
gregorycu |
Right |
05:07 |
gregorycu |
Well, I like kahrl's suggestion |
05:07 |
gregorycu |
This means the pathfinder needs to understand the different liquid types |
05:08 |
sofar |
I'd make a standard cost matrix first |
05:08 |
kahrl |
yeah, ideally costs can be different for each mob |
05:08 |
kahrl |
if someone wants to make a lava monster |
05:08 |
sofar |
then allow specific custom costs to be passed |
05:08 |
gregorycu |
You could also associate costs with groups |
05:09 |
gregorycu |
group: hot; cost: 100 |
05:09 |
sofar |
maybe define a few standard cost sets (cost_set_water) (cost_set_surface) (cost_set_flying) |
05:09 |
gregorycu |
But this question isn't really about costs |
05:09 |
gregorycu |
It's about categorisation |
05:10 |
gregorycu |
In fact, at the moment, everything is boolean |
05:10 |
gregorycu |
Which means either a cost of 0, or a cost of infinity |
05:10 |
gregorycu |
Or more than infinity |
05:45 |
gregorycu |
There is another type of swimming |
05:45 |
gregorycu |
Wading |
06:12 |
|
jin_xi joined #minetest-dev |
06:17 |
|
Krock joined #minetest-dev |
06:32 |
Zeno` |
Can anyone look at this please: https://github.com/minetest/minetest/blob/master/src/threading/event.cpp#L63 ? |
06:32 |
Zeno` |
And explain the logic behind it (specifically, what is 'notified' meant to be initialised to when the object is created...) |
06:34 |
gregorycu |
false |
06:35 |
Zeno` |
yeah, so I am not wrong if I add code to actually initialise it to false? |
06:35 |
gregorycu |
err... |
06:36 |
gregorycu |
Well |
06:36 |
Zeno` |
in the constructor I mean |
06:36 |
gregorycu |
Yeah |
06:36 |
Zeno` |
thanks. Just making sure :) |
06:48 |
Zeno` |
#4063 |
06:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/4063 -- Fix use of uninitialised variable in class Event by Zeno- |
06:54 |
hmmmm |
aren't objects initialized with the "default value"? |
06:54 |
hmmmm |
i.e. zero fill for primitives |
06:55 |
Zeno` |
no |
06:55 |
Zeno` |
not last I checked the standard anyway |
06:56 |
Zeno` |
valgrind was complaining anyway (uninitalised) |
06:57 |
hmmmm |
hmm looks like what i mentioned only applies to new T() |
06:58 |
hmmmm |
so-called value initialization |
06:58 |
gregorycu |
Yeah, value initialzation |
06:59 |
gregorycu |
Unless it's static |
07:04 |
Zeno` |
I think I can *probably* remove the constructor for C++11 and it would be fine |
07:05 |
Zeno` |
But not for pre-c++11 |
07:05 |
hmmmm |
subtle |
07:05 |
Zeno` |
yeah, too subtle for my liking :( |
07:05 |
hmmmm |
absurd |
07:05 |
hmmmm |
mr. bjarne should think hard about what he's done |
07:06 |
* Zeno` |
waits for an explanation mark |
07:06 |
Zeno` |
explanation lol |
07:06 |
Zeno` |
exclamation! |
07:06 |
hmmmm |
what does an explanation mark look like |
07:06 |
Zeno` |
it looks like @&$*^@$^&@*( |
07:06 |
hmmmm |
that doesn't explain very much though |
07:06 |
Zeno` |
lol |
07:07 |
hmmmm |
for people like me who learns languages from using them/seeing them, such incredibly subtle things are bad |
07:07 |
hmmmm |
i never read a book on C++ so idfk about the 50 types of initializations and every circumstance they apply in, under which versions |
07:10 |
Zeno` |
well, that's what I'm saying. I'm not sure having people needing to refer to the Standard (and more than one version of it in this case) for something as simple as this is a good idea |
07:11 |
Zeno` |
will merge in a few minutes if there are no objections |
07:11 |
Zeno` |
look, another request for a C++ api |
07:12 |
gregorycu |
*shrug* |
07:13 |
gregorycu |
Mark as non-trivial |
07:13 |
gregorycu |
The current Lua pathfinding API is this: find_path(pos1, pos2, searchdistance, max_jump, max_drop, algorithm) |
07:13 |
Zeno` |
is #4042 ready? |
07:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/4042 -- Use ReplaceFile to rename files on Windows (not rename) by gregorycu |
07:13 |
gregorycu |
Are we able to overload it to be find_path(pos1, pos2, searchdistance, options) ? |
07:14 |
gregorycu |
Yes, it's ready |
07:14 |
gregorycu |
bb in 30 min |
07:18 |
Zeno` |
hmmmm, I'll merge 4042 at the same time as 4063? |
07:20 |
hmmmm |
would be nice if 4042 had the line wrapped onto the next |
07:20 |
hmmmm |
could you do that before merging? |
07:20 |
Zeno` |
line 711? |
07:21 |
hmmmm |
yes |
07:21 |
hmmmm |
also that loop looks a little odd |
07:21 |
Zeno` |
yeah, I'll wrap it. Loop looks ok to me... |
07:21 |
hmmmm |
!rename_success doesn't need to be a condition |
07:21 |
Zeno` |
true |
07:22 |
Zeno` |
I'll do that when merging as well |
07:24 |
Zeno` |
grrr. I'll fix "warning: 1 line adds whitespace errors." also >:-| |
07:54 |
Zeno` |
whoa. I got curl to work for the server list |
07:55 |
Zeno` |
I had to disable ipv6 in minetest settings |
07:56 |
Zeno` |
which is... odd |
08:05 |
nore |
Zeno`: maybe because the serverlist isn't ipv6? |
08:06 |
Zeno` |
yeah, but why do I, as a player, have to disable ipv6 which is enabled by default? |
08:06 |
nore |
A bug... |
08:06 |
Zeno` |
eek |
08:07 |
nore |
So that should be fixed |
08:07 |
nore |
Perhaps you should file an issue |
08:07 |
nore |
I'm wondering why I don't get the problem though |
08:08 |
Zeno` |
I'm not sure |
08:08 |
Zeno` |
I'll look into it more after dinner |
08:08 |
|
blaze joined #minetest-dev |
08:08 |
nore |
Well, I never enabled ipv6, but never disabled it either |
08:09 |
|
Hunterz joined #minetest-dev |
08:09 |
nore |
Have a nice dinner then :) |
08:09 |
gregorycu |
Thanks Zeno |
08:09 |
gregorycu |
So yeah, my find_path question above |
08:09 |
gregorycu |
Anyone have opinions? |
08:10 |
nore |
gregorycu: this overloading should be possible |
08:10 |
gregorycu |
Should we do it? |
08:11 |
nore |
I think so |
08:11 |
nore |
It goes in the line of a consistent and easy to extend API |
08:20 |
gregorycu |
The lua c api is annoying me |
08:22 |
|
paramat joined #minetest-dev |
08:23 |
Zeno` |
I think it's some of the best code in minetest |
08:23 |
paramat |
nore do you +1 #4037 ? perhaps it can be merged |
08:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/4037 -- Pathfinder cleanup by est31 |
08:23 |
|
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08:25 |
nore |
paramat: have there been changes since yesterday evening? |
08:25 |
paramat |
kahrl #4048 ? |
08:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/4048 -- FileSelectMenu: Fix formspec parsing broken by Irrlicht file-chooser by kilbith |
08:26 |
paramat |
nore no, est was waiting for +1 |
08:26 |
nore |
paramat: I gave my +1 yesterday |
08:26 |
paramat |
ok thought so |
08:26 |
nore |
But maybe you already left |
08:26 |
nore |
4048 is good too |
08:27 |
paramat |
4037 has only been rebased and updated with hmmmm's request |
08:30 |
millersman |
i've added a fix for the reflow problem #4061 |
08:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
08:30 |
paramat |
good looks like freeze tonight then |
08:30 |
paramat |
ok mm will look later |
08:33 |
Zeno` |
yes.. PLEASE freeze :) |
08:34 |
gregorycu |
freeze tonight? |
08:34 |
gregorycu |
What do you mean freeze? |
08:34 |
Zeno` |
feature freeze ready for release |
08:34 |
gregorycu |
Looks like release will be ready tonight :) |
08:34 |
Zeno` |
haha |
08:34 |
Zeno` |
yeah, let's release while everyone is away! |
08:34 |
gregorycu |
Now you get it |
08:34 |
nore |
Finally! :) |
08:34 |
Zeno` |
we only need two approvals right? |
08:34 |
Zeno` |
hehe |
08:35 |
paramat |
freeze = 2 weeks of testing without adding new features |
08:35 |
Zeno` |
and then 6 weeks of bug fixing after release :-D |
08:35 |
jin_xi |
most mt bugs so old they're features now, so fixes not allowed |
08:36 |
Zeno` |
"oh my god, it's full of features" is now part of my sig (thanks jin_xi) |
08:36 |
paramat |
for game i'll rereview game#1061 then merge it later |
08:36 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1061 -- TNT: Combine adjacent TNT into the explosion by sofar |
08:37 |
Zeno` |
I tested that TNT changed... it's fun |
08:37 |
Zeno` |
I couldn't *not* test it after watching sofar's video :) |
08:38 |
paramat |
nore this evening i will be submitting a PR to make grass_side textures hang a little lower: halfway down |
08:38 |
paramat |
i'll prepare screenshots later |
08:38 |
nore |
paramat: ok, will review |
08:39 |
paramat |
i'd prefer 3/4 covered but thought halfway would be a compromise to keep most happy |
09:02 |
gregorycu |
I want to add freestanding begin and end |
09:02 |
gregorycu |
Should I, if so where? |
09:04 |
nore |
gregorycu: what do you mean? |
09:05 |
gregorycu |
http://www.cplusplus.com/reference/iterator/begin/ |
09:05 |
gregorycu |
(2) |
09:05 |
gregorycu |
I want to add that when compiled in non-C++11 mode |
09:07 |
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09:07 |
nore |
Hm, to what do you want to add that? |
09:08 |
gregorycu |
It's a freestanding function |
09:08 |
nore |
Ah, ok |
09:08 |
gregorycu |
Works with all arrays |
09:09 |
gregorycu |
(Works with arrays that are not raw pointers, that is) |
09:09 |
nore |
I guess, in util/something |
09:09 |
nore |
Maybe misc.h if there isn't a better place |
09:11 |
gregorycu |
for(name_to_setter* iter = begin(bool_setters); iter != end(bool_setters); ++iter) { |
09:11 |
gregorycu |
To iterate through an array (as you would a std container) |
09:13 |
nore |
Yeah |
09:13 |
gregorycu |
Actually, maybe I won't |
09:14 |
gregorycu |
It will clash with the C++11 feature |
09:14 |
gregorycu |
And I'm not sure we can avoid that easily |
09:22 |
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09:25 |
|
MillersMan joined #minetest-dev |
09:42 |
nore |
gregorycu: Well, I'd say it is good to have, but you should see that with the other devs at well |
09:42 |
gregorycu |
I won't touch it, I have other battles to fight :) |
09:42 |
nore |
And to avoid the clash, just put it in an #ifndef |
09:43 |
gregorycu |
lol |
09:44 |
gregorycu |
That assumes include order |
09:51 |
nore |
gregorycu: no, an #ifndef __CPLUSPLUS11 (or whatever the name is) |
09:53 |
MillersMan |
found another flow bug: http://imgur.com/aJNLdLC |
09:53 |
MillersMan |
this affects both mapgen and reflow |
10:08 |
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10:10 |
Zeno` |
The column of water stays like that? |
10:12 |
gregorycu |
nore: But in the user code, what do you include? |
10:12 |
gregorycu |
misc.h would have to include <array> |
10:17 |
nore |
Ah |
10:18 |
nore |
Hm, don't know then |
10:18 |
gregorycu |
All good |
10:18 |
gregorycu |
We can revisit this later :) |
10:19 |
nore |
MillersMan: are these source or flowing? |
10:23 |
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10:53 |
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10:57 |
MillersMan |
Zeno, nore: They are source blocks in this case, it only occurs for blocks added by mapgen or after loading |
10:57 |
MillersMan |
I've created a fix for them: #4065, note that it has to be applied to #4061 also when both are merged |
10:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/4065 -- Fix for flow issues in Mapgen::updateLiquid by MillersMan |
10:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
11:01 |
MillersMan |
s/or after loading/or at loading/ |
11:04 |
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11:35 |
nore |
~tell Fixer maybe this light problem is related to #2823 |
11:35 |
ShadowBot |
nore: O.K. |
11:36 |
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11:39 |
gregorycu |
I think I'll do a video demo of the pathfinding |
12:01 |
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12:01 |
gregorycu |
https://youtu.be/8vFKXovblCw |
12:02 |
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12:03 |
gregorycu |
It's alright to be amazed |
12:08 |
MillersMan |
gregorycu: Looks nice. Does the pathfinding have weightings for different actions. Like giving the dog the preference to walk around a small puddle but walk under water through a long river? |
12:09 |
gregorycu |
Not yet |
12:09 |
gregorycu |
That's planned though |
12:10 |
nore |
gregorycu: woah |
12:12 |
gregorycu |
I want to add underwater swimming and wading through water next |
12:12 |
gregorycu |
(wading is only suitable for animals more than 1 high) |
12:13 |
gregorycu |
Then after that, flying |
12:13 |
gregorycu |
And then diagonal movement |
12:13 |
gregorycu |
Then I'll think about adding weighting |
12:13 |
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12:57 |
gregorycu |
Off off to watch history being made |
12:57 |
gregorycu |
I'm off * |
12:58 |
Krock |
watching your neighbour, mowning the lawn? |
13:05 |
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13:17 |
kahrl |
paramat: I can't really approve #4048 since I made that patch (even though kilbith submitted it) |
13:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/4048 -- FileSelectMenu: Fix formspec parsing broken by Irrlicht file-chooser by kilbith |
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13:24 |
PilzAdam |
kahrl, approving your own PRs is allowed |
13:25 |
Zeno` |
kahrl, it's one line. Just merge it without even using the PR :/ |
13:26 |
Zeno` |
kilbith didn't write it and the PR is not necessary |
13:26 |
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13:28 |
kahrl |
Zeno`, I'm not sure it is that trivial, see hmmmm's comment in #4044 |
13:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/4044 -- In-Game Font switching mess up the GUI |
13:29 |
kahrl |
PilzAdam: is it? I wasn't sure about the outcome of that recent discussion |
13:29 |
Zeno` |
I'm aware of hmmmm's comment but the thing is either 4048 has to be closed as not a solution or the small change merged as a possible fix |
13:30 |
kahrl |
sure |
13:30 |
kahrl |
but I wanted to give it the chance to generate more feedback first |
13:30 |
Zeno` |
I can't see how it would cause any harm even if it doesn't actually fix the issue... |
13:31 |
kahrl |
idk, locales are weird, maybe it causes something completely unrelated to break on a specific OS |
13:32 |
kahrl |
but that sounds far fetched for LC_NUMERIC, I admit |
13:32 |
kahrl |
(when set to "C") |
13:33 |
kahrl |
thing is, Irrlicht changes all the locale categories, not just LC_NUMERIC, so the whole combination of them might end up broken |
13:34 |
Zeno` |
This bug... after it manifests, is it "fixed" after restarting minetest or does it persist? |
13:34 |
kahrl |
restarting fixes it |
13:34 |
Zeno` |
I don't see how it's a blocker then. Perhaps it can wait |
13:36 |
kahrl |
I wouldn't call it a blocker either |
13:36 |
kahrl |
all that said, my fix can only break things in the case where someone has opened a file select menu |
13:36 |
kahrl |
which is already broken |
13:37 |
kahrl |
(to the extent that restarting is required) |
13:37 |
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13:37 |
kahrl |
so I don't thing the fix can make anything worse |
13:37 |
kahrl |
think* |
13:38 |
kahrl |
I think I'll just merge it in 30 minutes then |
13:38 |
Zeno` |
Which was my first thought also |
13:38 |
Zeno` |
yeah, just do it :) +1 |
13:43 |
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16:00 |
Zeno` |
hi hmmmm |
16:12 |
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16:14 |
hmmmm |
hello |
16:26 |
ShadowNinja |
nore: No repo yet. Another thing I fixed is the block flags, the generated flag is actually stored inverted, and the lighting expired flag doesn't work properly. My converter has to fix the lighting of nodebox nodes like stairs and slabs, but other than that you can just use the MC lighting. chunksize=1 is also necessary to prevent maiden griding from mod with mapgen like moretrees. |
16:27 |
ShadowNinja |
*mapgen greifing. Thanks, autocorrect. |
16:27 |
hmmmm |
and here i was thinking that maiden gridding is a new term i haven't heard of yet |
16:47 |
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16:48 |
Zeno` |
Gosh I hope we're frozen when I wake up |
16:49 |
Zeno` |
We've been in "semi-freeze" since I've been back lol |
16:49 |
hmmmm |
yeah this is getting ridic. |
16:50 |
Zeno` |
it is |
16:50 |
hmmmm |
then again i'm not the greatest at release management either D: |
16:50 |
Zeno` |
things keep getting added to the milestones and freeze delayed |
16:50 |
hmmmm |
maybe somebody should be designated for the role instead of passing it around every couple of versions |
16:50 |
Zeno` |
let's just put it in liquid nitrogen hehehe |
16:51 |
Zeno` |
well, it *is* a juggling act, I agree |
16:51 |
Zeno` |
but... semi-freeze for months on end? |
16:52 |
hmmmm |
alright i'm gonna make an executive decision |
16:52 |
hmmmm |
we'll be in feature freeze until everybody decides on which blockers are really blockers or not |
16:53 |
hmmmm |
and then immediately code freeze for a week or two |
16:53 |
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16:59 |
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17:07 |
Fixer |
wait what? feature freeze is not release, who said there will be release? is not it is bug fix part now for some weeks? just to be sure |
17:08 |
Fixer |
nevermind |
17:08 |
Zeno` |
Fixer, feature freeze hasn't even ... hehhe ok |
17:09 |
Fixer |
could you guyz look at that water reflow fixes? that could be nice for mt, i will play with it today too I guess |
17:09 |
Zeno` |
the liquid reflow? |
17:09 |
Fixer |
yeah |
17:09 |
Zeno` |
yeah I think it looks great but I should not be in this release |
17:09 |
hmmmm |
? |
17:09 |
hmmmm |
what are you guys talking about |
17:10 |
Zeno` |
secret stuff |
17:10 |
Fixer |
#4061 and #4065 |
17:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
17:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/4065 -- Fix for flow issues in Mapgen::updateLiquid by MillersMan |
17:10 |
hmmmm |
oh.. |
17:10 |
hmmmm |
no no no no... |
17:10 |
Zeno` |
yeah, ok, secret's out |
17:10 |
hmmmm |
we already discussed this, that's not a valid fix |
17:10 |
Fixer |
oh |
17:11 |
Zeno` |
it shouldn't even be discussed now :P |
17:11 |
Zeno` |
it's promising though |
17:12 |
Zeno` |
hmmmm, why is it not valid? |
17:12 |
Fixer |
i missed discussion on irc, have not noticed in logs |
17:12 |
Zeno` |
I missed it also |
17:12 |
hmmmm |
performance issues |
17:12 |
Zeno` |
but I don't really want to discuss it before this release happens |
17:12 |
hmmmm |
the liquid queue is being filled up with thousands of nodes on load time |
17:13 |
Zeno` |
it might be better than "frozen" liquids though :/ |
17:13 |
Zeno` |
that queue is infinite anyway |
17:13 |
Zeno` |
(effectively infinite) |
17:13 |
hmmmm |
it's an issue of priority |
17:14 |
hmmmm |
our priority is basically having the game as smoothly running as possible |
17:14 |
hmmmm |
frozen liquids are an issue, but nowhere nearly as big of an issue as a chronically lagging liquid queue |
17:14 |
Zeno` |
It's pretty horrible to walk into a region where lava is pooling around the bottom of a block |
17:14 |
Zeno` |
or water, or whatever |
17:15 |
hmmmm |
didn't paramat do something to address this? |
17:15 |
Zeno` |
well if he did I can't see it fixed |
17:15 |
hmmmm |
not liquid reflowing exactly, but stopping it from pooling at least |
17:16 |
Zeno` |
possibly, I'd have to check again |
17:16 |
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17:16 |
paramat |
yeah i stopped liquids spreading out if they hit ignore |
17:16 |
Zeno` |
but that doesn't fix the entire "issue" |
17:16 |
Zeno` |
although it's a great improvement |
17:16 |
paramat |
correct |
17:17 |
paramat |
now a water column will just stop, looks much tidier |
17:18 |
paramat |
#3581 |
17:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/3581 -- Liquids: Prevent liquid spreading on ignore by paramat |
17:19 |
Zeno` |
in real life lava and water (as two examples) don't flow down forever anyway |
17:19 |
Zeno` |
lava cools and water gets absorbed |
17:20 |
Zeno` |
but I'm not even going to think about this until after release :) |
17:21 |
Zeno` |
paramat, so, are we ready for freeze? |
17:22 |
paramat |
i'm catching up, reading logs, been out all day .. |
17:23 |
Zeno` |
who gave you permission to go out? |
17:23 |
Zeno` |
You need two approvals to go out |
17:24 |
hmmmm |
hmm |
17:24 |
hmmmm |
millersman seems to have read the original thread since he commented in it, but does he actually understand...? |
17:24 |
paramat |
heh |
17:24 |
hmmmm |
if he did then he'd get why the PR isn't a solution |
17:25 |
hmmmm |
it's not like 50 people haven't already tried fixing it and then this random person does something obvious and all of a sudden it works |
17:25 |
hmmmm |
we're gonna have to invent something for a good solution, and also perhaps some compromise |
17:25 |
hmmmm |
i hate to say it |
17:25 |
paramat |
well engine can be frozen now, no milestone PRs left |
17:26 |
paramat |
game has a tnt |
17:26 |
paramat |
sorry .. |
17:26 |
paramat |
.. PR i will review then merge soon |
17:26 |
hmmmm |
no problem, as long as something is happening |
17:27 |
paramat |
so yes engine freeze now. game freeze later tonight probably |
17:27 |
Zeno` |
yay |
17:28 |
Zeno` |
tnt by sofar? |
17:28 |
Zeno` |
I tested that... it's great |
17:29 |
Zeno` |
can't/won't comment on the code (I'm not 100% comfortable with Lua) |
17:29 |
paramat |
i have some texture tweaks for game to propose, but textures don't have to delay game freeze |
17:29 |
hmmmm |
actually on second look |
17:29 |
hmmmm |
millerman's solution might possibly be okay |
17:29 |
hmmmm |
it needs to be profiled though, this is one of those things that can't be predicted accurately |
17:29 |
Zeno` |
hmmmm, I think it would be ok because that queue is always full anyway lol |
17:30 |
Zeno` |
but as I said... not looking at it until after release |
17:30 |
paramat |
there are still some engine issues labelled as milestones |
17:30 |
hmmmm |
it's not |
17:30 |
Zeno` |
paramat, you can freeze with issues still open (IMO) |
17:30 |
paramat |
yes correct |
17:31 |
hmmmm |
it only gets "full"-ish on mapgen time |
17:31 |
hmmmm |
in the average case it's like... 10 |
17:31 |
Zeno` |
hmmmm, on a multi-user server it's nearly always full |
17:31 |
hmmmm |
well what did you expect |
17:31 |
Zeno` |
I profiled it ages ago |
17:32 |
hmmmm |
so if it's almost always full on a multi-player server now, it's going to be even worse when every single block load adds 1k or more |
17:32 |
hmmmm |
at that point why even bother, honestly |
17:32 |
hmmmm |
if the liquid transform queue is going to be always full then no liquids will get flowed |
17:32 |
Fixer |
why? |
17:32 |
hmmmm |
maybe there needs to be a smarter liquid flowing algorithm |
17:32 |
Fixer |
is it gets stuck or smth? |
17:33 |
hmmmm |
one that doesn't recursively re-add nodes |
17:34 |
Fixer |
don't understand why when it gets full it won't process, it will process oldest parts and slowly empty it, etc first in first out thing |
17:35 |
hmmmm |
oh yeah it'll get processed |
17:35 |
hmmmm |
you're just gonna have to wait an hour |
17:35 |
Zeno` |
hmmmm, yes, but it won't matter... because clogged is clogged |
17:36 |
Zeno` |
if I still had my VPN I'd be tempted to setup a server just to test it |
17:36 |
hmmmm |
or maybe even better, you'll get a std::bad_alloc crash on the 1 zillionth liquid transform |
17:36 |
Fixer |
i don't know, i will just apply that PRs and play with them on that world copy, just to see the gameplay |
17:36 |
hmmmm |
i don't think the liquid transform queue gets dumped anymore |
17:36 |
Zeno` |
hmmmm, it's (it == that queue) already occupies most of the RAM according to massif |
17:37 |
hmmmm |
yeah okay |
17:37 |
hmmmm |
it's clear to me at least that the liquid flow algorithm sucks and simply doesn't scale |
17:37 |
Zeno` |
yep :) |
17:37 |
hmmmm |
this shit |
17:37 |
hmmmm |
is not fixing the issue |
17:37 |
hmmmm |
so are you volunteering for improving liquid flow? lol |
17:37 |
Zeno` |
me? |
17:37 |
hmmmm |
ya |
17:38 |
Zeno` |
no way dude |
17:38 |
hmmmm |
hahaha |
17:39 |
hmmmm |
ok less talk more code |
17:40 |
Zeno` |
If I did it I'd implement the cooling/absorbing heh |
17:40 |
Fixer |
paramat, "players on Xanadu complaining about new grass texture... they no like" |
17:40 |
paramat |
stuck liquids are not a huge problem, at least they don't spread anymore |
17:40 |
Fixer |
yeah |
17:40 |
paramat |
heh well of course many will not like it |
17:40 |
Fixer |
worst thing is when some DH places one block below it and it spreads a little and go down in that shape and freeze :) |
17:41 |
Zeno` |
my water elevators are broken! |
17:41 |
Fixer |
someone actually playing minetest? breaking |
17:42 |
Zeno` |
I was giving an example of a complaint :P |
17:42 |
paramat |
oh :) |
17:48 |
paramat |
sofar i'll merge game#1061 now i assume it's still ready |
17:48 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1061 -- TNT: Combine adjacent TNT into the explosion by sofar |
17:49 |
sofar |
yes, it's good to go |
17:49 |
paramat |
good work on this, thanks |
17:49 |
sofar |
I experimented yesterday with liquids being a falling node, that was interesting |
17:50 |
sofar |
it has potential |
17:53 |
* VanessaE |
peeks in |
17:55 |
paramat |
'peek' and 'poke' were ZX Spectrum keywords for accessing memory locations |
17:55 |
* VanessaE |
pokes paramat jut because. |
17:56 |
MillersMan |
hmmmm, Zeno` : didn't notice my PR are in discussion. Some background on my fixes: I did my best to avoid adding any nodes to the tranformation list that don't belong there. |
17:56 |
paramat |
now merging |
17:57 |
MillersMan |
#4065 might actually get rid of the issue with clogged queue after mapgen, as it ignores most of the nodes that would have been previously added |
17:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/4065 -- Fix for flow issues in Mapgen::updateLiquid by MillersMan |
18:00 |
MillersMan |
the old implementation added the whole upper plane of generated chunks while the new implementation ignores anything above the first actual non-ignored block which actually solved a bug while I wasn't able to see any issue so far |
18:01 |
MillersMan |
the loading implementation will only add the highest and lowest node in an actual water column where a column that might continue above or below is ignored |
18:02 |
paramat |
merged, all game milestones cleared |
18:03 |
MillersMan |
so for ocean blocks it will only add the water surface and the water base which has a relative low overhead. |
18:03 |
paramat |
4065 issue 1 is weird, water does usually spread when it hits ground |
18:04 |
MillersMan |
paramat: it only does if it wasn't added by the mapgen, i've added the following line in the plane mapgen to produce the result |
18:04 |
MillersMan |
line 400: } else if (y <= water_level || x == 0 && z == 0 &&) { |
18:04 |
MillersMan |
oh sorry should be } else if (y <= water_level || x == 0 && z == 0) { |
18:05 |
paramat |
if it was added by schematic or voxelmanip liquid is not added to the transform queue |
18:06 |
MillersMan |
it is not that it wasn't added to the queue, it's just that the solid block was added instead of the fluid block itself, in case of an air block the transform will still work as it just progresses downward but it will just ignore solid blocks so the column is stuck |
18:07 |
MillersMan |
its actually only replacing the coordinate with the uppers nodes coordinate if the node itself is not fluid, the rest of the PR is about avoiding updates where they shouldn't be |
18:08 |
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18:09 |
Zeno` |
MillersMan, as I said... personally I think it has potential |
18:10 |
Zeno` |
I (for one) will certainly be looking at it very closely after release |
18:10 |
Zeno` |
liquid stuff was a big problem on my server when I had one |
18:11 |
MillersMan |
the loading algorithm could be improved by additionally ignoring all nodes that have fluid or solid nodes beside them |
18:12 |
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18:12 |
hmmmm |
millersman: yes, I looked at your code a bit better and it definitely has potential |
18:13 |
hmmmm |
do you mind performing a simple printf("transforming queue size: %u\n", m_transforming_liquid_queue.size()); in transformLiquids() with and without your fix? |
18:14 |
MillersMan |
I've tested it with the map attached to #2977 and runs unexpectedly smooth on my machine, but someone else with more MT-benchmarking experience has to validate my results |
18:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/2977 -- Stop liquids from flowing over ignore. by red-001 |
18:14 |
paramat |
ah i see updateLiquids is failing for a water column, i guess we don't notice usually because most water is in a mass below water_level, or in gently sloping rivers |
18:14 |
MillersMan |
I'll can do it |
18:15 |
paramat |
perhaps check rivers in mgvalleys for non-updated water |
18:15 |
Fixer |
i will play with those prs :) |
18:15 |
Fixer |
i remember some stuck water in valleys iirc |
18:15 |
Fixer |
placed by mapgen |
18:15 |
hmmmm |
as for the sides of a water column not getting flowed |
18:15 |
MillersMan |
paramat: I only noticed it when testing the broken map and after all water run off few places were left that had the same initial configuration and i tried to reporoduce it with mapgen and the issue remained there |
18:15 |
hmmmm |
that was expected behavior |
18:15 |
paramat |
yes i've come to expect occasional non-updated water |
18:16 |
hmmmm |
i made it that way because the topmost water node is supposed to spill and cause the lower nodes to get their transform queued as well |
18:16 |
hmmmm |
like a cascade effect |
18:16 |
MillersMan |
hmmmm: But it does if it gets generated in any other way than by mapgen only, so for me it is unexpected behaviour |
18:16 |
hmmmm |
right... that's why it's called Mapgen::updateLiquids |
18:17 |
hmmmm |
generating map is a heavy operation to begin with, so all the mapgen variations of the algorithms like transforming liquids and updating light take many shortcuts and make assumptions on the current state, for the sake of speed |
18:19 |
MillersMan |
topmost nodes will still spill exept for cases where there is an upper block that might continue the column but wasn't generated yet |
18:20 |
MillersMan |
i've started learning MT code by doing a new mapgen that has strictly downflowing rivers (ok sometimes there is a single water node above the other where it shouldn't be, but that just a bug) that go through the whole map, so mapgen code is the part i know best so far |
18:20 |
rubenwardy |
#579 |
18:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/579 -- Don't grant priveleges to non-existent players. by 0gb-us |
18:20 |
paramat |
the shortcuts in updateLiquids are ok with me, even working with a river mapgen the stuck water bugs are only occasional and minor |
18:21 |
rubenwardy |
game#579 |
18:21 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/579 -- Add give_initial_stuff API (and a setting) by rubenwardy |
18:21 |
paramat |
nice rebased |
18:21 |
paramat |
i'll merge |
18:22 |
Fixer |
kahrl, will you bugfix that chat scrolling before release or after? |
18:25 |
paramat |
mapgen doesn't usually generate these water columns so it may be best to not fix the issues in 4065 |
18:26 |
hmmmm |
it might be worthwhile as long as the number of updated nodes isn't significantly higher.. |
18:27 |
hmmmm |
mapgen generates water columns when you have a cave that gets carved right next to a lake |
18:27 |
hmmmm |
(maybe it's for the best, liquids + caves = bad news |
18:28 |
paramat |
now merging game 579 |
18:34 |
paramat |
done |
18:37 |
MillersMan |
hmmmm: Where can I paste the output generated by transformLiquids? |
18:37 |
hmmmm |
fpaste.org? |
18:39 |
MillersMan |
here is the output: https://paste.fedoraproject.org/361565/27923146/ |
18:39 |
MillersMan |
I'll do the same without my changes |
18:40 |
hmmmm |
wow |
18:40 |
hmmmm |
at least it's not consistently 12-15k like my attempt |
18:45 |
Fixer |
i have compiling error while cross-compiling win build on my debian of newest minetest: error in event.cpp I guess, pic: https://i.imgur.com/U6A90oH.png Should I open an issue? |
18:47 |
MillersMan |
Here the same without my fixes: https://paste.fedoraproject.org/361569/62128420/ |
18:50 |
MillersMan |
The first version contained both PRs, so the high load during loading will be gone without #4061 but the lower load during generation is the result of #4065 |
18:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
18:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/4065 -- Fix for flow issues in Mapgen::updateLiquid by MillersMan |
18:51 |
MillersMan |
I didn't apply my changes from 4065 to the loading algorithm in 4061 yet, it might get better when doing so |
18:53 |
MillersMan |
looks like 4065 reduces load while generating area with little to now water by up to factor 20, while removing it completely in dry regions |
18:55 |
MillersMan |
I'll going to check whether it has any disadvantages for valleys mapgen, or are there any other mapgens with flowing water spread over a y range of about 200 nodes or so? |
18:57 |
paramat |
no only mgvalleys |
18:57 |
paramat |
mgv5 can have very deep oceans though, but this is mostly liquid source |
18:58 |
hmmmm |
incredible |
18:58 |
hmmmm |
and shadowninja wonders why I get upset with his copious overusage of ifdef blocks |
18:59 |
paramat |
i agree that addressing the updatng of water next to underwater tunnel entrances would be good, to get it flowing down into tunnels |
19:00 |
MillersMan |
only issue i can think of is if an upper block gets generated before one below without overlap and the upper one contains fluid that stops exactly at generation border with ari below, but either i wasn't able to adjust the flat-mapgen to generate one of that or its not an issue |
19:00 |
Fixer |
paramat, yeah, i've seen some times water in caves that got stuck above nice cave |
19:00 |
MillersMan |
either case i would term a mapgen that creates a lake over air with the ground being the generation chunks border an bug by itself, so this should not be an issue |
19:01 |
Fixer |
paramat, or you mean generated one? |
19:02 |
paramat |
i mean in core mapgen |
19:05 |
MillersMan |
oh, one bug isn't fixed with my PRs: if fluid stops exactly at side of a chunk that is generated before the neighbouring one that contains only air, but this would require different measures |
19:05 |
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19:05 |
MillersMan |
so no, haven't fixed all issues with flow in valleys mapgen :( |
19:06 |
MillersMan |
http://imgur.com/TDOB1OA |
19:07 |
paramat |
maybe we could make updateLiquids overgenerate like generateTerrain does, but by 1 node horizontally too |
19:07 |
paramat |
for overlap |
19:07 |
hmmmm |
please stop it with the overgeneration |
19:08 |
paramat |
heh |
19:08 |
paramat |
maybe not |
19:08 |
hmmmm |
it might solve the immediate problem but it causes data dependency problems |
19:08 |
paramat |
i agree it can be problematic, best avoided if possible |
19:09 |
hmmmm |
like mapgen isn't subtle enough the way it is |
19:09 |
hmmmm |
--; |
19:09 |
paramat |
does disabling waving water solve that river bug? |
19:10 |
Fixer |
is not we removed it? |
19:10 |
paramat |
that was 'new style water' |
19:11 |
paramat |
the slight lowering of water surface |
19:11 |
Fixer |
waving water adds another problems |
19:13 |
MillersMan |
paramat: i wouldn't expect it, the river bug comes from not recreating tranformation requests at the borders of chunk if the neighbouring block was containing water but the generated block doesn't |
19:15 |
MillersMan |
fixing those might be possible if updateLiquid will also process the borders of neighbouring blocks that already existed |
19:16 |
MillersMan |
not sure if this is possible yet, as i don't know whether mapgen starts out with an empty buffer or whether it preloads existing content |
19:17 |
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19:19 |
paramat |
mapgen works with the 5x5x5 block mapchunk plus a 1 mapblock thick 'shell' of mapblocks |
19:21 |
paramat |
some things like large caves, dungeons, trees will be generated out into neighbour mapchunks |
19:25 |
hmmmm |
i wish i could take a video of my screen right now |
19:26 |
hmmmm |
to share how good it feels to highlight ~600 lines of code, and then press the backspace button |
19:26 |
hmmmm |
and then do it 5 more times |
19:29 |
Fixer |
http://littlefun.org/uploads/524cd2d3e691b2144cc4428d_736.jpg |
19:34 |
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19:37 |
paramat |
nice, de-duplicating all that mapgen code |
19:38 |
MillersMan |
paramat: thanks, just have seen that MMVManip::initialEmerge initializes the new block with already generated nodes so it should be possible to fix this bug easily |
19:39 |
hmmmm |
it's pretty much impossible to deduplicate valleys mapgen generateCaves however :( |
19:39 |
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19:39 |
paramat |
yeah |
19:39 |
Zeno` |
yeah |
19:40 |
MillersMan |
hmmmm: it would be even worse with my canyon mapgen once underground rivers are implemented, it will rewrite the whole cave generation... |
19:41 |
Zeno` |
changing in event.cpp to this: http://dpaste.com/3NAWQ6S |
19:41 |
hmmmm |
oh god no |
19:41 |
hmmmm |
please don't do that zeno |
19:42 |
hmmmm |
instead, remove the #ifdevs around the notified variable definition |
19:43 |
Zeno` |
even though it's not used? |
19:43 |
Zeno` |
actually I'll leave it... it's a trivial error |
19:43 |
hmmmm |
it's worth not having surprise compilation fails for some specific subset of builds |
19:43 |
Zeno` |
got to sleep |
19:44 |
hmmmm |
bad enough that the client and server include different subsets of header files making server-only builds fail for some people due to the large and complex chain of required includes... |
19:44 |
hmmmm |
better yet, on certain platforms |
19:58 |
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20:00 |
MillersMan |
can't reproduce my issue anymore, same seed, approaching the blocks from the same side but the river is flowing now at that location :(( |
20:06 |
paramat |
it may be an occasional random thing. y = 176 is a lock border but not a chunk border |
20:07 |
paramat |
nore sfan5 WIP but some screenshots game#1065 |
20:07 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1065 -- Default: Slightly lower grass_side and snow_side textures by paramat |
20:07 |
sfan5 |
I'm not sure whether i like this more |
20:07 |
sfan5 |
also |
20:07 |
sfan5 |
can we finally have a set date for feature freeze? |
20:09 |
paramat |
freeze doesn't have to stop new textures, so now, engine is in freeze |
20:09 |
paramat |
savanna certianly looks better, more golden. the snow side needs work though |
20:10 |
paramat |
(certainly) |
20:10 |
sfan5 |
when do you plan to release? |
20:10 |
paramat |
provisionally 2 weeks later |
20:10 |
sfan5 |
later than now? |
20:11 |
paramat |
2 weeks from freeze start |
20:11 |
hmmmm |
this is ridiculous |
20:11 |
sfan5 |
yeah when did the freeze start |
20:11 |
paramat |
right now |
20:12 |
hmmmm |
we'll release on the 11th |
20:12 |
hmmmm |
no ifs ands or buts! |
20:12 |
sfan5 |
why do we need yet another 2 weeks of freeze? |
20:12 |
sfan5 |
i understand that there are problems in need of solving |
20:12 |
paramat |
some feel 2 weeks is needed |
20:12 |
hmmmm |
to test the burst of changes that just got merged to make sure nothing is a huge issue |
20:12 |
sfan5 |
but this release has been pushed so far back already |
20:12 |
sfan5 |
this is getting a little annoying |
20:12 |
sfan5 |
"some" |
20:13 |
paramat |
better than rushing |
20:13 |
sfan5 |
rushing |
20:13 |
sfan5 |
ahaha |
20:13 |
sfan5 |
what |
20:13 |
sfan5 |
this release is anything but not rushed |
20:14 |
paramat |
getting annoyed is your problem |
20:14 |
Fixer |
don't forget to test the damn thing :) |
20:14 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Feature freeze since 2016-05-01, release on 11th. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
20:14 |
sfan5 |
it may be |
20:14 |
sfan5 |
this release having been pushed back a lot is a fact though |
20:15 |
paramat |
unavoidable due to many bugs arising at last moment |
20:15 |
hmmmm |
what bugs have arisen though? |
20:15 |
sfan5 |
bugs do not require pushing back a feature freeze |
20:15 |
paramat |
well yes |
20:16 |
paramat |
i mean essential PRs |
20:17 |
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20:17 |
paramat |
the complaints seem to come from devs not around much |
20:18 |
paramat |
who then seem to blame me for the delay |
20:18 |
paramat |
and don't have much of a grasp of whats going on |
20:18 |
hmmmm |
well, as the release manager, you do get to make judgement calls on whether or not something *needs* to be fixed in this release |
20:19 |
paramat |
i odn't mind less than 2 weeks freeze, it's up to others, it was requested by a few devs so i went with 2 weeks |
20:19 |
paramat |
(don't) |
20:20 |
paramat |
i think it went well. delay is irritating for everyone, but it was needed |
20:21 |
paramat |
i now know why est31 didn't enjoy being release manager last time. people give you crap :) |
20:23 |
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20:24 |
hmmmm |
after your turn, who is up next? |
20:25 |
hmmmm |
i already went a couple times now, est31 went, you went, pilzadam went, did zeno ever do it? |
20:25 |
PilzAdam |
why choose someone who hasn't done it before? |
20:26 |
hmmmm |
everyone should get a turn' |
20:26 |
PilzAdam |
I think experience is a big factor when managing releases |
20:27 |
hmmmm |
distributing experience in this manner is good though because everybody will get to know what they're doing up to a certain point |
20:27 |
hmmmm |
and maybe have a provision like the last release manager to go should help the next one |
20:27 |
PilzAdam |
maybe w could have 2 release managers next time? |
20:28 |
PilzAdam |
it would make life easier for both of them |
20:29 |
paramat |
it's quite an experience, you need a lot of tolerance |
20:35 |
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22:04 |
hmmmm |
hey guys |
22:04 |
hmmmm |
does anybody know off the top of their head what a class would be that has its purpose documented? |
22:05 |
hmmmm |
there are a lot of inline comments about what individual methods do, or what a parameter is, but i can't find any examples of where we wrote a comment discussing the what/why of a class |
22:05 |
hmmmm |
i'd much rather follow prior precedent than making up my own style as i go along |
22:06 |
hmmmm |
nvm, found one in camera.h |
22:07 |
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22:09 |
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22:10 |
MillersMan |
hmmmm: A few others are in environment.h |
22:18 |
hmmmm |
i guess these days minetest developers aren't too terribly concerned about architecture and where their code fits in :/ |
22:24 |
MillersMan |
i wouldn't say it this way... minetest seams to have an architecture and the structure was easy to learn so far... i've seen projects where you wouldn't be able to answer any architecture related question without doing a whole day of traversing call-hierarchies and writing full blackboards with dependency-graphs |
22:26 |
MillersMan |
fixing a trivial issue in such an project is roulette, it might take 10 minutes or a whole week and one can't answer before the fix is done |
22:26 |
hmmmm |
there's no way to know if you're inadvertantly causing an even bigger bug by fixing it either |
22:32 |
hmmmm |
i'm glad people like minetest's architecture :) |
22:34 |
MillersMan |
so far it was fun, and i think i already know about 50% of all flow related code, or maybe more |
22:35 |
MillersMan |
and a lot of mapgen stuff |
22:57 |
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