Time |
Nick |
Message |
00:05 |
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00:06 |
DonBatman |
Is there a way to remove the black background from a formspec? |
00:07 |
thePalindrome |
My best guess would be to draw an image underneath it. |
00:08 |
DonBatman |
I want to remove it completely as I want a transparent texture |
00:09 |
thePalindrome |
I don't think you can do that, but I might be wrong |
00:09 |
DonBatman |
OK thanks |
00:09 |
DonBatman |
If I make an issue for this would it be in Minetest or Minetest_game? |
00:16 |
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Hijiri |
DonBatman: Minetest |
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03:59 |
paramat |
game#1240 see discussion in linked issue |
03:59 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1240 -- Changed snow to walkable by DonBatman |
04:11 |
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16:36 |
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16:53 |
VanessaE |
WILL YOU GUYS PLEASE quick fucking with how the mapgen seed is interpreted? |
16:53 |
VanessaE |
how the fuck am I supposed to maintain a nice, clean map? |
16:53 |
* VanessaE |
growls |
16:53 |
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16:54 |
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16:56 |
VanessaE |
namely I refer to mgv6 |
16:56 |
Krock |
it is used for the perlin noise |
16:57 |
VanessaE |
I'm working on an old world that has NEVER had its seed changed, deleting some blocks to clear the area of junk, and blocks are being generated that do NOT match the existing terrain |
16:57 |
* twoelk |
joins to witness a mapgen quickie |
16:58 |
Krock |
looks like someone forgot to keep the compatibility |
16:58 |
VanessaE |
and will you PLEASE FIX the display of huge entities so that worldedit's selection actually stays visible?? |
17:00 |
twoelk |
time to remind Paramat of the old request for a mapgenfix tool or code that merges borders of existing chunks in a more pleasing way |
17:11 |
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17:11 |
* VanessaE |
fumes |
17:12 |
twoelk |
that sort of reads E-fumes |
17:12 |
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17:23 |
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17:42 |
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17:43 |
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17:49 |
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17:52 |
paramat |
VanessaE is it terrain, caves or biomes that are discontinuous? any screenshots? |
17:53 |
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17:53 |
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17:54 |
VanessaE |
terrain |
17:54 |
paramat |
there has been no deliberate change. a screenshot would be useful |
17:55 |
VanessaE |
I didn't take any screenshots, sorry, but it really just looks like typical mapblock clashing like a changed seed. |
17:56 |
VanessaE |
(I mean actual terrain, of course, and not the biomes applied to it) |
17:56 |
paramat |
ok |
17:56 |
paramat |
presumably regenerating terrain uses the noises and flags stored in map meta txt |
17:56 |
VanessaE |
so I would assume, yeah |
17:58 |
paramat |
some large caves may be slightly diffrent, due to the fix for shadows cast by flying caves, and large caves somewhat shape the terrain, this is all i can think of but it would be a minor discontinuity |
17:59 |
paramat |
are the discontinuities still present to be screenshotted? |
18:02 |
VanessaE |
sure but if you want you can pop over to VE-Basic and check them out...soon as I figure out where I was. :P |
18:02 |
paramat |
ok |
18:03 |
VanessaE |
ok, I'm there. daconcepts.com 30005 |
18:05 |
paramat |
ok |
18:06 |
paramat |
connecting |
18:07 |
paramat |
reading rules |
18:07 |
VanessaE |
already granted you interact |
18:07 |
paramat |
ok looking |
18:08 |
VanessaE |
as you can see over here, the discontinuity is mostly the terrain; the snow on my left carried over the edge of the block for example |
18:08 |
VanessaE |
over to my right, past the castle, it used to be desert until I did a /deleteblocks on the area (before putting the castle in), total biome+terrain change there. |
18:09 |
VanessaE |
this whole area around the castle was desert before. |
18:10 |
paramat |
eww |
18:11 |
VanessaE |
yeah. |
18:11 |
VanessaE |
screenshots would not have done this justice |
18:13 |
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18:14 |
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18:15 |
paramat |
its like roughly 2 chunks N and E of the castle |
18:16 |
hmmmm |
[12:53 PM] <VanessaE> WILL YOU GUYS PLEASE quick fucking with how the mapgen seed is interpreted? |
18:16 |
hmmmm |
christ almighty |
18:17 |
hmmmm |
as if that's not already a stated goal to preserve reverse compat with mgv6 under all circumstances |
18:17 |
hmmmm |
why don't you do mapgen work since you're so good at it |
18:17 |
paramat |
yeah this is certainly terrain change, not due to caves |
18:18 |
* VanessaE |
sighs |
18:21 |
hmmmm |
or fuck off to Minecraft where users take it up the rear (and like it) any time Jeb decides to change the mapgen |
18:21 |
hmmmm |
at least we care about our users enough to try to maintain compatibility |
18:22 |
paramat |
ok thanks had a good look |
18:23 |
VanessaE |
paramat: ok. hope that was useful. |
18:23 |
paramat |
i'm bemused, we are very careful to keep compat |
18:25 |
VanessaE |
hmmmm: I don't even... what? whatever this is, it's not something I have even the least bit of knowledge how to solve; I think my point was to ...well... do nothing. save for whatever this issue is, the mapgen is fine. why keep fucking with it? |
18:26 |
paramat |
i guess other times you've used regen in mgv6 it's worked correctly? |
18:27 |
hmmmm |
because we don't fuck with it intentionally |
18:27 |
hmmmm |
realistically anybody working on the engine could've screwed up |
18:27 |
VanessaE |
paramat: yes. I use it only rarely and it's almost always worked in the past. I had this same issue before, though, and I've no clue how or why it does this. |
18:27 |
paramat |
ok could be a rare bizarre bug |
18:27 |
hmmmm |
and it's not even considered a major problem as long as the incompatibility is contained to within interm development versions |
18:28 |
hmmmm |
your fault for using bleeding edge dev versions |
18:28 |
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18:28 |
VanessaE |
c7297e55 dated Jun 7. This is bleeding edge? |
18:29 |
VanessaE |
and the only reason I'm there is because of a chance to the IRC mod that necessitated something newer than 0.4.14-release. |
18:30 |
hmmmm |
well |
18:30 |
hmmmm |
good on you for finding a bug |
18:30 |
hmmmm |
nobody else complained yet |
18:31 |
VanessaE |
honestly, I've heard that excuse so many times in the past (elsewhere, not here) that I've taken to disregarding it. |
18:32 |
paramat |
nore sfan5 game#1240 ? see discussion in issue |
18:32 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1240 -- Changed snow to walkable = false by DonBatman |
18:32 |
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18:32 |
hmmmm |
no use talking about it more |
18:32 |
VanessaE |
"nobody else complained" == "nobody else *bothered to* complain" |
18:32 |
hmmmm |
just file a jira and somebody'll take a look eventually </sigh> |
18:35 |
VanessaE |
"take a look eventually". and you wonder why no one else has complained? |
18:36 |
VanessaE |
meanwhile I've got a damaged section of map that would take all day to fix (ask paramat, "eww" is putting it mildly).. and if I add up all of the other similarly screwed up chunks of map, I'd be at it for weeks trying to clean it up. |
18:37 |
hmmmm |
hey minetest ain't paying the bills |
18:37 |
hmmmm |
i got real work todo |
18:38 |
VanessaE |
but, you don't play, let alone maintain a public server, so I guess you wouldn't run into this in practice. |
18:39 |
* VanessaE |
facepalms |
18:42 |
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18:43 |
VanessaE |
oh and for the record, your work, whatever it is, is no more real than the effort I put into maintaining these servers and trying to make my users happy. that you make money while *PAY* money is not at all relevant. |
18:44 |
VanessaE |
or I should say, my efforts and expenditures are no less real than your work. |
18:44 |
VanessaE |
s/while/while I/ |
18:50 |
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18:50 |
paramat |
this seems like an old randomly occuring bug that is probably hard to track down |
18:51 |
paramat |
and maybe regen is more likely to trigger it |
18:53 |
VanessaE |
yeah, it's been around for a while. My Creative server also has this problem, but on that one, I can't be sure if the seed has/hasn't changed at some point. with the one I showed you, I'm 100% certain. |
18:58 |
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20:48 |
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21:03 |
Fixer |
slaps and panels have z-fighting underwater |
21:24 |
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21:32 |
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21:46 |
Megaf |
so guys, any plans on investigating and fixing the server leaks for real? |
21:46 |
Megaf |
memory leaks I mean |
21:46 |
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21:48 |
T4im |
one bigger one was actually fixed recently |
21:48 |
T4im |
in _game anyway |
21:49 |
paramat |
my memory use seems to rise to then stabilise at 2GB when flying over terrain |
21:50 |
paramat |
perhaps the trunk cache is leaky? |
21:50 |
T4im |
well it definitely was before, but sure, could still be, even after the patch |
21:51 |
paramat |
game#1238 |
21:51 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1238 -- Default: Optimise and simplify leafdecay ABM by paramat |
21:52 |
paramat |
however i'm still a little concerned about how the cache works, need to think it through more |
21:52 |
Megaf |
my servers cache should be almost non existent, I made it drop the cache every couple of seconds |
21:53 |
Megaf |
yet, memory use slowly rises until it is killed because OOM |
21:53 |
T4im |
could be any of your mods too though |
21:53 |
T4im |
your installed mods* |
21:53 |
paramat |
OOM due to a mod and LuaJIT? |
21:54 |
paramat |
mapgen mods can use a lot of memory due to noise |
21:54 |
paramat |
especially 3D noise |
21:54 |
T4im |
yea, but wouldn't that be reclaimed? |
21:55 |
Megaf |
entities are also short lived |
21:55 |
paramat |
LuaJIT has a low memory limit that is easily exceeded |
21:56 |
Megaf |
item_entity_ttl = 10, active_object_send_range_blocks = 1, active_block_range = 1, max_block_send_distance = 3, server_unload_unused_data_timeout = 10,server_map_save_interval = 11 |
21:56 |
Megaf |
see? My server shouldnt use much memory |
21:57 |
T4im |
all that won't protect you from a mod leaking data :) |
21:57 |
T4im |
leaking memory* |
21:59 |
Megaf |
Now I need to find someone who is up to test a copy of my server and see if it can find the leak... |
21:59 |
Megaf |
copy of the mod folder |
21:59 |
T4im |
well, in the long run, that's the profiler for |
22:00 |
T4im |
its not just for modders, but also server operators |
22:00 |
Megaf |
how can I use it? |
22:00 |
T4im |
in the long run; right now it doesn't measure memory consumption of instruments yet |
22:00 |
T4im |
I've some experimental code for that on stash |
22:00 |
Megaf |
Is this it? http://dev.minetest.net/Lua_Optimization_Tips#Profiling |
22:01 |
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22:01 |
T4im |
no |
22:01 |
T4im |
it's https://github.com/minetest/minetest/commit/d7060c212f3d9fb9a69719e9041fdef1f5792fef |
22:02 |
T4im |
but as said, it doesn't measure memory yet |
22:02 |
T4im |
but you can already use it to throw out mods that are overly CPU hungry |
22:05 |
T4im |
#4343 has some improvements on that, if you feel like testing it |
22:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/4343 -- Profiler: Better structures, count calls, measure relative usage by t4im |
22:06 |
T4im |
I'll add the memory measurements, as soon as i feel comfortable for the code to run on a server |
22:21 |
T4im |
that optimization page has quite a few errors, btw O_o, who to talk to about that? |
22:23 |
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22:23 |
rubenwardy |
These PRs are updated and awaiting reviews: #4416 #4417 #4294 |
22:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/4416 -- Formspecs: Fix background elements from interferring with each other by rubenwardy |
22:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/4417 -- Formspecs: Add text field enter key event, allow fields to disable form close on enter by rubenwardy |
22:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/4294 -- Formspecs: Add container[] and container_end[] elements by rubenwardy |
22:24 |
rubenwardy |
unreliable internet, so i may disappear |
22:24 |
paramat |
rubenwardy game#1240 ? |
22:24 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1240 -- Changed snow to walkable = false by DonBatman |
22:24 |
rubenwardy |
I'm currently looking at that |
22:25 |
rubenwardy |
just wanted to make sure there where no other types than that and snowblock and dirt_with_snow |
22:25 |
T4im |
btw, why not make the liquid viscosity setting available to all nodes? that way you could make that snow people even slow down a little bit |
22:26 |
T4im |
or do nodeboxes work for liquids by any chance? x) |
22:28 |
paramat |
there was a PR here for cobwebs that did that |
22:28 |
T4im |
yea, cobwebs in homdecor are liquids, too iirc |
22:29 |
rubenwardy |
Is it okay to use github's squash and merge if it commits don't need to be kept separate and there are no conflicts? |
22:29 |
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22:30 |
paramat |
unsure, i always merge the traditional way |
22:30 |
paramat |
am perhaps unnecessarily wary of that new github feature |
22:31 |
rubenwardy |
heh :) |
22:32 |
paramat |
4 PRs ready to go in |
22:33 |
paramat |
i can merge these if you want |
22:34 |
rubenwardy |
I don't mind |
22:34 |
rubenwardy |
probably best for either of us to do all in one go |
22:37 |
paramat |
ok i'll do it |
22:38 |
paramat |
note commit messages almost always need rewriting |
22:38 |
paramat |
i'll merge these a little later |
22:40 |
paramat |
2 of these need some squashing too |
23:07 |
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23:08 |
paramat |
the trunk cache seems unlimited in size and we now have larger and denser forests |
23:10 |
paramat |
i can imagine a server could cause 5000 entries per second to be added, with several players exploring the cache could become huge during a server session |
23:11 |
paramat |
the cache was added when jungles were disabled and there were just low density appletree forests (small trees) |
23:12 |
paramat |
beginning to feel the cache could be removed |
23:18 |
rubenwardy |
VanessaE, why did you close all of your issues? |
23:26 |
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23:26 |
paramat |
! maybe because there was an argument earlier |
23:27 |
paramat |
with all those servers Vanessa is an excellent tester and bugfinder, much appreciated |
23:29 |
rubenwardy |
she's also made some big important mods, and maintained some too, like pipeworks and homedecor |
23:37 |
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