Time |
Nick |
Message |
00:17 |
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paramat joined #minetest-dev |
00:19 |
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Void7 joined #minetest-dev |
00:19 |
paramat |
#4100 hmmmm zeno can anyone review this simple mapgen-related tweak? |
00:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/4100 -- Defaultsettings/Android: Increase 'max block generate distance' to 3 by paramat |
00:19 |
hmmmm |
okay wait a minute |
00:19 |
hmmmm |
who signed off on the android default settings commit |
00:19 |
hmmmm |
all the people who voted for it |
00:19 |
hmmmm |
i know i gave a -1 |
00:20 |
paramat |
c55 was possibly a +1 |
00:21 |
hmmmm |
and zeno |
00:21 |
paramat |
i was going to +1 it with this change |
00:21 |
hmmmm |
well, ask them |
00:21 |
hmmmm |
you should get approval from c55 and zeno, not me, since you're basically overwriting the changes they approved |
00:22 |
hmmmm |
(i don't think any of the settings should have been touched unless a developer actually had access to an android device and *tested* each setting's effect) |
00:22 |
hmmmm |
gasp, how dare he want evidence for the snake oil! |
00:23 |
paramat |
ok. but as it's mapgen related your input is useful |
00:23 |
hmmmm |
you already know what my opinion is, but i won't give any approvals because it's not my place tbh |
00:24 |
paramat |
ok, but i guess you would prefer 3 to 2 as it's less nerfed :) |
00:24 |
hmmmm |
also same goes with you |
00:25 |
hmmmm |
have you actually tested experimentally to see if there's a difference between 3 and 2 on android? |
00:25 |
hmmmm |
perhaps the issue is that developers are attempting to offer support to a platform that they are not able to test on |
00:25 |
paramat |
no, no android |
00:26 |
paramat |
i mean i don't have an android device |
00:26 |
hmmmm |
i think this could be addressed however |
00:27 |
paramat |
so ok i'll ask for a test with 3 instead of 2 |
00:27 |
hmmmm |
the money gathered from the donations should go to purchase one of those raspberry pi clones that sell for $10 and given to a developer who has the time and motivation to perform android testing |
00:27 |
paramat |
zeno has android |
00:27 |
hmmmm |
mm |
00:28 |
paramat |
we may have others too with that device |
00:29 |
paramat |
btw wishing you health |
00:29 |
hmmmm |
th..thanks |
00:31 |
paramat |
i can't be bothered with a smartphone, too busy and i kinda wish we didn't bother with them |
00:34 |
hmmmm |
i don't have a smartphone either |
00:35 |
paramat |
your mapgen changes look good, i guess we merge those soon after release |
00:35 |
hmmmm |
i am not even getting started |
00:35 |
hmmmm |
i haven't had any time to work on them but there's still a lot more to go |
00:46 |
paramat |
good. i'll merge #4092 soon |
00:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/4092 -- Keep scroll position constant in ChatBuffer::deleteOldest() by kahrl |
00:51 |
Wayward_One |
speaking of mobile devices and different settings, FWIW, i have the settings on my $99 tablet similar to the settings on my pc, and i often hit 40 fps |
00:57 |
paramat |
a difficult balance due to varying touchscreen device power |
01:01 |
paramat |
those with more powerful tablets would be better off plugging in a keyboard and using the PC version |
01:02 |
paramat |
android seems to cause many issues, personally i would love to drop it :} |
01:04 |
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01:04 |
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asl97 joined #minetest-dev |
01:09 |
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sabayonuser joined #minetest-dev |
01:14 |
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iangp joined #minetest-dev |
01:14 |
hmmmm |
i suppose 4092 is good, it's just that i lack knowledge of the surrounding code to make a quick decision |
01:15 |
hmmmm |
the code looks great if it does what it's supposed to do, but for example, i don't know what del_formatted is vs del_unformatted and which is the correct position to use |
01:17 |
hmmmm |
i'd rather somebody else take a look |
01:37 |
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01:46 |
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torgdor joined #minetest-dev |
01:47 |
paramat |
i'm going to merge 4092 now because close to release it's important it gets wider testing |
01:58 |
paramat |
merged |
01:59 |
paramat |
uh over half of engine milestones are andoid |
02:01 |
paramat |
so it seems sapier was our android dev, but is not around anymore. i think we need a new core dev specialising in android, otherwise drop it |
02:02 |
paramat |
because i oversee and organise PRs and issues i seem to spend a lot of time on android. after this release i might go on droid-strike :) |
02:05 |
paramat |
MT on android is simply crap, better to not do it at all than have a crappy version of MT which also takes up dev time |
02:10 |
paramat |
it just doesn't scale to a small screen with touchscreen controls. smartphones need dedicated ultra-simplified voxel games |
02:10 |
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02:33 |
jhcole |
is there a way to get the un-aliased version of a node name? node.name is returning the alias |
02:45 |
paramat |
not sure |
02:57 |
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paramat left #minetest-dev |
03:04 |
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jhcole left #minetest-dev |
03:18 |
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Zeno` joined #minetest-dev |
03:20 |
Zeno` |
maybe for next release we should add all the android settings tweaks to a text file and load them from the java :/ |
03:21 |
Zeno` |
or host them somewhere and use wget hahah |
03:46 |
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gregorycu joined #minetest-dev |
03:47 |
gregorycu |
tell Fixer no |
03:47 |
gregorycu |
!tell Fixer no |
03:47 |
ShadowBot |
gregorycu: O.K. |
03:52 |
Wayward_One |
Tbh, I don't get what all this android-bashing is about. Perhaps it does depend on the device, but from the perspective of a player on a 6" screen I find the android app rather enjoyable. The only major downsides I can think of are the arrows instead of a virtual joystick and the double-tap to place nodes |
03:52 |
Zeno` |
Wayward_One, I'm not bashing it (I use it as you know) |
03:53 |
gregorycu |
Bloody hell |
03:53 |
Zeno` |
I'm referring to that twice now I've committed that particular PR only for the author to add a comment 10 minutes later that he'd forgotten something in it lol |
03:53 |
gregorycu |
Where are all these new issues coming from |
03:53 |
gregorycu |
Bugfix? |
03:54 |
Wayward_One |
Zeno`, I know, but I've just heard lots of negative things about it lately from various people |
03:54 |
Zeno` |
gregorycu, someone decided that adding Bug label to a PR that fixes a bug didn't quite make sense (and I agree with them) |
03:54 |
Wayward_One |
So I thought I'd give my two cents on the matter :3 |
03:54 |
Zeno` |
Wayward_One, they are strange yes |
03:55 |
gregorycu |
Is there some way I can pair PR and bug on the issues screen |
03:55 |
Zeno` |
Wayward_One, there are not really any coredevs who even test the Android builds. I do, sapier does (but he is not really around) and I think SN might |
03:56 |
Zeno` |
gregorycu, not if nobody provides a cross-reference and even then I don't think you can pair them on the same screen |
03:56 |
gregorycu |
Well, the lack of cross reference is a data issue |
03:56 |
gregorycu |
(Which we should fix when we can) |
03:56 |
Zeno` |
yeah |
03:57 |
Wayward_One |
Ah, ok |
03:57 |
gregorycu |
The sooner we get this release out, the sooner I may become core dev |
03:57 |
Zeno` |
anyway, I agree that people who don't even use Android shouldn't really be providing non-stop feedback on something they've never experienced :) |
03:58 |
Zeno` |
yeah, and then we can blame gcu for all Windows issues |
03:59 |
Wayward_One |
Hehe |
03:59 |
gregorycu |
I'm not the only windows dev! |
03:59 |
gregorycu |
I think |
03:59 |
* Zeno` |
starts adding Windows labels to bug reports |
03:59 |
Zeno` |
sfan does a lot of Windows stuff |
03:59 |
Zeno` |
and umm... |
03:59 |
Zeno` |
hmm, he's not a core dev |
04:00 |
Zeno` |
anyway, TheJoker does also |
04:00 |
Wayward_One |
"Dang it gcu, the windows binaries don't work on my linux install" |
04:00 |
Wayward_One |
:3 |
04:00 |
Zeno` |
Wayward_One, install WINE |
04:00 |
Zeno` |
:3 |
04:00 |
Zeno` |
(TheJoker == Krock) |
04:01 |
Zeno` |
Krockodile Dundee |
04:01 |
Zeno` |
except he's not Australian |
04:16 |
OldCoder |
WINE is FINE |
04:16 |
Zeno` |
The Red Red wine goes to my head |
04:16 |
gregorycu |
Try the Wine |
04:16 |
OldCoder |
I've found that my WIN32 builds work well under Linux with WINE |
04:17 |
gregorycu |
Are they performant? |
04:17 |
Zeno` |
OldCoder, it does |
04:17 |
OldCoder |
Performant? Do you mean fast? Yes... |
04:17 |
OldCoder |
But no special Windows graphic card features are emulated AFAIK |
04:18 |
Zeno` |
OldCoder, latest versions of WINE *may* have changed that |
04:18 |
Zeno` |
But it runs fine without them anyway |
04:18 |
OldCoder |
I'll try them, thank you. And, yes. |
04:18 |
OldCoder |
On my system, speed differences seem minimal. |
04:19 |
Zeno` |
gregorycu, why wouldn't it be "performant"? It's not emulated code -- it's a native API |
04:19 |
gregorycu |
Isn't wine an emulator? |
04:19 |
gregorycu |
(troll) |
04:19 |
* Zeno` |
grumbles and sits with OldCoder |
04:20 |
Zeno` |
us cranky old people can sit in this corner |
04:21 |
OldCoder |
gregorycu, you are aware of what the acronym WINE stands for :-) And this seems more appropriate for the other channels |
04:22 |
gregorycu |
*shrug* |
04:22 |
* OldCoder |
likes recursive acronyms |
04:22 |
gregorycu |
And yes I do |
04:22 |
OldCoder |
For the benefit of non-Linux people, WINE stands for WINE Is Not an Emulator |
04:25 |
gregorycu |
Zeno, when you ran your dodgy code checker |
04:25 |
gregorycu |
Did anything around PlayerSAO pop up |
04:25 |
Zeno` |
my what? |
04:25 |
gregorycu |
Did you run like valgrind or soemthing? |
04:26 |
gregorycu |
To detect race conditions or something |
04:26 |
Zeno` |
oh race conditions... umm I wasn't checking around PlayerSAO so I'm not sure. I think I would have noticed though. Looking |
04:27 |
Zeno` |
nope, nothing related to PlayerSAO |
04:27 |
gregorycu |
Curses |
04:27 |
Zeno` |
I'm not sure I'd call valgrind "dodgy" lol |
04:27 |
Zeno` |
gregorycu, but that's the reason (sort of) I asked tenplus1 if he had logs |
04:28 |
gregorycu |
Of course, you asked for as much info as you can |
04:28 |
* Zeno` |
runs helgrind again just in case something has changed recently |
04:29 |
gregorycu |
you ask * |
04:33 |
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jin_xi joined #minetest-dev |
04:40 |
Zeno` |
it's a bit hard to make make myself die when I can't move lol |
05:09 |
jin_xi |
it's not exactly mt dev but i hope related enough to be asking this here: anyone can tell me where to start looking for a good way for particle systems to share and update a cache of meshes? i dont even know what to google for |
05:10 |
gregorycu |
That sentence didn't really make sense to me |
05:11 |
jin_xi |
sorry. not native english speaking person here. |
05:12 |
jin_xi |
need to keep meshes of mapblocks for doing collisions, its expensive to create them per step per particle system |
05:12 |
jin_xi |
would be nice to cache and only remesh on map change event but share updated mesh with all particle systems operating on that block |
05:19 |
gregorycu |
All good |
05:20 |
gregorycu |
If it's not exactly MT related, I'm not sure what advise we can give you |
05:21 |
thePalindrome |
jin_xi: Is this to have the particles collide with a world? |
05:21 |
gregorycu |
If you need to keep a cache of meshes for collision detection with particles... well... keep a copy of the meshes for collision detection |
05:31 |
jin_xi |
thePalindrome: thats what i am trying to do |
05:38 |
thePalindrome |
In that case just ensure that they have pointers (not copies, pointers only) to the world meshes, and that should be more than enough |
05:39 |
thePalindrome |
If you need to do some calculations, have the particle_manager (or whatever is keeping track of the particles) do the calculations, then make sure that the particles can access the manager |
05:43 |
gregorycu |
Having pointers is a great way to ruin performance |
05:44 |
gregorycu |
Chances are that the meshes will be updated infrequently, and you'll constantly have to use them |
05:44 |
thePalindrome |
er...? |
05:44 |
thePalindrome |
I fail to see how pointers ruin performance |
05:44 |
thePalindrome |
Maybe I"m missing something |
05:44 |
gregorycu |
Because when you go to use the only copy of the meshes, you have to lock |
05:44 |
thePalindrome |
Why? |
05:45 |
thePalindrome |
It doesn't sound like he's writing the meshes |
05:45 |
thePalindrome |
But I see what you mean now |
05:45 |
thePalindrome |
that's only an issue if that step is multi-threaded |
05:45 |
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05:45 |
gregorycu |
it should be multithreaded |
05:45 |
gregorycu |
If it's single threader, sure, use a pointer |
05:45 |
gregorycu |
threaded |
05:46 |
thePalindrome |
If you're just reading the pointer, you don't need a mutex |
05:46 |
gregorycu |
wrong |
05:46 |
thePalindrome |
heck, if you're multithreaded, you need a mutex anyway! |
05:46 |
thePalindrome |
What if the mesh changes as you read it and you walk off the data structure? |
05:46 |
gregorycu |
The particle you mean? |
05:46 |
gregorycu |
This is a common misconception |
05:47 |
jin_xi |
so the basic problem is that currently every single particle is a full scene node and uses same collision detection as a player. so i am trying to use meshes and irrlicht triangle selectors to do batch collision detection against block meshes |
05:47 |
thePalindrome |
I mean while you copy the mesh |
05:47 |
jin_xi |
these meshes currently are not mts mapblock meshes but simpler ones ignoring non walkable nodes and such |
05:48 |
thePalindrome |
still, doubling the memory usage just to hold a seperate read-only copy of the meshes |
05:48 |
thePalindrome |
It really comes down to what's multithreaded and what is bound to a single thread |
05:48 |
gregorycu |
If you have shared data, and one of the users can change the data, you need some form of locking around every single use of the data |
05:48 |
thePalindrome |
That's true even while you copy it |
05:49 |
thePalindrome |
the only way to do an atomic copy is to use mutexes |
05:49 |
gregorycu |
Unless the data isn't shared at that point |
05:49 |
thePalindrome |
In which case just don't copy it |
05:49 |
gregorycu |
The meshes are actually generated in a thread, and posted to the main thread |
05:49 |
gregorycu |
They could be copied in that other thread |
05:49 |
gregorycu |
Before the meshes are shared |
05:49 |
thePalindrome |
oh, that makes sense then |
05:49 |
thePalindrome |
I see what you're saying |
05:50 |
thePalindrome |
I thought the meshes didn't need to be computed |
05:50 |
thePalindrome |
Like you would deep copy the world :P |
05:50 |
gregorycu |
We get a block data, we need to resolve that into something the GPU can draw quickly |
05:51 |
thePalindrome |
For collision? |
05:51 |
gregorycu |
No |
05:51 |
gregorycu |
For drawing |
05:51 |
thePalindrome |
I thought the question was just about collision? |
05:51 |
gregorycu |
Yes, but I'm explaining what already happens |
05:52 |
thePalindrome |
oh, continue |
05:52 |
gregorycu |
We get block data from the server, we generate a mesh off it, and then feed it to the GUI thread |
05:53 |
gregorycu |
If we were to make collision detection use the same copy of the GUI thread, that would mean that we would need locking in the GUI thread to make sure the mesh doesn't get updated while the collision detection system is using it |
05:54 |
gregorycu |
It is often better to double memory usage and have two different data sets |
05:54 |
gregorycu |
Unless it's unreasonable for those two data sets to be slightly different |
05:54 |
gregorycu |
bb in 10 min |
05:54 |
thePalindrome |
But since the collision and gpu are only reading the meshes, why not use an immutable pointer? |
06:01 |
gregorycu |
Back |
06:01 |
gregorycu |
You mean a pointer to immutable data? |
06:02 |
gregorycu |
That's fine, provided that both threads have their own copy of the pointer |
06:03 |
thePalindrome |
? |
06:04 |
thePalindrome |
oh |
06:04 |
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est31 joined #minetest-dev |
06:04 |
thePalindrome |
I meant more like an immutable pointer to immutable data |
06:05 |
thePalindrome |
Hullo monsiour |
06:05 |
gregorycu |
How do you update the data? |
06:06 |
jin_xi |
currently i just regen every step in every particle system using new MapMakeData and generate my own mesh off it. still beats mt particles for speed |
06:06 |
thePalindrome |
I'd presume that you lock the threads while you update the data, since in most cases I can think of you wouldn't do both at the same time |
06:08 |
est31 |
<thePalindrome> I meant more like an immutable pointer to immutable data |
06:08 |
est31 |
thats what const was invented for I think |
06:09 |
thePalindrome |
aye |
06:09 |
thePalindrome |
My inexperience shows, eh? :P |
06:09 |
gregorycu |
I don't think we are talking about the same thing, and I have bugs to solve |
06:09 |
thePalindrome |
Alrighty, sorry for keeping you :P |
06:09 |
gregorycu |
jin_xi: So, is this minetest or what? |
06:09 |
jin_xi |
yes |
06:09 |
thePalindrome |
oh est31 would I talk to you or sfan about minetestmapper? |
06:10 |
gregorycu |
thePalindrome: I kept myself, all good bro |
06:10 |
thePalindrome |
gregorycu: just out of curiosity, what do you usually work on? |
06:10 |
gregorycu |
You mean real life? |
06:10 |
thePalindrome |
in minetest :P |
06:10 |
gregorycu |
Performance related fixes |
06:11 |
thePalindrome |
I see why you've given so much thought about this then :P |
06:11 |
thePalindrome |
I guess I should thank you for the fact that minetest runs on a potato :P |
06:11 |
est31 |
thePalindrome, I think it reached sfan5 I'd suggest waiting a day or so |
06:12 |
est31 |
if not you can ping him on github inside the issue |
06:12 |
thePalindrome |
Oh no, I didn't mean that issue |
06:12 |
thePalindrome |
I can wait on that for a while |
06:12 |
gregorycu |
It can be a lot better |
06:12 |
thePalindrome |
Just having some weird issues with the install step for minetestmapper |
06:12 |
gregorycu |
jin_xi: MeshUpdateThread::doUpdate |
06:12 |
thePalindrome |
gregorycu: fine, it'll run on two potatoes and a carrot :P |
06:13 |
gregorycu |
Take a look at this guy |
06:13 |
jin_xi |
thanks, will do |
06:13 |
gregorycu |
It generates MapBlockMesh and then adds it to a queue to be used by the GUI thread |
06:13 |
thePalindrome |
Ah, now I see where I got confuzzled |
06:14 |
jin_xi |
i wonder i never saw that. i looked at how inventory gets its meshes |
06:14 |
gregorycu |
If you want, you could add some sort of hook in there to know when to update the mesh data for collision detection |
06:14 |
jin_xi |
turns out for some cases (glass and such) it loops through 48^3 blocks to render a node |
06:15 |
gregorycu |
Of you can clone the data there, and push to a collision detection thread |
06:19 |
jin_xi |
that sounds great, i wonder if such a thing could also be used for mobs and entities to avoid issues with static collision boxes |
06:21 |
gregorycu |
Is this for the server or client? |
06:21 |
gregorycu |
I assumed this was for the client |
06:23 |
jin_xi |
oh yes client |
06:26 |
gregorycu |
Cool, I would guess the mobs would be handled server side |
06:26 |
gregorycu |
Well, the currently are |
06:26 |
gregorycu |
they |
06:28 |
jin_xi |
yes, i was just rambling without thinking much, atm just looking at particles and client, sorry |
06:30 |
gregorycu |
All good |
06:50 |
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07:03 |
gregorycu |
nerzhul |
07:04 |
gregorycu |
hmm... |
07:04 |
gregorycu |
I think I found the bug |
07:05 |
gregorycu |
Zeno`: I'll get you to confirm, it's the one you asked for additional info on |
07:05 |
Krock |
congrats, you may keep, roast and eat it, so it doesn't multiply |
07:17 |
Zeno` |
what an I confirming? |
07:17 |
Zeno` |
am* |
07:19 |
gregorycu |
Server::SendPlayerHPOrDie |
07:20 |
Zeno` |
oh god... not that function again |
07:20 |
gregorycu |
It calls both SendPlayerHP and DiePlayer |
07:20 |
gregorycu |
or rather, one of the two |
07:20 |
Zeno` |
just after (or maybe just before) that function was looked at a lot |
07:20 |
gregorycu |
Look how they both handle the result of getPlayerSAO(peer_id) when it returns null |
07:20 |
Zeno` |
well not looked at but added for something else |
07:21 |
gregorycu |
So, the "fix" is pretty clear |
07:21 |
gregorycu |
I just wonder if https://github.com/minetest/minetest/commit/ce8a9ed94b7a3a4cbce04bee27bf8d4167ac6161 was actually wrong though |
07:22 |
Zeno` |
well yeah that was my first thought as well |
07:23 |
gregorycu |
If playersao can become null due to another thread, we probably have a race condition here |
07:23 |
Zeno` |
I think possibly it's actually not correct for the assert to be there (that was my gut feeling anyway), but felt that just removing it might (just *might*) be covering a bug up |
07:24 |
Zeno` |
tenplus1 must be using debug builds on a server |
07:24 |
gregorycu |
Yeah, he must be |
07:24 |
gregorycu |
Kudus to him |
07:24 |
* Zeno` |
thinks |
07:24 |
Zeno` |
I hate just removing it... I actually thought about adding a log warning instead |
07:24 |
gregorycu |
I'll try and cause a crash locally |
07:25 |
gregorycu |
try to * |
07:25 |
Zeno` |
which is another reason I asked for how often it happens :) |
07:25 |
Zeno` |
the problem with the warning is that if it *is* a bug nobody is ever going to report it if it doesn't crash |
07:25 |
gregorycu |
What will the warning say? |
07:25 |
Zeno` |
Warning peer_id %sdjfksj doesn't exist or something |
07:26 |
Zeno` |
but I was uneasy about just doing that for the aforementioned reasons |
07:26 |
gregorycu |
Apparently we know this can be true |
07:26 |
Krock |
The rules from 150207 are still active, right? https://forum.minetest.net/viewtopic.php?f=3&t=11172 |
07:26 |
Krock |
If so, where's the feature freeze branch? |
07:26 |
gregorycu |
We get a bug report about it, we look at the code and go: "Oh yeah, we expect that sometimes" |
07:27 |
Zeno` |
so if it's expected sometimes then using assert() is not correct |
07:27 |
gregorycu |
Yeah |
07:27 |
Zeno` |
there should be a condition as you said |
07:28 |
gregorycu |
My contention is that the assert (and even the early return) may be hiding a race condition |
07:28 |
Zeno` |
yes, that was what I was worried about also |
07:28 |
Zeno` |
and by doing what 0a41326 does is just hiding a bug rather than fixing it |
07:28 |
gregorycu |
I'll try to force that race conditionally locally |
07:28 |
gregorycu |
Yeah |
07:28 |
Zeno` |
ok, thanks |
07:28 |
Zeno` |
I did run helgrind and drd (data race detector) and killed myself btw |
07:29 |
Zeno` |
nothing showed up related to PlayerSAO |
07:42 |
Zeno` |
I'm inclined to trust the DRD and after looking at the code there probably isn't a race condition but testing is good |
07:43 |
Zeno` |
if there was a data race it would have shown up |
07:44 |
Zeno` |
like the million others that did |
07:45 |
gregorycu |
Yeah, it's all done in the one thread |
07:45 |
gregorycu |
So no data-race |
07:45 |
gregorycu |
I'll do change the code in the same way |
07:45 |
Zeno` |
ok |
07:46 |
Zeno` |
I'll merge now as trivial since both of us have looked at it and come to the same conclusion |
07:46 |
Zeno` |
I was about to do it anyway when you added the comment that you'd look at it :) |
07:46 |
gregorycu |
Well, if you want to do the code change, you can |
07:46 |
gregorycu |
If that's easier than me creating a PR |
07:46 |
Zeno` |
Well you can.. I have to cook Mum dinner anyway |
07:46 |
gregorycu |
ok |
07:49 |
Zeno` |
thanks |
07:49 |
Zeno` |
bbs |
07:51 |
Zeno` |
if you're interested in the other contentions and stuff I can email you the analysis output but it's ugly |
07:51 |
Zeno` |
most are log related anyway (and we know about that) |
07:52 |
Zeno` |
might be a bit annoying to read the text by hand but all the data is there |
07:52 |
Zeno` |
Actually I'll do it again after I cook dinner but disable sound |
07:52 |
Zeno` |
that'll make the file about 1/4 the size |
07:56 |
gregorycu |
Yeah, I've hit the log stuff a few times |
07:57 |
gregorycu |
#4102 |
07:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/4102 -- Fixes Dieplayer playersao failed error by gregorycu |
08:13 |
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08:16 |
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08:29 |
gregorycu |
I'll be back later, family dinner time |
08:49 |
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08:50 |
Zeno` |
will merge #4102 shortly (see above) |
08:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/4102 -- Fixes Dieplayer playersao failed error by gregorycu |
08:51 |
Zeno` |
est31, if you can quickly read the logs and see 4102 that would be appreciated |
08:53 |
est31 |
yes would very appreciate it |
08:53 |
* Zeno` |
looks around blankly |
08:53 |
est31 |
but fix the hrammar |
08:53 |
est31 |
damn |
08:54 |
Zeno` |
the hammer? |
08:54 |
Zeno` |
oh |
08:54 |
Zeno` |
yeh sure |
08:54 |
est31 |
I wanted to say fix teh grammar |
08:54 |
est31 |
not the |
08:54 |
est31 |
stupid autocorrect |
08:54 |
est31 |
ruins my jokes |
08:54 |
Zeno` |
lol |
08:54 |
Zeno` |
https://patch-diff.githubusercontent.com/raw/minetest/minetest/pull/4102.patch |
08:54 |
Zeno` |
what would you like changed? :P |
08:55 |
Zeno` |
cases |
08:55 |
Zeno` |
I think he just copy pasted from that other part of code |
08:55 |
Zeno` |
if you're referring to the grammar in the comment |
08:56 |
est31 |
yes |
08:56 |
Zeno` |
I guess I can change it :P |
08:56 |
est31 |
nrz is a nice guy but his grammer is not parfect |
08:56 |
Zeno` |
but... what if you don't like my grammar! |
08:56 |
Zeno` |
then we will end up in an almighty fight |
08:56 |
Zeno` |
this is a dangerous game |
08:57 |
est31 |
minetest is dangerous? |
08:57 |
Zeno` |
eys! |
08:57 |
Zeno` |
merging now ;) |
08:57 |
Zeno` |
I'll try and fix the grandma |
09:00 |
Zeno` |
I wish I could understand it |
09:03 |
Zeno` |
pushed |
09:03 |
Zeno` |
I dunno if you'll like my grammar |
09:04 |
est31 |
its okay |
09:05 |
Zeno` |
phew |
09:05 |
est31 |
I prefer multi line git commit msgs though but in this case one line is fine |
09:05 |
* Zeno` |
puts the whiskey away |
09:05 |
est31 |
hehe |
09:05 |
Zeno` |
oh man |
09:05 |
est31 |
just sayin |
09:05 |
Zeno` |
:) |
09:06 |
Zeno` |
I should have changed that .. didn't notice tbh |
09:39 |
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09:41 |
gregorycu |
I read that comment, didn't even realise the bad grammar |
09:42 |
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09:42 |
gregorycu |
Only remaining milestone bugs are android things |
09:44 |
gregorycu |
Which menas my work here is done |
09:52 |
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11:27 |
gregorycu |
Time to try to see if I can do something about #3602 |
11:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/3602 -- Serious stuttering (large instantenious fps drop) (rendering) |
11:29 |
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11:31 |
gregorycu |
lol |
11:31 |
gregorycu |
Speak of the devil |
11:35 |
Zeno` |
you should not speak of the devil. The devil can hear and is drawn towards the speech |
11:36 |
Zeno` |
speaking of the devil is equivalent to a summoning. Very bad. |
11:49 |
Fixer |
i do have android tablet, but I need compiled builds to actually install them for some limited testing, i'm not playing on it much |
11:50 |
Fixer |
just reading |
12:04 |
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12:25 |
gregorycu |
About programming? |
12:28 |
Fixer |
sometimes yes |
12:28 |
Fixer |
but not fast |
12:28 |
Fixer |
don't hold your breath |
12:40 |
gregorycu |
I'm not sure it's worth working on jitter, considering we will have farmap changes soon |
12:41 |
gregorycu |
The sooner we get this release out the door |
12:41 |
gregorycu |
The sooner we can merge that in |
12:41 |
gregorycu |
The sooner I can look at these stutter issues |
12:41 |
Fixer |
ugh |
12:42 |
Fixer |
we have 3770 :) |
12:43 |
gregorycu |
#3770 |
12:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/3770 -- Fix superflous shader setting updates by ShadowNinja |
12:43 |
gregorycu |
Ahh |
12:43 |
gregorycu |
Your fav |
12:43 |
Fixer |
it boosts fps a lot, not only for me |
12:43 |
Fixer |
needs bugfixing |
12:44 |
Fixer |
with it i can boost my view range to nice levels (close to 200) |
13:10 |
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13:23 |
gregorycu |
Alright, time to take a look |
13:26 |
gregorycu |
This stuff is a bit of a nightmare by the way |
13:33 |
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15:42 |
gregorycu |
What idiot used the factory pattern here |
15:47 |
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15:50 |
PilzAdam |
gregorycu, sorry, I don't see any idiots around here |
15:52 |
Calinou |
maybe Terasology dev infiltrated us |
15:55 |
gregorycu |
What is Terasology? |
15:56 |
Calinou |
#terasology, http://terasology.org |
15:56 |
gregorycu |
yeah, main page gives no indication what it is |
15:57 |
Calinou |
Minecraft-style game made in (enterprisey) Java |
15:57 |
gregorycu |
lol, ok |
15:57 |
Calinou |
we even wrote on our dev wiki that their code style is horrible |
15:57 |
gregorycu |
Looks pretty though |
15:57 |
Calinou |
it's also slow as hell |
15:57 |
rubenwardy |
How I hate the phrase "enterprisey" |
15:57 |
Fixer |
Calinou, it is just you too fast %) |
15:58 |
gregorycu |
I wonder if they have shader issues |
15:58 |
Calinou |
it looks mostly fine, it's just very slow |
15:58 |
Calinou |
the defaults are rather poorly tweaked, so it's slow even on fast PCs |
15:58 |
gregorycu |
Sounds like they need me to help them |
15:58 |
Calinou |
I wouldn't be surprised if you couldn't play the game maxed out on the upcoming GTX 1080 |
15:59 |
Fixer |
Calinou, ghhh |
15:59 |
Krock |
a yay for minetest :) |
15:59 |
Calinou |
Minetest is not exemplary either :| but it's still much faster |
15:59 |
gregorycu |
Hey, we are making minetest fast |
15:59 |
Calinou |
if I had more time, I'd remake it in Godot ;) |
15:59 |
Fixer |
on the other hand Minecraft performance is damn impressive (with optifine) |
15:59 |
gregorycu |
I'm working on that right now |
15:59 |
Calinou |
Fixer: yes, they did a lot of optimization |
16:00 |
Fixer |
it is like 80-100 fps with view range similar to our v_range 240, and no fucking stutters, flawless |
16:00 |
gregorycu |
We plan to fix those things |
16:00 |
Fixer |
64 bit java though |
16:00 |
gregorycu |
I plan to fix those things |
16:00 |
Fixer |
gregorycu, +1 |
16:00 |
gregorycu |
Just a matter of time |
16:00 |
gregorycu |
And this shader bullshit |
16:01 |
gregorycu |
I like your comment |
16:01 |
gregorycu |
"Easy to reproduce after a few hours" |
16:01 |
Fixer |
well, it depends on map |
16:02 |
Fixer |
if you have fresh singleplayer one without builds, bug is very rare, but if you play on servers with lots of builds, or on that saved world, you can catch it faster, i catched it multiple times, even after restarts |
16:02 |
gregorycu |
The problem is, a map with a lot going on, it's very difficult to debug a specific issue |
16:02 |
gregorycu |
Maybe it's just the fact there is a lot going on that causes the issue |
16:03 |
Fixer |
gregorycu, https://cloud.githubusercontent.com/assets/16494741/13375919/b4ea1dc8-ddb5-11e5-909d-c2e3d081fb35.png |
16:03 |
Fixer |
this example... |
16:04 |
Fixer |
it is somehow can be connected to doors, slabs, panels (nodeboxes?) |
16:04 |
Fixer |
protectors are nodeboxes iirc |
16:04 |
Fixer |
doors are too |
16:05 |
gregorycu |
What is the specific issue |
16:05 |
gregorycu |
I don't play minetest heaps |
16:05 |
gregorycu |
It's the dark nodes above right? |
16:05 |
Fixer |
no wait |
16:05 |
Fixer |
so it is day on this screenshot, nodeboxes are ok, but everything else is dark |
16:06 |
Fixer |
i can put a torch here, it will not fix anything |
16:06 |
gregorycu |
It will not fix anything? |
16:06 |
gregorycu |
Torch won't light it up? |
16:06 |
Fixer |
yeah, it looks the same, torch will bright it up around itself, but nothing else |
16:07 |
gregorycu |
Hang on a sec |
16:07 |
gregorycu |
Torch will bright up around itself |
16:07 |
Fixer |
yes |
16:07 |
gregorycu |
And fix nodes in its radius, right? |
16:07 |
gregorycu |
But only within the radius |
16:07 |
Fixer |
i think it brightens nodes within usual radius, not fixes, if i remove it, it will go back to dark |
16:07 |
Fixer |
within radius |
16:08 |
gregorycu |
Would it be fair to say that it's like the world thinks it's nighttime but it isn't? |
16:08 |
gregorycu |
Are the nodes being lit like it is nighttime? |
16:08 |
Fixer |
gregorycu, could be, example: https://cloud.githubusercontent.com/assets/16494741/13375926/c648667e-ddb5-11e5-8eec-e563ba8270cd.png |
16:09 |
gregorycu |
If it were nighttime in the second picture, would that look correct? |
16:09 |
Fixer |
gregorycu, could be, it looks a bit dark :/ |
16:09 |
Fixer |
gregorycu, another example, this time it is reverse: https://cloud.githubusercontent.com/assets/16494741/13375923/c642a4c8-ddb5-11e5-97f5-cdcaa761b6fd.png |
16:10 |
Fixer |
gregorycu, some nodeboxes are dark, but it is day |
16:10 |
Fixer |
look in shadow |
16:10 |
Fixer |
unusual darkness |
16:10 |
Fixer |
even for night that is too much |
16:10 |
Fixer |
maybe second screenshot is very dark too |
16:10 |
Fixer |
something wrong with lighting |
16:11 |
asl97 |
#4091 doesn't seem to improve performance by much, not even on android |
16:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/4091 -- mesh tiling bug and possible fix |
16:12 |
Fixer |
gregorycu, just look at this: https://cloud.githubusercontent.com/assets/16494741/13375920/b4ee864c-ddb5-11e5-9088-ee278da1130b.jpg |
16:12 |
Fixer |
gregorycu, right up corner |
16:12 |
Fixer |
gregorycu, you can see totally black protector in daylight (it is nodebox), and rock with correct lighting below |
16:12 |
Fixer |
gregorycu, protectors are that things in air with yellow center |
16:13 |
Fixer |
gregorycu, if you look closer to crosshair, you will notice same protectors, not completely dark now, also, doors are much more darker :/ but not completely |
16:14 |
Fixer |
gregorycu, it does feel strange, bug can occur at day change, i noticed that |
16:14 |
gregorycu |
What a mess |
16:14 |
Fixer |
yeah, but it gives some hints |
16:15 |
Fixer |
blocks, nodeboxes, day change, lighting, torch won't fix, etc |
16:15 |
gregorycu |
We know it isn't related to lighting code |
16:15 |
gregorycu |
As that wasn't touched |
16:15 |
gregorycu |
So, we wouldn't expect the torch to fix it |
16:15 |
gregorycu |
Like it does with other lighting bugs |
16:16 |
gregorycu |
Though it's no obvious to non-dev, this lighting is different to the lighting that is done by torches |
16:17 |
Fixer |
this one is interesting too: https://cloud.githubusercontent.com/assets/16494741/13375929/c660d5ce-ddb5-11e5-9094-e2cd4d883713.png |
16:17 |
gregorycu |
It's almost as if the ambient light isn't set correctly for the nodes that are black |
16:17 |
Fixer |
yellow protector inside building looks kinda ok, but on outside far, it looks megadark |
16:18 |
gregorycu |
Does "upright_sprite" mean anything to anyone? |
16:19 |
Fixer |
nope |
16:19 |
jin_xi |
yes its an old drawtype |
16:19 |
jin_xi |
was used for players and mobs way back |
16:20 |
gregorycu |
Fixer: with the stuff that isn't drawn properly |
16:20 |
gregorycu |
Is it ever regular blocks? |
16:20 |
gregorycu |
Are regular blocks ever fucked up? |
16:20 |
Fixer |
gregorycu, yes, regular blocks too |
16:20 |
gregorycu |
Yeah, it looks like they are |
16:20 |
gregorycu |
Fuck |
16:21 |
gregorycu |
Thanks jin |
16:21 |
Fixer |
gregorycu, prime example: https://cloud.githubusercontent.com/assets/16494741/13375926/c648667e-ddb5-11e5-8eec-e563ba8270cd.png |
16:21 |
Fixer |
or this https://cloud.githubusercontent.com/assets/16494741/13398253/251176ae-df06-11e5-984b-1053bfa9a1d0.png |
16:21 |
Fixer |
funny how sign is ok |
16:22 |
Fixer |
and water |
16:22 |
gregorycu |
Someone who probably knew what they were doing would have this solved by now |
16:22 |
gregorycu |
I'm not a graphics guy |
16:22 |
Fixer |
what is funny about that bug, is how it kicks in |
16:23 |
Fixer |
you walk around everything looks normal, normal, and after sometime you changed location and notice it looks different now |
16:24 |
jin_xi |
ever noticed some minimal distance you have to move or is that random? |
16:24 |
Fixer |
random |
16:24 |
Fixer |
changing height could help |
16:24 |
Fixer |
changing height and daytime too |
16:24 |
Fixer |
restarting game too |
16:26 |
Fixer |
gregorycu, maybe it is shaders that ruin the lighting? |
16:26 |
gregorycu |
Oh, yeah, it is |
16:26 |
gregorycu |
I just don't know why |
16:27 |
Fixer |
any way to gather more data? |
16:27 |
gregorycu |
Not really, I'll have to have a play around |
16:27 |
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16:28 |
Fixer |
gregorycu, try my saved world, go to that building near spawn, just walk, leave minetest, go back, walk around to other location, go back to house, fly slowly to platform above, go back, walkaround, try multiple restarts near building, shaders must be on obviously |
16:29 |
Fixer |
it kicks in after some time |
16:29 |
gregorycu |
Yeah, but once I reproduce, well, I need a plan |
16:29 |
gregorycu |
There can be hundreds of shader calls, not sure what a bad one would even look like |
16:29 |
gregorycu |
But I'm not giving up |
16:30 |
Fixer |
isn't minetest can show shader warnings? |
16:30 |
Fixer |
how can I turn them on? |
16:30 |
gregorycu |
What are shader warnings? |
16:30 |
gregorycu |
I mean, is this a thing we used to have? |
16:31 |
hmmmm |
i think it's a setting in irrlicht |
16:32 |
gregorycu |
Do you have any ideas with regards to this hmmmm? |
16:32 |
celeron55 |
try setting the verbose minetest log level |
16:32 |
gregorycu |
Graphics isn't my strong suit :( |
16:32 |
hmmmm |
no |
16:33 |
hmmmm |
aghh you've piqued my interest now |
16:33 |
hmmmm |
let me read up and see the issue |
16:34 |
hmmmm |
[11:58 AM] <Calinou> I wouldn't be surprised if you couldn't play the game maxed out on the upcoming GTX 1080 |
16:34 |
hmmmm |
the GTX 1080 is a rebadge of the 980 |
16:35 |
celeron55 |
their marketing says it's twice as fast; i guess someone has to test it 8) |
16:35 |
celeron55 |
(but obviously it's useless for MT) |
16:36 |
gregorycu |
Because, as it was put before, minetest runs on a potato? |
16:43 |
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16:45 |
Zeno` |
like in the Terry Pratchett thing? |
16:46 |
Zeno` |
"In The Long Earth, potatoes are elevated to a new level of significance when the humble tuber becomes the power source of a world-changing machine." |
16:46 |
Calinou |
hmmmm: say that in ##hardware :p |
16:46 |
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16:46 |
Zeno` |
wait a sec... I could play minetest maxed out on a gtx-680 :/ |
16:46 |
hmmmm |
so it's actually a big improvement? |
16:47 |
Zeno` |
with something like 7000 fps |
16:47 |
hmmmm |
shrug, *i* heard it was a rebrand |
16:47 |
Calinou |
hmmmm: yes |
16:47 |
Zeno` |
I dunno... I have a 970 now |
16:47 |
Calinou |
25% faster than the 980 Ti |
16:47 |
hmmmm |
nice |
16:47 |
Calinou |
up to 2x faster in VR applications, thanks to a special feature that allows rendering several viewports with the cost of only one |
16:47 |
Calinou |
Zeno`: maybe next year I'll get 4K monitors and a 1080 :) |
16:47 |
Zeno` |
Calinou, how much does it cost? |
16:48 |
Calinou |
$600, $700 for the Founders Edition |
16:48 |
Zeno` |
eek |
16:48 |
Zeno` |
USD? |
16:48 |
Calinou |
yes |
16:48 |
Calinou |
the performance/price is quite better than the 980 Ti |
16:48 |
Zeno` |
oh, well I think I'll wait a while :) |
16:48 |
Calinou |
and maybe better than the 980 as well |
16:48 |
hmmmm |
:d |
16:48 |
hmmmm |
[ryantitan] ~% grep nvidia /var/run/dmesg.boot |
16:48 |
hmmmm |
nvidia0: <GeForce GTX 660> on vgapci0 |
16:48 |
Calinou |
grep: /var/run/dmesg.boot: No such file or directory |
16:49 |
gregorycu |
Zeno`: http://knowyourmeme.com/memes/recorded-with-a-potato |
16:50 |
hmmmm |
if loonix is so good why doesn't it even have a dmesg.boot logfile!! |
16:50 |
Zeno` |
doesn't need it! |
16:50 |
hmmmm |
dmesg | grep nvidia should do okay as well assuming you haven't had 500 segfaults in the past boot |
16:51 |
Zeno` |
$ lspci | grep NVIDIA | grep VGA |
16:51 |
Zeno` |
01:00.0 VGA compatible controller: NVIDIA Corporation GM204 [GeForce GTX 970] (rev a1) |
16:52 |
Calinou |
[ 1.866916] nvidia: module license 'NVIDIA' taints kernel. |
16:52 |
Calinou |
:-) |
16:52 |
Zeno` |
lol yep :) |
16:52 |
Zeno` |
tainted love |
16:53 |
Calinou |
maybe next year I'll be able to use Nouveau |
16:53 |
Zeno` |
*shudder* |
16:53 |
Calinou |
ie. reclocking support, decent performance |
16:53 |
Calinou |
someone has been able to drive 2 4K monitors using Nouveau |
16:53 |
Zeno` |
that must be nice for them :D |
16:54 |
Calinou |
http://www.phoronix.com/scan.php?page=article&item=nouveau-boost-perf |
16:54 |
Zeno` |
I have no problem using the nvidia driver |
16:54 |
Calinou |
performance is becoming acceptable |
16:54 |
Zeno` |
I am not RMS |
16:54 |
Calinou |
Zeno`: with nvidia driver, you don't have native-resolution TTYs, no flicker-free boot |
16:54 |
Calinou |
no KMS |
16:54 |
Zeno` |
no flicker free boot? |
16:54 |
Calinou |
hybrid GPU is relatively cumbersome as well (it's a bit easier using Nouveau) |
16:54 |
Calinou |
Zeno`: there's forced mode setting when you boot |
16:54 |
Calinou |
at least one of them |
16:54 |
Calinou |
with Nouveau, you can get rid of it, and speed up booting by ~2 seconds |
16:54 |
Zeno` |
I dunno how I can stand not having flicker free boot hehe |
16:55 |
Zeno` |
Calinou, I boot in text mode anyway |
16:55 |
Zeno` |
so there is no flicker |
16:55 |
Zeno` |
there might be when starting X... not sure |
16:56 |
Calinou |
also nvidia-settings is quite bad |
16:56 |
Calinou |
it looks like it was made in 2006 :P |
16:56 |
Zeno` |
yeah, fuck you nvidia! |
16:56 |
Calinou |
but sadly, for open source drivers, there's no GUI configuration tools yet |
16:56 |
Zeno` |
wait, I like the driver |
16:56 |
Calinou |
(apart of the unmaintained driconf) |
16:57 |
Zeno` |
wait a sec... no native TTYs? |
16:57 |
Calinou |
Zeno`: also NVIDIA's OpenGL implementation has lots of proprietary things, and isn't really standards-compliant |
16:57 |
Calinou |
free drivers do it much better |
16:57 |
Zeno` |
My ttys are native |
16:57 |
Calinou |
better as in, more restrictive |
16:57 |
Calinou |
Zeno`: 1920x1080 TTY? |
16:57 |
Calinou |
not possible with nvidia |
16:57 |
Zeno` |
they use only text |
16:57 |
Zeno` |
oh, I have VESA tty |
16:57 |
Zeno` |
i thought that's what you meant |
16:57 |
Calinou |
no |
16:58 |
Calinou |
you're limited to 1024x768 or something like that |
16:58 |
Zeno` |
why would I want a 2560x1440 tty? |
16:59 |
Zeno` |
It would be like having a 2560x1440 minetest console |
16:59 |
Zeno` |
err |
16:59 |
* Zeno` |
runs minetest to check something |
17:00 |
Zeno` |
yeah, it'd be like minetest |
17:00 |
Zeno` |
;) |
17:00 |
gregorycu |
Fixer: I may know what the bug is |
17:04 |
gregorycu |
The CachedShaderSetting is not shared, there is one per material |
17:04 |
gregorycu |
Or rather, there are many per material |
17:04 |
gregorycu |
The class will not send shader information if it thinks it hasn't changed |
17:04 |
gregorycu |
shader parameters |
17:05 |
gregorycu |
I have to go to bed now, we can try this tomorrow |
17:05 |
Zeno` |
Did your Mum enjoy her dinner, gregorycu? |
17:05 |
gregorycu |
She did, Chinese |
17:05 |
gregorycu |
Classic |
17:05 |
gregorycu |
Night |
17:05 |
Zeno` |
nice :) |
17:05 |
Zeno` |
night |
17:16 |
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17:23 |
Zeno` |
does anyone else think that mese should be purple? |
17:23 |
Zeno` |
yellowish is too natural |
17:24 |
lisac |
Zeno`: I do. |
17:24 |
lisac |
But dark purple. |
17:24 |
Zeno` |
yeah really dark purple |
17:28 |
Fixer |
Chinese classic food? |
17:29 |
Zeno` |
I guess it is for some |
17:29 |
Fixer |
no! yellow is nice |
17:30 |
Fixer |
mese was nice glowy block in dark caves, don't rape it please :) |
17:30 |
Zeno` |
maybe lime green would be better? |
17:31 |
Void7 |
how about mese is much rarer and more powerful, but there's a purple mese-like substance? |
17:31 |
Void7 |
more powerful as in the tools last ~10x longer and dig ~1.5x faster |
17:36 |
Calinou |
purple looks like obsidian |
17:36 |
Calinou |
lime green looks like slime/acid |
17:36 |
Calinou |
yellow is fine |
17:36 |
Calinou |
it's a bright yellow anyway |
17:38 |
Zeno` |
a bit of green in it might be nice though |
17:38 |
Zeno` |
alien stuff is normally greenish |
17:41 |
Calinou |
is it really alien? |
17:41 |
Calinou |
aliens need to go away |
17:41 |
Calinou |
Doom did not have any aliens, same for Quake |
17:41 |
Calinou |
and don't even tell me Minecraft has aliens |
17:42 |
rubenwardy |
A suggestion from c55 |
17:42 |
rubenwardy |
And we're not allowed to add something if MC doesn't use it? |
17:47 |
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17:48 |
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18:15 |
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18:16 |
Zeno` |
2 days, paramat |
18:17 |
paramat |
hopefully |
18:18 |
paramat |
i didn't test #4100 , no android, what do you think? |
18:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/4100 -- Defaultsettings/Android: Increase 'max block generate distance' to 3 by paramat |
18:18 |
PilzAdam |
rubenwardy, I asked you this in the github issue, but you haven't responded (IIRC): what is the benefit of saying that mese is of alien origin? |
18:21 |
Zeno` |
paramat, hopefully? Not hopefully, I've already ordered the catering! |
18:22 |
paramat |
Zeno` the current setting is 7 so 3 will still help performance |
18:22 |
asl97 |
does #4091 have any chance of making into release? |
18:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/4091 -- mesh tiling bug and possible fix |
18:22 |
Zeno` |
paramat, it's fine. Merge the other kind of related PR with it |
18:22 |
paramat |
ok |
18:23 |
Zeno` |
asl97, no. It's a good PR but there is feature freeze after all |
18:23 |
Zeno` |
asl97, but I imagine it will be one of the first after release |
18:23 |
asl97 |
it is a bug fix |
18:23 |
Zeno` |
it's not a bug |
18:24 |
Zeno` |
how is it a bug? |
18:24 |
PilzAdam |
Zeno`, it's a feature of continuous tiles to not be continuous? |
18:24 |
paramat |
too risky to merge that now |
18:24 |
PilzAdam |
paramat, I agree |
18:24 |
Zeno` |
PilzAdam, it's not a bug |
18:24 |
PilzAdam |
should be merged after the release |
18:25 |
asl97 |
that's fine I suppose. It didn't affect performance as much as I expected |
18:25 |
Zeno` |
I'm quite impressed by it |
18:26 |
PilzAdam |
Zeno`, was it intentionally coded to only support stripes of up to 2 nodes? doesn't seem like it, but I don't know the code very well |
18:26 |
paramat |
any thoughts on milestone #4086 ? est31 seems to have some issues with it |
18:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/4086 -- Fix locked hardware buttons on Android by MoNTE48 |
18:26 |
Zeno` |
PilzAdam, in that sense it's a bug, but the current code works |
18:27 |
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18:27 |
Zeno` |
PilzAdam, the PR is fine as far as I can see an I *would* merge it if not for the freeze |
18:27 |
PilzAdam |
depends on the definition of "bug" then |
18:27 |
Zeno` |
PilzAdam, yes |
18:28 |
PilzAdam |
one possible definition is code that does not do what the author intended it to do |
18:28 |
Zeno` |
it's probably less risky to merge than some others that were merged just before the proper freeze |
18:28 |
PilzAdam |
as I said, I don't want this to be merged before release |
18:30 |
Zeno` |
paramat, I'm not sure how 4086 "works" |
18:30 |
paramat |
nor me |
18:30 |
Zeno` |
it does, but I just don't understand |
18:30 |
Zeno` |
I'm wary of it |
18:30 |
paramat |
no prob i'll ask est to look at it |
18:30 |
Zeno` |
ok |
18:31 |
PilzAdam |
*o.k. |
18:31 |
Zeno` |
aargh |
18:31 |
Zeno` |
:P PilzAdam |
18:32 |
Zeno` |
umm, if what est31 suggests is true it's an easy fix |
18:33 |
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18:33 |
Zeno` |
does that need to be in the milestone? |
18:34 |
Zeno` |
since it's been around for 3 years anyway? |
18:34 |
paramat |
i think yes because of volume control not working |
18:34 |
Zeno` |
it's never worked |
18:35 |
paramat |
heh |
18:35 |
Zeno` |
seriously |
18:36 |
paramat |
i mean, it's never worked because of this bug |
18:37 |
paramat |
seems good to fix it |
18:38 |
Zeno` |
*if* it fixes it and doesn't introduce some other bug |
18:38 |
* Zeno` |
leaves it to est31 |
18:38 |
paramat |
indeed |
18:40 |
Zeno` |
to merge that is more of a risk, IMO, than to merge 4091 |
18:41 |
Zeno` |
at least 4091 is understood |
18:42 |
Zeno` |
whatever... just don't let it block the release :P |
18:42 |
paramat |
agreed |
18:48 |
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18:49 |
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18:49 |
paramat |
i've requested #4084 is renamed to 'resize' |
18:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/4084 -- Add [scale texture modifier by SmallJoker |
18:50 |
paramat |
then it seems ready |
18:51 |
Zeno` |
#4096 should be closed |
18:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/4096 -- Compilation warnings in Lua |
18:51 |
paramat |
yes ok |
18:51 |
Zeno` |
It's not something we should fix (although we could) |
18:51 |
paramat |
done |
18:51 |
Zeno` |
cool |
18:52 |
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18:59 |
Zeno` |
that *4 is crap |
18:59 |
paramat |
heh yes |
18:59 |
Zeno` |
even if it's better it's crap |
19:00 |
Zeno` |
there is no way magic values like that should be in the source code even if it DID have a comment |
19:01 |
paramat |
i won't allow that in this PR |
19:02 |
paramat |
does android allow +-10 node increments of view range or is it fixed? |
19:03 |
paramat |
(apart from 'view all loaded') |
19:04 |
asl97 |
paramat: iirc, there is no button for that if that is what you mean |
19:05 |
paramat |
it is, ok. that sucks |
19:05 |
asl97 |
I am pretty sure the config file exist on android though |
19:05 |
asl97 |
there are plenty of text editor on android |
19:05 |
paramat |
ah |
19:05 |
asl97 |
and there is the in game setting menu |
19:06 |
Zeno` |
the config file does exist |
19:06 |
Zeno` |
it's just not possible for the "normal" user to easily change |
19:08 |
paramat |
so, all remaining problematic issues are android =/ |
19:08 |
asl97 |
i doubt a "normal" user would even have a text editor on their android device |
19:08 |
Zeno` |
:) |
19:09 |
Fixer |
paramat, let me try running minetest from f-droid |
19:11 |
Fixer |
paramat, ah, stable 0.4.13 has autorange finder, don't use newer one, sorry |
19:11 |
paramat |
no don't bother, it's not important |
19:12 |
* Zeno` |
watches lost in space |
19:12 |
paramat |
we're fairly sure it's fixed in-game |
19:12 |
Zeno` |
"Trip Through The Robot" episode |
19:13 |
Zeno` |
lol |
19:13 |
Zeno` |
Dr Smith blew the spaceship up |
19:14 |
Zeno` |
it's just lucky they don't need it 'cause they're lost anyway |
19:18 |
paramat |
heh mese wars |
19:19 |
Fixer |
PilzAdam, it is either alien or human made or magic made (?) |
19:19 |
sofar |
that's what you get when you include a trademark in your game of a company that's hostile to open source ;) |
19:19 |
PilzAdam |
Fixer, are you talking about mese? |
19:19 |
Fixer |
PilzAdam, yes |
19:20 |
Fixer |
PilzAdam, alien as of nonnature origin? |
19:20 |
Zeno` |
they won't charge the robot and he is gonna die! |
19:20 |
PilzAdam |
it's celeron made |
19:20 |
PilzAdam |
why do people insist on giving it a background? |
19:21 |
Fixer |
PilzAdam, don't know, leave that block as it is %) just saying |
19:22 |
Fixer |
PilzAdam, some people want for things to have some background I guess |
19:22 |
Zeno` |
I think the robot is deaded! |
19:22 |
Zeno` |
his core mese power supply ran out |
19:23 |
Fixer |
and mt crashed |
19:23 |
paramat |
c55 only vaguely suggested 'alien', it's more 'unknown/mysterious' |
19:23 |
paramat |
that avoids a background |
19:27 |
paramat |
essentially i'm suggesting a weird yellow block of unknown origin/formation is found with unknown symbols that look a little like ME SE, so it is called MESE |
19:28 |
paramat |
it's good it is flexible, some may consider it ancient, some alien |
19:28 |
PilzAdam |
avoiding a background is easily done: 1) do nothing 2) ... 3) profit! |
19:28 |
paramat |
doing a websearch for mese mostly brings up place names |
19:30 |
PilzAdam |
lol, "Cognate with Old High German mias, meas (German Mus, Gemüse)" |
19:30 |
PilzAdam |
I vote for Mese as a vegetable |
19:31 |
PilzAdam |
(https://en.wiktionary.org/wiki/mese) |
19:31 |
sofar |
I vote for getting rid of the trademark reference in it |
19:31 |
paramat |
yeah, 'dish, food, meal' .. |
19:33 |
paramat |
well seeing as search results return many things except messenger it's ok |
19:33 |
paramat |
i found a website mese.fi ! |
19:34 |
Fixer |
erm, why you guys GOOGLE, minetest should have built in docs and manual, wtf |
19:36 |
PilzAdam |
Fixer, what? |
19:36 |
paramat |
page 3 of googling: mese in minetest |
19:37 |
Fixer |
minetest has only hotkeys info, no data about crafting or anything else in mtg or wtwr |
19:38 |
paramat |
mese.tv cute https://lh4.ggpht.com/5lR507vabiqP4Hdex8QAUx_gr79YzTan5lk1QejUBqxhXh5vNGG5zBY14X_PSeNVwQ=w300 |
19:38 |
PilzAdam |
Fixer, how is that relevant now? |
19:39 |
Fixer |
you can write down info on blocks in gameplay.txt with info about mese I guess |
19:40 |
PilzAdam |
I still don't get what you want from us; why shouldn't we google? |
19:41 |
Fixer |
whatever... games used to contain PDF manual for many pages, here you just google :} |
19:42 |
PilzAdam |
but we are talking about what would go into that PDF |
19:42 |
Fixer |
general info about game, blocks, items, crafting, mods, settings, faq, things that wiki has in general |
19:42 |
PilzAdam |
we can't write a PDF based on the content of that PDF to be written |
19:45 |
PilzAdam |
Fixer, do you understand that we can't refer to any "official" documentation, because we are the ones who write it? |
19:45 |
Fixer |
ugh, you can't imagine countless questions about crafting and other stuff ingame, no tutorials, no docs for players |
19:50 |
paramat |
fixer yes i agree |
20:04 |
paramat |
cool looks like we have a fix for the last mtgame milestone |
20:21 |
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20:30 |
paramat |
nore PilzAdam sfan5 this isn't a PR yet but does anyone approve of this fix for a divide-by-zero crash in tnt? https://github.com/HybridDog/minetest_game/commit/d785f05397ef35efd1e1fe985deecf8bd8475a92 |
20:30 |
PilzAdam |
paramat, seems good |
20:30 |
sofar |
it's a good fix, I like the simplicity and it shows exactly where the problem is :) |
20:31 |
paramat |
ok. i might do the PR myself later |
20:34 |
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20:56 |
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21:05 |
paramat |
now merging #4100 |
21:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/4100 -- Defaultsettings/Android: Increase 'max block generate distance' to 3 by paramat |
21:11 |
paramat |
merged |
21:17 |
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21:31 |
paramat |
here's the PR #1084 |
21:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/1084 -- Add InvRef::get/set_lists() by ShadowNinja |
21:31 |
paramat |
game#1084 |
21:31 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1084 -- Tnt: Avoid divide-by-zero errors in calc_velocity() by paramat |
21:51 |
paramat |
now merging |
21:52 |
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21:55 |
paramat |
merged. all mtgame milestones cleared |
22:33 |
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