Time |
Nick |
Message |
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06:20 |
hmmmm |
hey guys i'm here |
06:20 |
hmmmm |
hrmm somebody wanted me to review somethings |
07:33 |
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07:34 |
est31 |
you want to review something? |
07:34 |
est31 |
hmmmm, you can have a look at #4249 |
07:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/4249 -- Add multithreading ability to mapblock mesh creation by ElementW |
07:34 |
est31 |
if you are still around :) |
07:36 |
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08:46 |
VanessaE |
2016-07-13 04:46:22: ERROR[Main]: ...st/.minetest/games/minetest_game/mods/default/mapgen.lua:1526: attempt to call field 'get_mapgen_setting' (a nil value) |
08:46 |
VanessaE |
someone broke minetest_game ... |
08:47 |
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08:48 |
VanessaE |
oh, new engine function |
08:48 |
VanessaE |
*sigh* |
08:51 |
VanessaE |
why must you guys always fuck around with the mapgen? |
08:51 |
VanessaE |
my maps are all dis-contiguous enough as it is |
09:37 |
everamzah |
Still billed as a multiplayer game, FOUND IT heheh https://github.com/minetest/minetest/blob/master/misc/minetest.appdata.xml#L7 |
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12:07 |
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12:10 |
paramat |
nore i'll merge game#1189 game#1102 soon. 1102 is fairly trivial so will merge if no objection but you might want to look at it |
12:10 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1189 -- Doors: Fix missing node parameter passing. by t4im |
12:10 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1102 -- Remove constant respawn reads, save respawn pos entering bed by tenplus1 |
12:13 |
nore |
paramat: lgtm |
12:13 |
paramat |
ok |
12:13 |
nore |
don't forget to squash the commits |
12:13 |
paramat |
i won't |
12:17 |
paramat |
nore any comments on game#1190 ? |
12:17 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1190 -- Move Nyancats into a separate mod by rubenwardy |
12:18 |
nore |
paramat: sorry, don't have the time to look now |
12:18 |
paramat |
ok |
12:20 |
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13:04 |
Krock |
hehe paramat "If it works" - yes it does :P |
13:06 |
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13:14 |
Megaf |
Folks, cmake is failing the c++ test here when I use the variables CC and CXX, am I doing anything wrong here? http://paste.debian.net/plain/780869 |
13:18 |
Megaf |
It failes with clang 3.8, clang 3.6, gcc 6.1.1, gcc 5.4.0, gcc 4.9.3, gcc 4.8.4 |
13:18 |
Megaf |
fails* |
13:18 |
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13:19 |
Megaf |
hm, if I let it detect on it's own it will find cc (gcc 5.4) and c++ as compilers |
13:21 |
Megaf |
ok, I think I might have figured out the issue. /usr/bin/c++: symbolic link to /etc/alternatives/c++, /etc/alternatives/c++: symbolic link to /usr/bin/g++, /usr/bin/g++: symbolic link to g++-5 |
13:21 |
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13:24 |
Megaf |
I don't know why it says clang is broken. |
13:24 |
Megaf |
-- Check for working CXX compiler: /usr/bin/clang++ -- broken |
13:27 |
Megaf |
my libstdc libs were not installed with the compilers... |
13:30 |
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13:30 |
Megaf |
all good now, http://paste.debian.net/plain/780875 |
13:30 |
Megaf |
So basically apt doesn't install the libstdc++ files when you ask it to install new compilers. |
13:35 |
Megaf |
#1934 fixed |
13:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/1934 -- TAB auto complete will no longer work on console. |
13:36 |
paramat |
ok |
13:36 |
paramat |
now merging game#1102 game#1189 |
13:36 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1102 -- Remove constant respawn reads, save respawn pos entering bed by tenplus1 |
13:36 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1189 -- Doors: Fix missing node parameter passing. by t4im |
13:39 |
Megaf |
anyone has any update on #1556 ? |
13:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/1556 -- InvalidPositionExceptions thrown by some env functions |
13:42 |
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13:53 |
paramat |
merged |
13:54 |
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14:02 |
rubenwardy |
game#1190 |
14:03 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1190 -- Move Nyancats into a separate mod by rubenwardy |
14:19 |
paramat |
error in docs |
14:39 |
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15:32 |
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15:43 |
paramat |
hi hmmmmm this came up #4314 perhaps 'noise_params' in 'register ore' has to be the values, not a variable? not a huge problem though |
15:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/4314 -- Local variable ignored in ores definition |
15:45 |
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15:49 |
rubenwardy |
hmmmmm, you expressed approval for concept, may you review and approve if the implementation is ok? game#1190 |
15:49 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1190 -- Move Nyancats into a separate mod by rubenwardy |
15:50 |
rubenwardy |
*please may |
15:53 |
Megaf |
rubenwardy: I don't see any big advantage in moving nyam cat to a seperate mod |
15:53 |
paramat |
i think i'll merge that this evening if there are no objections |
15:54 |
paramat |
nore ^ |
15:54 |
Megaf |
I have to say that I don't see any reason not do it either |
15:54 |
paramat |
before conflicts arise |
15:54 |
paramat |
it does help, makes stuff more flexible |
15:55 |
Megaf |
there are other ways of making it more flexible, a simple configuration option in minetest.conf would do |
15:55 |
Megaf |
but again, I see no reason to not do it. So yeah, lets move it to it's own mod, why not |
15:56 |
Megaf |
changing topics now, is there a way to benchmark Minetest? I'd like to benchmark it, more preciselly the compiler used, GCC 4 vs GCC5 vs GCC6 vs CLANG 3 |
15:57 |
rubenwardy |
callgrind |
15:57 |
rubenwardy |
or the inbuilt profiler |
15:57 |
paramat |
i mean flexible as in making it easier to work on subgames |
15:57 |
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15:58 |
Megaf |
paramat: yep, I see nothing wrong in moving it, I think maybe we could make as much as possible in mods, so everything can be easily removed |
15:58 |
Megaf |
and the engine streamlined |
15:59 |
rubenwardy |
Ideally everything would be in mods, except for things used in biomes (dirt, stone, trees, water) |
15:59 |
rubenwardy |
But: compatibility |
16:02 |
Megaf |
well, I'm compiling 4 minetests with the mentioned compilers, http://uploadpie.com/APl58 then I will check the binary sizes, loading time and maybe use the built in profiler |
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19:36 |
Megaf |
Hm, so, I have these 4 minetest builds, each compiled with a different compiler. When I create a new minimal game, using the same world name, same seed and same mapgen I get totally different worlds. Is this considered a bug? |
19:37 |
Megaf |
nrzkt: nore: ^ |
19:37 |
Krock |
I think so. Did you verify if the seeds are identical? |
19:37 |
T4im |
do you get the same with the same build? |
19:37 |
Megaf |
good question Krock |
19:38 |
Megaf |
ops, good question T4im |
19:38 |
Megaf |
both made good questions, let me check |
19:38 |
nore |
Megaf: yes, it everything is the same |
19:38 |
Krock |
we're only asking good questions so far :D |
19:39 |
Megaf |
Krock: Yes, they are |
19:39 |
Megaf |
T4im: No, I don't |
19:39 |
Megaf |
same build, same seed, different world |
19:39 |
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19:40 |
Megaf |
I think at this point anyone can confirm the bug |
19:40 |
Megaf |
create two minimal v6 worlds, use the same seed, you will get two different worlds |
19:40 |
T4im |
does it happen to a vanilla minetest_game? maybe it's just some minimal legacy issue |
19:40 |
Megaf |
once you confirm it here I will open a bug report |
19:41 |
Megaf |
T4im: let me get the vanilla |
19:42 |
Megaf |
I think is a bug, If I'm not mistaken back then I could create and identical world in minimal to a vanilla one if I used the same seed |
19:43 |
Megaf |
T4im: same happens with minetest_game |
19:44 |
Megaf |
same build, same subgame, same mapgen, same seed, different worlds |
19:44 |
Megaf |
nore: ^ |
19:44 |
T4im |
I'm not having that issue here though |
19:45 |
nore |
Hmmm |
19:45 |
T4im |
player seems to start in slightly different positions, but always in the same beach ehre |
19:45 |
nore |
This is quite strange |
19:45 |
T4im |
here* |
19:45 |
Megaf |
oh |
19:45 |
T4im |
is your position the same? |
19:45 |
Megaf |
wait |
19:45 |
T4im |
heh |
19:45 |
Megaf |
no, it mightn ot be |
19:45 |
Megaf |
I just checked if I was looking at the same direction |
19:45 |
Megaf |
hold on |
19:47 |
Megaf |
T4im: nore, Krock, sorry, just the player position was changing |
19:47 |
nore |
Oh, good |
19:47 |
Megaf |
Still interesting thing though |
19:48 |
T4im |
well, the bugs that don't need fixing are the best ones :D |
19:48 |
Krock |
I assumed you teleported to the same spot every time |
19:48 |
Megaf |
forgot about that |
19:48 |
Krock |
Yes, there is a random spawning when no spawn is defined! |
19:51 |
Megaf |
heh, my second bug that I speak of here that don't need fixing. I'm so good at spoting bugs aint I? |
19:51 |
Megaf |
anyway, but here are some real bugs reported by me that still not quite fixed. https://github.com/minetest/minetest/issues/created_by/Megaf |
19:51 |
Megaf |
I'm currentely further investigating #2408 |
19:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/2408 -- Server's clock seems to change acording to dedicated_server_step |
19:52 |
Megaf |
And the title is terrible |
19:52 |
T4im |
what kind of clock are you using for #2408? |
19:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/2408 -- Server's clock seems to change acording to dedicated_server_step |
19:52 |
T4im |
oops, that was unnecessary |
19:53 |
Megaf |
T4im: by that I mean the /time command, the time that is reported |
19:53 |
Megaf |
so if I join at 12:10, leave at 12:11 and return at 12:20 I expect the server to be at 12:20 too, but that don't happen |
19:53 |
Hijiri |
is there already an issue for recyclable textures? |
19:53 |
T4im |
well /time is get_timeofday, i.e. gametime |
19:53 |
T4im |
not real time |
19:54 |
T4im |
that's imo correct to pause when noone is there |
19:54 |
Krock |
^ |
19:54 |
Megaf |
I will check if it actually pauses or not, I'm waiting 10 minutes |
19:54 |
Megaf |
I left the server at 50 minuts, will return there at the next full hour |
19:54 |
T4im |
there is simply no point in wasting cpu cycles when noone is around :D |
19:54 |
Megaf |
then lets see what time the server will report |
19:55 |
Megaf |
T4im: still, server still uses up to 40% of CPU with nobody online |
19:55 |
Megaf |
s/uses/wastes |
19:55 |
T4im |
so the inverse might be the bug |
19:55 |
T4im |
;) |
19:55 |
T4im |
"stuff runs, when it wouldn't have to" |
19:56 |
Megaf |
my theory is that there are machines that are keeping blocks active, and I don't really mind about that, I mind about a correct time keeping if the server is active |
19:56 |
T4im |
that seems a likely reason, yea |
19:56 |
T4im |
time keeping to what end though? |
19:57 |
Megaf |
my server runs in real time, so its supposed to be in real time |
19:57 |
Megaf |
by real time I mean, UTC -3 |
19:57 |
T4im |
then /time is the wrong place though |
19:57 |
T4im |
minetest.get_time_us is what you are looking for |
19:57 |
Megaf |
so the sun sets and rises at the "same moment" as it does in real life |
19:57 |
T4im |
(us is actually Ms/µs) |
19:57 |
Megaf |
How is it calculated? |
19:58 |
T4im |
from the system clock |
19:58 |
Megaf |
so it should indeed be tracking the time correctly |
19:58 |
Megaf |
IMHO |
19:59 |
T4im |
get_us_time* sorry, switched name around |
19:59 |
T4im |
well yes and no, it's kinda overflowing all the time :p |
19:59 |
Megaf |
get us time, dat name dough |
19:59 |
T4im |
you probably don't even need it that precise |
19:59 |
Megaf |
I'd be happy with a second of precision |
20:00 |
Megaf |
it would maybe use less cycles then? |
20:00 |
T4im |
os.time might be enough |
20:00 |
Megaf |
full hour now, opening hte server console again |
20:00 |
Megaf |
hm |
20:00 |
T4im |
hm nah, if you run os.time all the time, it might be even more expensive (not sure though) |
20:00 |
T4im |
it's more of a calendar |
20:01 |
T4im |
there is os.clock, but it's cputime |
20:01 |
Megaf |
spot on... <ACTION> 2016-07-13 16:50:09: [Server] Megaf sets time to 16:50 when I left the server |
20:01 |
Megaf |
urrent time is 17:00 when reopened the console |
20:01 |
Megaf |
maybe it takes more than 10 minutes for it to go crazy |
20:01 |
T4im |
hm? |
20:02 |
Megaf |
I don't get it either |
20:03 |
T4im |
I don't get what you meant :D |
21:03 |
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