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IRC log for #minetest-dev, 2016-10-09

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Time Nick Message
00:07 _Megaf needs rebase https://github.com/minetest/minetest/pull/4420
00:25 paramat it says no conflicts though
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01:21 OldCoder There is no way to set the frame delay on a node animation, correct? Just for sprites?
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03:56 gregorycu So
03:56 gregorycu What seems to cause a lot of jitter is processing block data inside the GUI thread
03:58 DI3HARD139 joined #minetest-dev
03:59 gregorycu I'm thinking of moving that to the update thread
04:01 paramat interesting. need to omnom, back in an hour
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04:56 gregorycu A little bit of code churn here, but if I can get this right...
05:04 gregorycu What is a sector?
05:05 gregorycu Looks to be a vertical slice of the world
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05:21 paramat a complete vertical column of mapblocks, i think
05:23 gregorycu The longer I go, the more I know this change will never get approved
05:23 gregorycu Do other people notice the jittery graphics?
05:24 gregorycu Is it a known issue?
05:31 paramat yes well known and irritating
05:32 paramat it really bothers me and many others
05:33 paramat any work on it will be very much appreciated
05:35 paramat can't find an issue but i think there's a forum thread about it
05:35 gregorycu I think I've reduced it, but I'm trying to eliminate it
05:35 gregorycu I've done the analysis, I know what causes most of it
05:35 paramat for me seems to get worse around forests: complex meshes
05:42 gregorycu I'm testing with Just Test
05:42 gregorycu Which has a lot of stuff going on
05:42 paramat Fixer has looked into this, see https://forum.minetest.net/viewtopic.php?f=6&t=13360
05:47 paramat issue #3602
05:47 ShadowBot https://github.com/minetest/minetest/issues/3602 -- Serious stuttering (large instantenious fps drop) (rendering)
06:22 gregorycu Well, it works well until it crashes
06:27 gregorycu Speed or stability, chose 1
06:29 * paramat grabs both and runs
06:39 gregorycu paramat: Did you want to have a look at my jitter changes?
06:39 gregorycu I'll revert the crashing code
06:42 paramat no need, i won't understand it, thanks though
06:44 gregorycu I meant, look at the effect, not the code :)
06:45 gregorycu Fixer is going to take a look i think
06:45 gregorycu Give me the validation I need
06:47 paramat oh, yeah i'll test it, in a day or so
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07:22 gregorycu !tell Fixer I've fixed the build. I was depending on a C++11 feature. I've also included another changeset to remove some jitter when it's calculating what to draw
07:22 ShadowBot gregorycu: O.K.
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07:57 nrzkt Krock, fixed the code style on #4604 thanks. A coredev can review this change please ? :)
07:57 ShadowBot https://github.com/minetest/minetest/issues/4604 -- Environment cleanup by nerzhul
08:00 Krock nrzkt, "can you fixe thoses indents" - they're fine.
08:01 Krock perfectly lined up with the one above
08:01 Krock namely "ID_soundExitButton"
08:04 nrzkt but this is spaces, strange, you talk about RUI's PR ?
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08:12 Krock yes. Spaces are good for this purpose
08:13 nrzkt oki
08:22 gregorycu So, we used tabs + spaces right?
08:23 gregorycu As god intended
08:26 Krock [tab][tab]int somevar[space ..]= value;
08:26 Krock tabs in front, spaces afterwards. because tabs have no fixed size
08:28 OldCoder There is no way to set the frame delay on a node animation, correct? Just for sprites?
08:28 OldCoder So, the only way to slow down an animation is to double each frame?
08:30 Krock there's the parameter "length" in nodefed.tiles.animation
08:30 Krock and it's the time for the whole animations
08:30 Krock -s
08:30 gregorycu Krock: It's amazing how many people don't get it
08:31 gregorycu Tabs for indention, spaces for alignment
08:33 nrzkt OldCoder, #3307 is fixed no ?
08:33 ShadowBot https://github.com/minetest/minetest/issues/3307 -- 'RE-SENDING timed-out RELIABLE' causes server timeout/lockup
08:35 nrzkt merging #4605 as it's trivial fix
08:35 ShadowBot https://github.com/minetest/minetest/issues/4605 -- Remove unused parameter of GUIVolumeChange by Rui-Minetest
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09:01 Krock #4606 [ @ Startup / Config / Util ] [ @ Translation ]
09:01 ShadowBot https://github.com/minetest/minetest/issues/4606 -- Add missing languages to the settings by SmallJoker
09:06 Zeno` joined #minetest-dev
09:15 nrzkt hi Zeno` :)
09:18 Zeno` hi Krock, nrzkt
09:21 Zeno` #4551 can probably be merged since it's so trivial
09:21 ShadowBot https://github.com/minetest/minetest/issues/4551 -- Trim whitespaces from the input of the `/privs` command. by red-001
09:22 Krock we sohuld keep "name" consistent IMO
09:22 Zeno` ?
09:22 Krock well, the param "name" was renamed to "caller"
09:23 Zeno` https://github.com/minetest/minetest/pull/4551/files
09:23 Zeno` oh i see
09:24 Krock but eh, that's a small issue
09:24 Zeno` *shrug* it's all local and seems like a non-issue to me
09:24 Zeno` just trying' to close PRs where possible ;)
09:25 Krock merge it then it's closed ^^
09:26 nrzkt Zeno`, please review #4604 :)
09:26 ShadowBot https://github.com/minetest/minetest/issues/4604 -- Environment cleanup by nerzhul
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09:26 Krock 4606 too, if you're already in the mud :P
09:26 Krock or sauce, or wherever you can be in.
09:29 Zeno` I have a few things to do, but I'll look at them all when I get back ;)
09:34 nrzkt ty :)
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10:16 Fixer !tell gregorycu yes, I will try it today
10:16 ShadowBot Fixer: O.K.
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10:33 Fixer !tell gregorycu tried, i think it is still not smooth and stutters on chunk loading a bit
10:33 ShadowBot Fixer: O.K.
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10:40 gregorycu !tell Fixer But is it any better?
10:40 ShadowBot gregorycu: O.K.
10:40 Fixer_ irc client crashed
10:41 Fixer_ gregorycu: maybe slightly better, but difference is small
10:41 gregorycu Yeah, I can still see stuttering myself
10:41 Fixer_ gregorycu: there was this warning during compilation http://pastebin.com/raw/gqmft9gr
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10:42 gregorycu Oh, that's easily fixed
10:42 gregorycu Thanks
10:42 Fixer_ gregorycu: turn on F5 graphs and look at draw time, start walking and you see stuttering parts
10:42 gregorycu Yep
10:42 gregorycu It's so hard to get rid of all of them
10:42 gregorycu Without large changes
10:42 Fixer_ just now started moving it shoots up from 0.033 to 0.112
10:42 gregorycu A lot of processing is done on the main thread
10:42 Fixer_ and back to 0.033
10:50 Fixer_ gregorycu: one time stutter was close to eliminated when celeron55 made a bug in farmap PR that caused slow sending of mapblocks %)
10:51 Fixer_ it really made a difference
10:51 Fixer_ it was a bug though
10:52 gregorycu The thing is, the architecture of this game is such that the main thread doesn't only handle display and input
10:52 gregorycu It handles a lot of stuff
10:52 celeron55 the architecture of irrlicht is such
10:52 celeron55 when i measured the stuttering some years ago, i noticed that the processing was done by irrlicht when drawing newly loaded things, not when loading them
10:52 gregorycu Some stuff can't be moved out
10:52 gregorycu Like the mesh generation
10:53 gregorycu An example is receiving block data and updating the world
10:53 gregorycu Deserialisation is done on the GUI thread
10:53 gregorycu GUI thread  = main thread
10:56 Fixer_ maybe load meshes in small batches, not like now 50-60... in one spike? spread it out?
10:58 gregorycu Isn't there a setting for that?
10:59 celeron55 there is a setting for that
10:59 celeron55 it's nothing new
11:00 gregorycu Maybe we need to retire irrlicht
11:01 celeron55 minecraft at least historically has had the same kind of stutter on the same hardwares that minetest has had stutter on; it could be a hardware or driver issue that isn't easily solved by switching opengl wrappers
11:01 celeron55 it would be good if somebody figured it out some day
11:02 gregorycu I vote you
11:03 celeron55 wait
11:03 celeron55 i realized there actually is no direct setting for mesh generation per frame
11:03 celeron55 and there's a reason for it
11:04 celeron55 the setting that can be used in singleplayer is max_simultaneous_block_sends_per_client
11:04 celeron55 it's server-side
11:04 celeron55 if there was a client-side limit, you would cause mesh update lag if the server sends more per frame than the setting is
11:05 gregorycu Yeah, but there are ways around that
11:05 celeron55 i don't even remember anymore but the farmap branch might have ended up having a mechanism for easing this
11:05 gregorycu I've been focusing on things that are not that
11:06 celeron55 >I vote you
11:06 celeron55 i don't have hardware that has the issue
11:06 gregorycu For instance, the non-drawing time
11:06 gregorycu How do you not have stutter?
11:07 gregorycu Do you play singleplayer?
11:07 celeron55 it's well known that not all computers have the problem
11:08 celeron55 or, well
11:08 gregorycu For instance, mainloop_other, just shot up to be above 100ms for me
11:08 gregorycu And that has nothing to do with drawing
11:08 celeron55 if i use the nvidia GPU in this laptop and cause massive amounts of mesh updates, then it can get noticeable
11:08 celeron55 in normal operation there are no issues
11:08 celeron55 and on intel, no issues no matter what
11:09 celeron55 on the laptop i originally developed minetest on, there are never any of these issues; not then, not now
11:09 gregorycu You also didn't really benefit from my shader stuff
11:10 gregorycu Actually, sorry, I think you did a little
11:10 celeron55 a shitty desktop that i stopped using for many reasons had the issue on its intel HD3000 GPU, but i don't remember if it was only on windows
11:10 celeron55 what i'm saying is, it varies, and the way it varies doesn't make any sense
11:11 gregorycu Problem is, i know nothing about graphics stuff
11:11 gregorycu I know how to speed up CPU processing
11:11 celeron55 and that's why i have zero interest in trying to figure it out
11:12 celeron55 and also, no actual graphics programmers want to look at it, because minetest is so archaic compared to any kind of respectable ways of doing modern graphics
11:13 gregorycu You mean because it uses ilight?
11:13 celeron55 i mean, just the idea of being able to run fixed pipeline makes them run right away and never come back
11:13 gregorycu See, I don't even know what those words mean
11:13 celeron55 i.e. without shaders
11:14 gregorycu We got shaders
11:14 celeron55 yes but the architecture is based on having no shaders
11:14 gregorycu Don't most games, even AAA titles allow you to turn off shaders
11:14 celeron55 a shader-based architecture is quite different
11:14 celeron55 no
11:15 celeron55 maybe 15 or 20 years ago
11:15 gregorycu What you are saying isn't exactly inspiring
11:15 celeron55 these days even 2D games *require* shaders
11:16 celeron55 nothing in this is inspiring, frankly
11:16 gregorycu So, wanna write a new game?
11:16 gregorycu Maybe a new game with a better name
11:17 celeron55 no?
11:17 gregorycu I think, together, we can write a kickarse game
11:17 gregorycu We'll get Fixer in to consult
11:18 gregorycu hmm can be the motivation
11:18 gregorycu motivator
11:18 celeron55 well, actually, i've done that, but whether they'll ever be release-worthy is questionable; and they are not minetest clones
11:18 gregorycu Fair enough
11:18 gregorycu Stick it on git so I can laugh at them
11:18 gregorycu I mean
11:18 gregorycu Work on them
11:21 celeron55 i'd kind of fancy being able to sell them if they're ever finished
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11:33 Fixer_ celeron55: i disagree, I tried MC 1.10 and I have stutter only on initial map loading few seconds or in areas with loooots of redstone/chunk updates, in usual gameplay there is practically no stutter and very smooth play
11:34 Fixer_ celeron55: chunk loading in minetest causes visible stutter, in minecraft - practically no stutter
11:35 Fixer_ celeron55: iirc minecraft does not require shaders and uses OGL 2.2 or smth
11:37 Calinou OpenGL 2.0 (which is what Minecraft uses) is a shader pipeline
11:37 Foghrye4 joined #minetest-dev
11:37 Calinou but they did use fixed-function OpenGL 1.2 in the past, and it worked well for them
11:38 Fixer_ gregorycu: stutter is both in singleplayer and multiplayer, occurs when at chunk load/refresh time imo
12:42 _Megaf any idea when 0.4.15 will be released?
12:46 Fixer_ _Megaf: ~December 16 or later
12:46 Fixer_ 2016*
12:46 _Megaf ok
12:51 gregorycu All this talk about pipelines makes me want to understand
12:52 gregorycu If we were to migrate to, say ogre3d, or something else
12:53 gregorycu Would that assist in us moving from a fixed-functoin pipeline to a shader pipeline
13:03 celeron55 the first question in migrating to anything is which is the lowest version of opengl that we want to support
13:03 celeron55 then you basically just code for that, or use a library that is coded for that
13:06 celeron55 it basically dictates the model of rendering and uploading and whatever you can use, and libraries are built to primarily support they way things are done in some version
13:06 nrzkt gregorycu, urho could be a better solution but there will be very very huge work on client side :)
13:07 _Megaf [14:03:16] <celeron55> the first question in migrating to anything is which is the lowest version of opengl that we want to support
13:07 _Megaf OpenGL 2.0 Of course
13:07 gregorycu I don't know
13:07 gregorycu We couldnt' move to a new compiler because 10 year old operating systems didn't support it
13:08 _Megaf And then use every single thing it has to offer
13:08 gregorycu (Apparently)
13:09 Calinou if you want to use a fully shader-based pipeline, you want to use OpenGL 3.3 Core Profile or later
13:09 Calinou (no deprecated APIs)
13:09 gregorycu So, it's decided then
13:10 gregorycu OpenGL 3.3 it is
13:10 celeron55 i bet even 2.0 can be a disaster as people use minetest on absolutely ancient hardware
13:10 gregorycu I'm glad this decision is locked in now
13:10 gregorycu How about we say "fuck em"
13:10 gregorycu I'm a brutal bastard
13:10 celeron55 fuck half of the userbase? well i guess so
13:11 gregorycu I'm also just a bastard
13:11 gregorycu We've been fucking over half the userbase by keeping my shader fixes on the shelf
13:12 gregorycu I think we have the potential here to make a quarter of our users happy
13:12 Calinou literally everyone has GL 3.3 nowadays
13:12 Calinou (more than people who have GLES 3.0 for example)
13:13 Calinou but people with toasters *will* complain and accuse you to be part of a conspiracy
13:13 Calinou GL 3.3 was released in like, 2010
13:13 celeron55 well i don't really mind; it would be nice if the toaster users would be able to maintain an otherwise up-to-date version for themselves alongside the modern one
13:13 Calinou even ancient hardware like GeForce 9600 GT supports it
13:13 Calinou (which is no longer supported by NVIDIA)
13:14 gregorycu That's actually a good point
13:14 gregorycu Minetest and Minetest classic
13:14 gregorycu Both compatable
13:15 sfan5 nobody wants to maintain that
13:15 celeron55 that's about twice the amount of work you're suggesting, or more
13:15 sfan5 also has anyone ever looked at gles support on android?
13:15 gregorycu It's only twice the work when it comes to graphical stuff
13:15 gregorycu If you want feature parity
13:15 Calinou sfan5: Irrlicht seems to not like GLES very much
13:16 Calinou it has only GLES 1.0 and 2.0, both are heavily out of date by now
13:16 Calinou GLES 3.0 is the shit but it was released in 2012, only 55% of Android devices support it
13:16 sfan5 if you start requiring gles 3 then say goodbye to android
13:16 gregorycu I think ogre is a bit too heavy
13:16 Calinou Android 5.0 or later supports it, sfan5
13:16 gregorycu What was the other good one?
13:16 sfan5 the android version doesn't matter
13:16 sfan5 what matters is graphics drivers
13:16 celeron55 i would have built minetest on ogre if ogre had an open enough license back then
13:16 Calinou so does the iPhone 5S and later, by the way
13:16 sfan5 and those are absolutely bad on mobile
13:17 celeron55 back then it had GPL or something like that, or some other license that i didn't like
13:17 Calinou celeron55: well you used LGPL on Minetest anyway, why would it have mattered
13:17 Calinou OGRE used to be LGPL indeed
13:17 nrzkt merging #4604 thanks sfan5
13:17 ShadowBot https://github.com/minetest/minetest/issues/4604 -- Environment cleanup by nerzhul
13:18 celeron55 well whatever, that was the only reason i went with irrlicht; i didn't know much about licenses back then and wanted to play safe
13:18 gregorycu Open Scene Graph?
13:19 celeron55 gregorycu: when doing that choice, you need to consider that irrlicht does much more than graphics for minetest; it fully does windowing, wraps input devices, does user interface stuff and even does copy-paste on windows
13:20 Calinou time to remake Minetest in Godot ;)
13:20 Fixer_ my itty lenovo laptop from 2008 has OGL 2.1 iirc
13:20 Calinou frameworks have disappointed people quite a lot, so I'm not surprised general-purpose engines are on the rise
13:20 Fixer_ with intel integrated garbage
13:20 Calinou Fixer_: all my hardware has GL 4.5 :P
13:20 Fixer_ my desktop is 4.5
13:21 gregorycu My toaster is GL 3.3
13:21 gregorycu I don't fuck around when it comes to toasters
13:21 gregorycu Anyway, I'm off to bed
13:22 celeron55 afaik many libraries that say they support 2.1 actually require some extensions not included in 2.1
13:22 celeron55 then they sometimes don't work on 2.1 hardware
13:22 celeron55 same for other opengl versions
13:23 Fixer_ i already had some weird red block below player on that OGL
13:25 celeron55 anyway, i don't really care
13:27 sfan5 _Megaf: how are you determining that a pr needs a rebase?
13:28 _Megaf sfan5: I may be mistaken, I will review my rebase assumptions in a couple of minutes
13:28 _Megaf sfan5: basically, I downloaded minetest from master and tried to apply the patch for PR
13:28 sfan5 i don't know whether you can see that but github says:
13:28 sfan5 This branch has no conflicts with the base branch
13:28 sfan5 Merging can be performed automatically.
13:28 sfan5 (for e.g. #4425)
13:28 ShadowBot https://github.com/minetest/minetest/issues/4425 -- Assertion failure: sanitize some values obtained from mods (yaw, velocity, etc.) by Rogier-5
13:28 _Megaf if the git apply .patch worked, I asusmed it was fine
13:28 _Megaf if it failed, I assumed it needs rebase
13:29 sfan5 git apply?
13:29 sfan5 don't you usually use git am for patches?
13:29 _Megaf wget url/pr.patch
13:29 _Megaf git apply pr.patch
13:29 _Megaf by pr I mean, pr number
13:29 Calinou try https://hub.github.com/
13:29 sfan5 i always use git am ¯\_(ツ)_/¯
13:29 _Megaf let me double check just in case
13:30 _Megaf I apologize in advance if I'm mistaken in rebase assumptions
13:33 _Megaf sfan5: http://git.megaf.info/Megaf/GitPaste/raw/master/GitApplyPatch
13:33 _Megaf thats how I do
13:34 sfan5 try git am -3 foobar.patch
13:34 _Megaf in this example it failed to apply the patch
13:34 _Megaf hm
13:34 nrzkt or patch -p0 < foobar.patch
13:34 sfan5 no
13:34 sfan5 that's not a correct way to apply a git patch
13:35 _Megaf git am -3 failed as well
13:35 sfan5 well then it definitely needs a rebase
13:36 _Megaf patch too failes with "can't find file to patch at input line 16"
13:36 _Megaf to me it clearly needs rebase
13:36 sfan5 it doesn't matter what patch says
13:36 _Megaf because something changed in master that makes it fail to get the patch
13:36 sfan5 because patch is not the correct way to apply git patches
13:37 _Megaf Ok, I undestand, is not what I use
13:37 _Megaf I use a git tool designed to apply patchs, its called, wait for it, apply
13:37 _Megaf or, I may be mistaken
13:37 * _Megaf reads the doc
13:37 _Megaf there https://git-scm.com/docs/git-apply
13:37 * _Megaf is not mistaken
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13:41 Zeno` errr... I always use git am also
13:41 _Megaf How you learned about git am?
13:42 Zeno` I can't recall now
13:42 Zeno` it's just git am file.patch
13:42 _Megaf but please, do double check my assumtion that it needs rebase. It's not hard to do so... I already did the hardest part...
13:42 _Megaf xP
13:43 _Megaf and do finally merged the PRs I commented
13:43 _Megaf they are very important
13:43 _Megaf I'd say crucial
13:43 sfan5 did you actually read the docs or just link them?
13:43 sfan5 This command applies the patch but does not create a commit. Use git-am[1] to create commits from patches generated by git-format-patch[1] and/or received by email.
13:44 sfan5 if you want to merge patches you obviously need to preserve the commit metadata
13:44 sfan5 also the .patch files created by github are exactly those you'd get from git-format-patch
13:44 _Megaf "This command applies the patch but does not create a commit"
13:45 _Megaf precisely
13:45 _Megaf I'm just testing if the patch works
13:45 sfan5 you're testing whether the diff applies
13:45 _Megaf That is correct
13:45 sfan5 not whether you can create a commit based on the diff
13:46 sfan5 but probably those two are equivalent in this case
13:46 _Megaf Because IMHO you can't create a commit if the patch doesnt work.
13:47 sfan5 no but maybe you can apply the diff but not create a commit
13:47 _Megaf So?
13:47 _Megaf sfan5: I'm testing if the thing needs rebease or not. If the diff doesnt work, than I believe is safe to assume that rebase is needed. Am I correct?
13:48 _Megaf s/is/it is
13:49 _Megaf And about commiting, myself use git commit command if the git apply worked. But on my projects, I test the patch with git apply and then use merge button on the web interface to merge.
13:50 sfan5 yes yes it doesn't matter in this case
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14:04 Foghrye4 Hey, right now i catch 'void LocalPlayer::setCAO(GenericCAO*): Assertion `m_cao == __null' failed.' on my game with fresh Minetest version. But it works perfectly fine yesterday.
14:04 Foghrye4 *on yesterday version of Minetest.
14:05 Krock ^ nrzkt
14:07 nrzkt when did you trigger that Foghrye4 ? i tested fresh game and remote server without esperience this
14:08 Foghrye4 Using Minetest Saturn game i'm working on.
14:08 nrzkt this i strange i didn't modify the CAO set
14:08 Foghrye4 Indeed.
14:11 Foghrye4 Here is gdb output: http://pastebin.com/saphcxDm
14:13 nrzkt ty looking for this
14:14 nrzkt okay i triggered the bug i know how, now i need to fix it
14:16 _Megaf sfan5: I know we have kinda of a music player built in now, where can I get information about that? Or how to use it
14:16 sfan5 dunno
14:17 nrzkt Foghrye4, how have you triggered the bug ?
14:17 _Megaf :S
14:18 _Megaf Can anyone give me info on the music player we have?
14:18 nrzkt the function is called at CAO initialization and link localplayer with CAO, if this occurs this mean you init player CAO twice
14:19 Foghrye4 By starting a game (Minetest Saturn). On player join event an entity spawn triggered immediately.
14:20 Foghrye4 OW!
14:20 Foghrye4 A pull request merged yesterday!
14:20 Foghrye4 My pull request.
14:21 nrzkt strange, is there any remote server doing this ?
14:21 Foghrye4 Its contain part, when parent entity attached to something initialised in area, it reinitialised all childs as well.
14:22 nrzkt are you on current master ?
14:23 nrzkt because the only commit which can change the behaviour is currently merged commit, but i didn't know how
14:23 Foghrye4 https://github.com/Foghrye4/minetest/blob/ad2c1b8cb402b2546983742b31deaa3b1ab8b095/src/content_cao.cpp#L1763
14:24 nrzkt you are not in current master, then not my commit
14:24 nrzkt :)
14:24 nrzkt https://github.com/minetest/minetest/blob/70f104be076321330a0827010704761a040d8ec7~2/src/content_cao.cpp#L665
14:25 nrzkt here is the line in current master
14:25 nrzkt can you pull rebase master and retry ? maybe this has been fixed by my patch
14:30 Foghrye4 I don't get it. I used 'git clone' on master branch a hour ago.
14:30 nrzkt Foghrye4, i don't know how your code works, but your CAO is a player CAO like the original player, then you are setting a second time the CAO attached to LocalPlayer
14:32 nrzkt i will push a missing little trivial code cleanup to master i forgot in previous commit
14:33 nrzkt Foghrye4, just pull rebase to current master and tell us if your crash is already there
14:33 fling Foghrye4: children
14:36 Foghrye4 nrzkt: You asking me to do "git pull --rebase origin master"
14:36 Foghrye4 ?
14:37 Zeno` git fetch upstream; git rebase upstream/master
14:37 Zeno` but I don't think your current repo state will allow that
14:38 Zeno` origin is (well, should be) *your* fork, so rebasing to that will just make things worse I think
14:39 Zeno` if it does anything at all
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14:40 Foghrye4 There is no my code in tested version of Minetest.
14:40 Foghrye4 Except Lua code.
14:42 nrzkt Foghrye4, yes git pull --rebase origin master if origin is minetest origin repo
14:43 Foghrye4 nrzkt, done. Bug still exist.
14:43 Zeno` Foghrye4, what URL is your origin?
14:43 nrzkt okay then i'm happy to see it doesn't seems to be my PR :)
14:43 nrzkt Foghrye4, you said that the bug wasn't present before ?
14:43 Foghrye4 foghrye4@foghrye4-GA-A75-D3H:~/minetest-branches/freshiest/minetest$ git remote -v
14:43 Foghrye4 originhttps://github.com/minetest/minetest.git (fetch)
14:43 Foghrye4 originhttps://github.com/minetest/minetest.git (push)
14:44 _Megaf du -k ../MinetestMinSizeRel/bin/minetest
14:44 _Megaf 4556    ../MinetestMinSizeRel/bin/minetest
14:44 _Megaf du -k ../MinetestRelease/bin/minetest
14:44 _Megaf 7188    ../MinetestRelease/bin/minetest
14:44 Foghrye4 nrzkt, wasn't presented yesterday.
14:44 nrzkt did you find the problematic commit ?
14:44 nrzkt maybe do a bissect could help us
14:45 _Megaf why dont we make MinSizeRel the default?
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14:52 sfan5 _Megaf: why would we?
14:55 Calinou minimal size isn't important for 99% of users
14:56 Calinou most people don't ever distribute their builds
14:56 Calinou and if they do, they should compress them anyway
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15:04 nrzkt Foghrye4, can you bissect ? i'm unable to reproduce your problem
15:05 Foghrye4 <nrzkt> I need to learn how to use bissect first.
15:06 nrzkt find the correct commit
15:06 nrzkt git bissect
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15:09 Foghrye4 foghrye4@foghrye4-GA-A75-D3H:~/minetest-branches/freshiest/minetest$ git bisect start 067766e 1b45086
15:09 Foghrye4 foghrye4@foghrye4-GA-A75-D3H:~/minetest-branches/freshiest/minetest$ cmake . -DCMAKE_BUILD_TYPE=Debug -DRUN_IN_PLACE=TRUE
15:09 Foghrye4 Am i doing it right?
15:13 Foghrye4 Probably no.
15:13 nrzkt cmake command isn't useful if you already done it, just rebuild and if works git bissect good or git bissect bad if not
15:15 Krock nrzkt, it's "bisect" :)
15:17 Foghrye4 foghrye4@foghrye4-GA-A75-D3H:~/minetest-branches/freshiest/minetest$ git bisect good 067766eec213918b6cb5b2533d0c78eceb3949ec
15:17 Foghrye4 fatal: Needed a single revision
15:17 Foghrye4 Bad rev input: 067766eec213918b6cb5b2533d0c78eceb3949ec
15:17 Foghrye4 WTF?
15:17 Foghrye4 What should I input?
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15:20 nrzkt you don't need to set commit id
15:21 nrzkt https://git-scm.com/book/en/v2/Git-Tools-Debugging-with-Git
15:27 Foghrye4 So, 'git bisect good stable-0.4' ?
15:27 nrzkt don't set argument after good bad
15:27 nrzkt no arg = current commit
15:30 Foghrye4 So, you tell me I should go back to certain commit first and then 'git bisect good'? How I do so?
15:30 nrzkt after start, git checkout bissection, compile, test, tell him if it's good or not
15:30 nrzkt then, after good/bad, new checkout, compile ... etc
15:31 Foghrye4 git checkout bissection
15:31 Foghrye4 error: pathspec 'bissection' did not match any file(s) known to git.
15:31 nrzkt no !
15:31 nrzkt don't checkout yourself
15:31 nrzkt git do it for you
15:32 nrzkt git bisect start => make => test => good/bad => make test => good/bad => tec
15:32 nrzkt etc*
15:33 nrzkt then, the assertion can occur if: active object was added to environment or child object with (name = LocalPlayer name && m_is_player == true)
15:33 nrzkt i think the problem is with child objects, incorrect data was sent to client
15:35 Foghrye4 git bisect visualize
15:35 Foghrye4 You need to give me at least one good and one bad revision.
15:35 Foghrye4 I think it tells me something.
15:35 nrzkt https://git-scm.com/book/en/v2/Git-Tools-Debugging-with-Git
15:35 nrzkt look at this tutorial
15:36 Foghrye4 Yes, i read it whole. And it tells, i need to set 'git bisect good <something>' first.
15:37 nrzkt no
15:37 nrzkt yes
15:37 nrzkt git bisect start / git bisect bad / git bisect good <good-commit-id>
15:37 nrzkt it's the process init
15:37 _Megaf so, I need to recompile the whole thing to change from -DRUN_IN_PLACE=0 to -DRUN_IN_PLACE=1
15:37 _Megaf interesting...
15:37 nrzkt after you don't need to set commit ids anymore
15:38 Foghrye4 commit-id!=sha1 TRUE?
15:38 _Megaf can we have a flag to tell the game where the data is located? ./minetest --gamedata=./ ?
15:38 nrzkt commit id = the sha 1
15:39 sfan5 _Megaf: run_in_place doesnot than just change the location where you look for game data
15:39 sfan5 s/doesnot/does more/
15:39 _Megaf s/game/engine
15:40 _Megaf engine files, like the directory builtin
15:43 _Megaf just got this error "2016-10-09 16:43:12: ERROR[Main]: No future without mainmenu"
15:43 _Megaf Very cool error message actually :)
15:44 _Megaf (Not a BUG)
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16:04 red-001 _Megaf I have seen that error message too many times
16:05 _Megaf red-001: so you were messing with things inside builtin
16:06 red-001 yeah
16:18 Foghrye4 Hey, nrzkt, are you here? I know, what i did wrong. I cloned repository with "--depth 1". Thats why bisect did not get SHA1 as parameter.
16:18 red-001 whats the new way of dectecting if enter was pressed?
16:18 red-001 ^ rubenwardy
16:19 rubenwardy same as before, fields.key_enter
16:19 rubenwardy just now if you press enter in a field, fields.key_enter_field is sent as well with the name of the field
16:20 rubenwardy and there's also field_close_on_enter[name;enabled_bool] which you can use to disable the default behaviour of closing when enter is pressed
16:41 nrzkt Foghrye4, i see, maybe now you should find the problematic commit :)
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16:42 Foghrye4 nrzkt, bissect tell me its 9978d07, but i think its ad163ee
16:42 nrzkt what is the output ?
16:43 nrzkt yes i think it's ad163ee because 9978d07 is a pure lua non related change
16:43 nrzkt you should not call initialize there in fact
16:44 nrzkt initialize iscalled by addActiveObject, doing it manually will trigger a CAO reinit, i think it's what triggers the bug you mentionned
16:44 Foghrye4 nrzkt, I will run it one more time.
16:44 Foghrye4 foghrye4@foghrye4-GA-A75-D3H:~/minetest-branches/freshiest/minetest$ git bisect good
16:44 Foghrye4 ad163ee5c3f7d6ca31e0add052fb76466a9bfcc8 is the first bad commit
16:44 Foghrye4 commit ad163ee5c3f7d6ca31e0add052fb76466a9bfcc8
16:44 Foghrye4 Author: Foghrye4 <foghrye4@gmail.com>
16:44 Foghrye4 Date:   Sat Oct 8 16:51:25 2016 +0400
16:44 Foghrye4 Prevent attached models from disappearing during parent reload (#4128)
16:44 Foghrye4 :040000 040000 236196b3819b88db97eaea894965faf4e223e368 6d828be828a403f4d536f30173303a4f4e7884da Msrc
16:44 nrzkt you did all good/bad and git point this commit, right ?
16:45 nrzkt the problem is : childobj->initialize(deSerializeLongString(is));
16:45 nrzkt you should not use it
16:45 nrzkt only ClientEnvironment should do it
16:46 nrzkt if PlayerCAO is already inited you will retrigger the init and trigger assertion, which demonstrate bad code usage, it's exactly waht you done there :(
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16:48 Foghrye4 If you can't remove this commit without disturbing others, please comment this line. I will think about problem.
16:51 nrzkt this is not the wrong way, can you open a blocker issue referencing the problem ?
16:52 Foghrye4 I can open issue.
16:58 Foghrye4 nrzkt, done https://github.com/minetest/minetest/issues/4610
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17:37 Foghrye4 Good news, everybody! http://pastebin.com/YBGmX4jD Using this shorten function instead of initialize will fix issue 4610 and still fix dissapearing child models!
17:38 nrzkt seems good, then only replace initliaze with refresh in your PR ?
17:38 Foghrye4 Yes. But PR is already merged, so i need to start new PR i guess?
17:39 nrzkt it's okay for me, using refresh will remove the player->setCAO(this) because it's not in reresh logic
17:39 nrzkt yes, please do a new pr and link it with previous, and bug
17:39 nrzkt also, i see refresh and initialize are very similar functions, can you factorize code ?
17:40 nrzkt initialize has only one more thing as it seems
17:40 nrzkt oh i see, in fact refresh was done by you
17:42 Foghrye4 Factorize? Using "#define blablabla" and stuff?
17:42 nrzkt no no
17:42 nrzkt don't take my comment , just do the PR we will look for the review after :)
17:42 Foghrye4 Ok.
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17:48 Foghrye4_ Ready: #4611
17:48 ShadowBot https://github.com/minetest/minetest/issues/4611 -- Fix crash on attaching player to entity by Foghrye4
17:55 red-001 could someone review #4472 ?
17:55 ShadowBot https://github.com/minetest/minetest/issues/4472 -- Make serverlist searchable. by red-001
17:55 red-001 I rewrote a large part of the code
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18:43 not_a_bot does the dev wiki document the latest stable version?
18:43 not_a_bot or latest dev?
18:44 paramat heh
18:45 paramat it's often very out of date
18:45 paramat very unreliable
18:46 ShadowNinja Theoretically latest dev, but it isn't really coonsistently used.  I'd recommend depending on lua_api.txt instead.
18:46 ShadowNinja ^ That's also versioned with the project so you know what version it's documenting.
18:46 not_a_bot where can I get a dev wiki account?
18:54 ShadowNinja not_a_bot: You just have to ask, one sec.
18:56 ShadowNinja not_a_bot: PM me Username, Email, and (optional) Real name.
18:56 Calinou joined #minetest-dev
18:59 Fixer_ hmm~~~, mt have another gameplay annoyance
19:00 Fixer_ when you got to much slabs/stairs you can drop through them
19:00 sfan5 nah
19:00 sfan5 the way worse problem with stairs is the missing smooth lightning
19:00 Fixer_ yes
19:00 sfan5 *lighting
19:00 Fixer_ stairs and everything
19:00 Fixer_ nodeboxes, slabs, water
19:00 Fixer_ can use white slabs/stairs because they look like shit in presence of nearby torch
19:00 Fixer_ can't*
19:01 Fixer_ but still, it was fullblock_slab_fullblock higher kind of step and I managed to stuck in it
19:03 Fixer_ https://i.imgur.com/u7kzziZ.png example of those slabs
19:20 Fixer_ i really miss mob sounds in minetest
19:21 Fixer_ no wait, i was wrong, mobs redo has sound, it is just simple mobs
19:37 T4im joined #minetest-dev
19:38 paramat game#1319 good point i might work on this
19:38 ShadowBot https://github.com/minetest/minetest_game/issues/1319 -- Disable destroying default:river_water_source by empty bucket
19:44 paramat nore sfan5 ShadowNinja any opinions on game#1308 ?
19:44 ShadowBot https://github.com/minetest/minetest_game/issues/1308 -- TNT Performance Tweaks by tenplus1
19:53 sfan5 paramat: seems useful to me
19:56 paramat the controversy is over passing 'nodename' instead of 'node'
19:56 T4im or doing any api change at all for premature optimization :)
19:57 T4im not sure it's that important to upset sofar over; there are more important things to upset him about
19:57 T4im ok, perhaps i could have phrased that a bit differently
19:58 paramat i'm still unsure about the nodename/node thing, the other 2 things done are good though
19:59 paramat so because i'm unsure i'm asking for more input
20:00 paramat perhaps for now the other 2 things can go ahead
20:02 paramat i might make a PR for the other 2 things
20:03 ShadowNinja nodename is appropriate, there isn't always a full node table available.
20:04 ShadowNinja (although I prefer node_name...)
20:05 ShadowNinja The TNT pull looks O.K., although the regular nodeupdate may be necessary for the border nodes.
20:05 paramat yeah, i thought it worth not bothering with that for performance
20:06 paramat the border can still be 1000+ nodes
20:08 paramat ok how about we merge it, it can always be tweaked later
20:08 ShadowNinja Er: local s = vector.add(pos, {x = x, y = y, z = z}) local r = vector.distance(pos, s) isn't this the same as just the 3D hypot of x, y, z?
20:10 ShadowNinja I.E., local r = vector.length({x=x,y=y,z=z})
20:11 sfan5 nice
20:12 sfan5 yes that translates to | (pos + (x,y,z)) - pos |
20:12 sfan5 which is | (x,y,z) | obviously
20:18 paramat yeah
20:19 paramat i'll line comment
20:21 Darcidride joined #minetest-dev
20:22 paramat ninja'd
20:22 ShadowNinja sfan5: Why does the master-server guest check need changing?
20:23 red-001 some clients call guests players
20:23 sfan5 because nobody uses Guest nicks anymore
20:23 red-001 e.g Player34762 instead of Guest34762
20:26 paramat i can't see math.hypot in the Lua manual
20:31 paramat the hypot stuff is less clear too
20:32 troller joined #minetest-dev
20:36 Fixer_ pr#3848 who remember this? :}
20:36 Fixer_ https://github.com/minetest/minetest/pull/3848
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20:40 STHGOM joined #minetest-dev
20:43 ShadowNinja sfan5: Do you mean that people are making builds with a modified guest name so that they can get in?
20:44 ShadowNinja sfan5: If so, they'll probably just change it again.  We have to kill guest nicks once and for all by removing them from the client.
20:45 red-001 why hasn't anyone done that yet?
20:49 paramat wow 3848
20:50 paramat ^ est31
20:50 paramat added to milestone to be considered
21:08 paramat red the answer is obvious :]
21:08 est31 joined #minetest-dev
21:09 est31 ha! ninja'd paramat by reading the IRC logs :)
21:09 paramat :]
21:10 est31 but yeah sorry I don't really have time for it
21:10 paramat ok
21:24 paramat sofar game#1285 is updated with your request, +1?
21:24 ShadowBot https://github.com/minetest/minetest_game/issues/1285 -- Destroy flammable items when in fire or lava by Ferk
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21:36 red-001 in what category on the dev wiki should I put HTTPApiTable ?
21:37 red-001 objects?
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22:03 est31 joined #minetest-dev
22:04 sfan5 est31: how does the zstd code work without unget?
22:05 est31 well probably it should do unget at the end
22:05 est31 either way, should only happen once per stream
22:05 est31 dunno what the zlib code is doing, but unget should not be the bottleneck
22:06 sfan5 why not
22:06 est31 My guess is its the zstd context creation or something, when the array API is used it may use a static context
22:07 est31 read an issue in the zstd repo about the context creation being super slow
22:07 sfan5 that's possible
22:07 sfan5 have you re-done the benchmarks with the streaming api?
22:08 est31 only the unit tests
22:08 sfan5 those don't cover the unget requirement
22:09 est31 the unit tests scared me off doing any more tests with the streaming API
22:09 est31 :)
22:09 STHGOM joined #minetest-dev
22:09 est31 also, the unit test framework is very bad , you cant run single unit tests
22:12 est31 sfan5, https://github.com/facebook/zstd/issues/408
22:13 sfan5 well have you tried creating only once?
22:14 est31 no not yet
22:14 sfan5 i can probably also do that for brotli
22:14 est31 thats what I meant about "fixing" the bug :)
22:14 sfan5 yeah but if you do that then your benchmarks can't be compared to anything
22:14 est31 sfan5, if you can provide general infrastructure to share a context between multiple compression calls, it would be really great
22:16 est31 I could adopt it for zstd
22:16 sfan5 first let me prove that your streaming api commit doesn't ork
22:16 sfan5 +w
22:16 est31 its not doing unget at the end of the stream, thats an obvious bug
22:18 sfan5 the fundamental problem in your streaming decompress code is that the stream ends when there's no data left
22:18 sfan5 which is a wrong assumption
22:19 est31 yes
22:19 est31 it needs to do unget
22:19 sfan5 2016-10-10 00:19:35: ERROR[Main]: decompressZstd: decompression failed: Context should be init first
22:19 sfan5 uh
22:20 est31 that means the init call was not called before using the context
22:20 est31 does that appear with my code, or have you modified it?
22:21 sfan5 your code, no modification
22:23 sfan5 hm
22:23 sfan5 (de)compress can be called from multiple different threads though
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22:28 est31 mhh
22:29 est31 sorry, I have to recompile entire minetest from scratch so trying to reproduce your issue will take a bit time
22:29 est31 what exactly were you doing sfan5 ?
22:29 Fixer paramat: i wonder if this will go forward some day https://github.com/minetest/minetest/pull/2561 and https://github.com/minetest/minetest/pull/3696 or maybe kind of minecraft kind of mapgen configurator
22:29 sfan5 compile, open client, create world, join world
22:29 est31 and which commit of my branch the latest one?
22:29 sfan5 yes
22:30 paramat maybe. as always it's down to dev time
22:31 Fixer paramat: another idea, mapgen presets
22:31 paramat however, we do now have advanced settings menu
22:32 paramat so not high priority
22:32 Fixer paramat: with usual stuff like "mega ocean world with few islands", "amplified terrain", "lowered terrain", "swamp", "lava world" + single biome selection to this etcetc
22:32 est31 okay I can reproduce it
22:34 sfan5 est31: the decompress code is missing half the functionality it should have, shouldn't be hard to reproduce :P
22:34 Fixer "endless desert"
22:34 Fixer "arctic world" etc
22:37 est31 it is calling the init call, thats the weird thing about it
22:40 est31 and the init call is actually supposed to set the state at least according to zstd source code
22:41 est31 weird weird
22:42 paramat game#1320
22:42 ShadowBot https://github.com/minetest/minetest_game/issues/1320 -- Bucket: Add 'force-renew' bool to registration by paramat
22:43 paramat mapgen presets were an idea hmmmmm had, these can now be in the form of mods, as mods can now alter all mapgen parameters
22:52 est31 seems I found the cause
22:52 est31 but triggered another bug xD
23:09 est31 fixed that one, an triggering new bug
23:10 est31 and*
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23:51 est31 sfan5, okay now zstd should work
23:52 est31 sfan5, also, the streaming API should be as fast as zlib if the level 2 is use
23:52 est31 d
23:52 est31 maybe it has different views on how the compression level should look like
23:52 est31 dunno
23:53 est31 sfan5,  either way feel free to do the benchmark for zstd + vanessa's world + streaming api now
23:54 * est31 gotta go

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