Time |
Nick |
Message |
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02:54 |
paramat |
est are you able to +1 #2827 ? i tested it and it works well |
02:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/2827 -- Allow overriding the hand by TeTpaAka |
03:13 |
paramat |
will merge game#1409 in a moment |
03:13 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1409 -- Farming/fire: Add tool break sounds by paramat |
03:15 |
paramat |
merging |
03:18 |
paramat |
complete. wooo 11 PRs |
03:21 |
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03:30 |
est |
zeno gave a +1, I gave a +.5 you give a +.5 and we have +2 :) |
03:34 |
paramat |
yeah |
03:35 |
paramat |
i feel it has enough review and approval now |
03:36 |
garywhite |
? |
03:37 |
garywhite |
paramat what did I miss? |
03:37 |
paramat |
#2827 |
03:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/2827 -- Allow overriding the hand by TeTpaAka |
03:40 |
paramat |
so i'll merge that in a moment |
03:44 |
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03:50 |
paramat |
merging |
03:57 |
paramat |
finally merged. no more naked hands in space |
03:58 |
paramat |
i can add a glove to my moonrealm mod |
03:59 |
paramat |
i hit 200 commits in game. so-far hit 100, congratulations |
04:01 |
garywhite |
congratulations paramat & sofar |
04:02 |
paramat |
amazing how neglected game used to be, the rate of commits has increased over the last 2 years |
04:09 |
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04:09 |
paramat |
minetest repo has a new branch called 'update credits'? |
04:10 |
paramat |
seems to be an error |
04:13 |
paramat |
something to mention to zeno |
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16:44 |
sfan5 |
Fixer: https://github.com/minetest/minetest/pull/4812 |
16:47 |
Fixer |
sfan5: nice |
16:48 |
Fixer |
but that needs server and mods to update before fixing this? |
16:48 |
Foghrye4 |
As I remember Nrzkt suggest to everyone to use UNORDERED_MAP everywhere if possible. |
16:48 |
sfan5 |
Fixer: yes |
16:49 |
sfan5 |
Foghrye4: m_detached_inventories is not an unordered map yet, maybe it's not because it will break otherwise; i dunno so i left it that way |
16:49 |
Fixer |
that means it will take some time before I can actually test it |
16:50 |
sfan5 |
both rc and ve-creative use -dev |
16:50 |
sfan5 |
should be no problem for them to upgrade a little |
16:51 |
sfan5 |
and fixing mods is literally just one added line https://github.com/minetest/minetest_game/pull/1413/files |
16:51 |
Fixer |
ok |
16:51 |
sfan5 |
s/rc/xanadu/ |
16:52 |
Fixer |
i will not test on xanadu, admin is not adequate |
16:53 |
Fixer |
kicks me out |
16:53 |
Fixer |
Vanessa/Shara's server are enough |
16:54 |
sfan5 |
red cat creative is using the release version, upgrading might not be the best idea |
16:54 |
sfan5 |
though you could apply this patch to the release tree |
16:55 |
Fixer |
https://github.com/search?utf8=%E2%9C%93&q=create_detached_inventory%28&type=Code&ref=searchresults |
16:55 |
sfan5 |
lots of mods in theory |
16:56 |
sfan5 |
but on the servers i tested on it was just 3 or 4: mt_game creative, armor, bags, unified_inventory |
16:57 |
Fixer |
yes |
16:57 |
Fixer |
just those 4 will probably fix 80% of problems |
16:59 |
Fixer |
also this https://github.com/search?utf8=%E2%9C%93&q=org%3Aminetest-mods+create_detached_inventory&type=Code&ref=searchresults |
16:59 |
Fixer |
just 4 items |
16:59 |
Fixer |
minetest-mods/global_exchange – exchange_machine.lua |
16:59 |
Shara |
sfan5: RC does not use dev. I have stressed this a few times, but no one seems to hear it. |
17:00 |
Shara |
But other servers that experience it do |
17:00 |
Fixer |
vanessa and xanadu uses |
17:00 |
Shara |
Yes. |
17:00 |
Shara |
I don't want to run dev on RC, because I don't have time to update my mods often enough |
17:01 |
Shara |
If I knew it would guarantee a fix I would, but while those on dev are experiencing the issue, that seems unlikely. |
17:01 |
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17:02 |
Fixer |
Shara: 0.4.15 release (i hope) will be at the end of the year, I hope it will include this fix |
17:03 |
Shara |
Fixer: I will hope too. |
17:03 |
Shara |
Thanks (to others here as well) for looking into this. |
17:04 |
Fixer |
thanks sfan5 for looking into this |
17:05 |
sfan5 |
Shara: yes i confused the two |
17:06 |
Fixer |
i hope it gets positive reviews, should not be hard to update the mods, server owners will rejoice |
17:07 |
Shara |
Players will too. |
17:07 |
sfan5 |
oh also there seems to be a second unrelated bug: |
17:07 |
sfan5 |
if you disconnect before stage two init happens you will be at 0,0,0 next time you join correctly |
17:07 |
sfan5 |
(possibly only when you join for the first time or something) |
17:08 |
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17:20 |
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17:20 |
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17:41 |
est |
sfan5: in which way will your PR fix the issue? |
17:41 |
est |
any explanation on the theory you came up with? |
17:42 |
sfan5 |
start reading here http://irc.minetest.net/minetest-dev/2016-11-25#i_4749185 |
17:44 |
est |
ahh I see |
17:44 |
est |
makes total sense |
17:45 |
est |
sfan5: and by " when someone decides to allow player-attached invs from the script api " you mean a function on the player SAO, right? |
17:45 |
sfan5 |
something like that |
17:46 |
est |
I doubt that that system would be better, because it only works on logged in players |
17:46 |
sfan5 |
why |
17:46 |
est |
but either way, what the PR does concept wise is good |
17:47 |
* est |
looks at the implementation |
17:47 |
sfan5 |
for example the creative inventory can only be looked at by the player when he is actually logged in |
17:47 |
sfan5 |
creating detached invs for each player is feature misuse actually |
17:47 |
sfan5 |
ideally you could create player-attached invs like i said |
17:48 |
est |
ah you mean that its stored in the player files |
17:48 |
est |
yeah thats a better place |
17:49 |
est |
(even though we have tons of issues with player files already and storing _more_ stuff in them makes it even worse) |
17:49 |
est |
but hmmm doesnt like dbs so its broken... |
17:50 |
est |
yeah the PR is a total hack |
17:51 |
est |
but whatever, if it fixes the issue, its okay |
17:51 |
sfan5 |
concept or code wise? |
17:51 |
est |
concept wise |
17:51 |
sfan5 |
i agree on that |
17:51 |
est |
code wise its okay |
17:52 |
sfan5 |
est: about the storage issue: in the case of the "creative" inv it would not need to be permanent |
17:52 |
est |
yes |
17:52 |
sfan5 |
the "refill" inv from unified_inv wouldn't need storage either |
17:53 |
sfan5 |
only stuff like "armor" or "bags" would need that |
17:53 |
est |
yup |
17:53 |
est |
so probably a bool param would be a good idea |
17:53 |
est |
to work on the SAO |
17:53 |
est |
I guess an SAO only method would be enough for almost all use cases |
17:54 |
est |
can't think of one where you want to modify the detached inv of a non emerged player |
17:54 |
sfan5 |
something like player:create_attached_inventory(name[string], callbacks[table like w/ detached], permanent[bool]) |
17:55 |
est |
yes |
17:55 |
sfan5 |
actually doesn't create_detached_inventory only create an invlist? |
17:55 |
sfan5 |
since there's no "main", "craft" and stuff? |
17:56 |
sfan5 |
or do i have my terminology wrong |
17:56 |
est |
what I wonder about: why do they actually use detached inventories for things like armour? |
17:57 |
est |
why can't they use player inventories for that |
17:57 |
sfan5 |
callbacks |
17:57 |
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17:57 |
est |
err... so might it be a better solution to make callbacks for player inventories then? |
17:58 |
est |
and some sort of per player non-permanent inventory |
17:58 |
sfan5 |
yes |
17:58 |
sfan5 |
but i don't think anyone will get that done (not that it wouldn't be possible) before the feature freeze |
17:59 |
sfan5 |
so i opted for the simpler solution |
17:59 |
est |
yes |
17:59 |
est |
simple solution is okay, after the release someone can tackle that issue |
17:59 |
sfan5 |
and deprecating what my PR adds won't even break anything |
18:00 |
est |
can you still add a note that its only a temporary thing to resolve a temporary issue and will be removed in a future release? |
18:00 |
sfan5 |
in the docs? code? both? |
18:01 |
est |
lua_api.txt is enough |
18:03 |
sfan5 |
added |
18:03 |
est |
thanks |
18:04 |
est |
can the server owners of affected servers merge PRs to test them? |
18:04 |
est |
if yes, we should wait for their results before a merge |
18:04 |
est |
if no, we should merge it so that they can test it |
18:05 |
sfan5 |
they probably can |
18:05 |
sfan5 |
ping VanessaE |
18:06 |
celeron55 |
4403 is quite obscure, i don't think 4812 should be merged without testing if the purpose is to fix 4403 |
18:07 |
est |
I was just thinking about non technical server owners who dont know how to compile minetest, and who have installed the ppa |
18:07 |
celeron55 |
it seems like a useful workaround, but for a problem that could be completely irrelevant |
18:07 |
* VanessaE |
hides |
18:07 |
est |
but as VanessaE can reproduce the issue, it should be no problem :) |
18:08 |
est |
if we just knew where she was .... :) |
18:08 |
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18:08 |
sfan5 |
well the actual problem might be: why does the network stack break with slow clients(?) in a way that sending 100 packets is super slow |
18:08 |
juhdanad |
Is there anybody whose client doesn't crash at the waterfall? |
18:08 |
sfan5 |
me |
18:09 |
juhdanad |
Could you please place a 'Lamp' node on the server, please? |
18:09 |
juhdanad |
It has light level 15. |
18:09 |
juhdanad |
For me, this causes the chrash. |
18:09 |
sfan5 |
not now |
18:11 |
sfan5 |
VanessaE: you'll need to apply https://github.com/minetest/minetest/pull/4812 & https://github.com/minetest/minetest_game/pull/1413 and do the same fix to unified_inventory/bags.lua, unified_inventory/callbacks.lua and invsaw/init.lua |
18:12 |
VanessaE |
I'll let someone else test that, my servers and mods are somewhat out of date. |
18:13 |
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18:13 |
sfan5 |
that doesnt matter |
18:13 |
est |
https://github.com/minetest/minetest/issues/4813 |
18:13 |
est |
^ long term fix for the issue |
18:14 |
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18:18 |
VanessaE |
er, do I apply 4812 or 4813? :P |
18:18 |
sfan5 |
4813 is an issue not a PR |
18:18 |
sfan5 |
good luck applying that ;) |
18:19 |
VanessaE |
oh yeah, so it is :) |
18:22 |
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18:23 |
paramat |
juhdanad dev version limits light sources to 14 https://github.com/minetest/minetest/commit/5091cb5ecdac39a49bce2317d7054d69ed43f2c1 15 caused lighting bugs |
18:24 |
paramat |
.. but not a crash |
18:24 |
Krock |
and with that commit the super glow glass kinda lost its purpose |
18:25 |
juhdanad |
But on Red Cat Creative there is a node named 'Lamp'. |
18:25 |
juhdanad |
And its light_source is 18. |
18:25 |
juhdanad |
This causes the crash. |
18:26 |
Krock |
lol. How's the possible? is builtin not up-to-adte? |
18:26 |
Krock |
*date |
18:26 |
paramat |
RCC uses 0.4.14 stable |
18:26 |
VanessaE |
even if it is, it shouldn't crash the client.. |
18:26 |
VanessaE |
isn't* |
18:26 |
Krock |
and 18 wouldn't even fit in that 4-bit space where the day light is stored |
18:27 |
paramat |
how would it overflow? go negative? |
18:27 |
juhdanad |
There are two options on client side IMO: 1- check received content features, 2- let the light propagating algorithm check the light_source property of the nodedef. |
18:28 |
juhdanad |
I would prefer the first. |
18:29 |
Krock |
depends how it's programmed paramat. It also could overwrite the night light table if these are the lower 4 bits |
18:29 |
Krock |
but I think there are many checks to prevent from that |
18:29 |
paramat |
well it's best limit the value in register as in my commit |
18:29 |
Krock |
even better would be C++ side, just to make sure |
18:30 |
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18:30 |
paramat |
does such a lamp crash dev version? |
18:31 |
juhdanad |
Yes, it can cause crash, this is the secret of the waterfall. |
18:32 |
VanessaE |
sfan5: http://pastebin.ubuntu.com/23538916/ does this look about right for unified_inventory? |
18:36 |
juhdanad |
There it is: https://github.com/davisonio/darkage/blob/master/nodes.lua#L226 |
18:39 |
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18:40 |
paramat |
i'll try to fix this in register later then |
18:42 |
VanessaE |
well in any case, both pull requests applied, both mods patched per the above, and all of it uploaded/staged for the morning reboot in ~11 hours. |
18:42 |
juhdanad |
But the client should also check this, so servers can not make clients chrash. |
18:42 |
paramat |
ok |
18:42 |
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18:43 |
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18:45 |
Krock |
paramat, would you have some time to put your opinion about game#1412 |
18:45 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1412 -- Carts tweak by SmallJoker |
18:45 |
Krock |
+ question mark |
18:46 |
paramat |
sure i'm reading the controversy now |
18:46 |
sfan5 |
VanessaE: yup looks correct |
18:46 |
VanessaE |
ok. |
18:47 |
paramat |
Krock can you comment on game#1408 ? |
18:47 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1408 -- Carts: Increase power rail acceleration to help climbs by paramat |
18:47 |
VanessaE |
I see a variant of boost cart went into mt_game.. safe to discontinue using the upstream version? |
18:47 |
Krock |
I'll try to write some words. Followed the discussion but somehow it feels like it's going ino nowhere |
18:48 |
paramat |
no merged carts have a bug |
18:48 |
VanessaE |
oh. |
18:49 |
Krock |
boost_cart yet overwrites the behaviour of MTG when activated |
18:49 |
VanessaE |
ok then I'll just leave it in place. |
18:49 |
paramat |
1408 helps a lot but i need support for it |
18:49 |
paramat |
rubenwardy ^ |
18:49 |
paramat |
it's controversial |
18:50 |
kaeza |
FWIW, :+1: from me to acceleration |
18:50 |
paramat |
^ sfan5 nore |
18:50 |
kaeza |
I love doing that in... that other voxel game :) |
18:50 |
sfan5 |
haven't worked with cards yet, so i can't comment right now |
18:51 |
sfan5 |
carts* |
18:52 |
rubenwardy |
I'm doing coursework atm, will be able to look later |
18:53 |
paramat |
merged carts should be good at release though |
18:54 |
paramat |
if people support my approach |
18:58 |
sfan5 |
juhdanad: that seems unlikely https://github.com/minetest/minetest/blob/cc0b3c1cd14f036d6336ae0fb2329fd245b6b4b4/builtin/game/register.lua#L130L133 |
18:59 |
sfan5 |
builtin limits the possible light level |
18:59 |
Krock |
^ repost alert |
18:59 |
sfan5 |
oh didnt see that |
19:02 |
juhdanad |
sfan5: yes, but with gdb I suspended the execution when I placed a darkage:lamp, and in the nodedef manager it had light_source=18. |
19:02 |
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19:03 |
Fixer |
xanadu is installed from ppa |
19:04 |
sfan5 |
that meeeans: red cat creative is at fault |
19:04 |
sfan5 |
but the client should probably not crash on invalid data |
19:06 |
garywhite |
What are you guys talking about? |
19:07 |
paramat |
read logs |
19:07 |
garywhite |
I've only been here for 5 mins |
19:07 |
Krock |
pls http://irc.minetest.net/minetest-dev |
19:08 |
sfan5 |
http://irc.minetest.net/minetest-dev/today |
19:08 |
Krock |
It's even in the topic |
19:09 |
Krock |
paramat, 1412 does not contain the acceleration increase of powerrails |
19:10 |
paramat |
ok |
19:18 |
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19:23 |
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19:24 |
sofar |
#4729 I'm unable to even start minetest, bad, bad bug |
19:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/4729 -- Crash on tab_multiplayer.lua |
19:27 |
sofar |
where does the engine store favorites? |
19:36 |
sfan5 |
client/serverlist/favoriteservers.txt |
19:36 |
sofar |
yeah, I found it, I have duplicates in it |
19:36 |
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19:36 |
sofar |
that's causing the nil crash somehow |
19:40 |
juhdanad |
paramat: I made a quick fix - #4814 |
19:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/4814 -- Limit light_source in the engine by juhdanad |
19:45 |
sfan5 |
the change in nodedef.cpp should be enough |
19:45 |
sfan5 |
also you can remove the { and } |
19:50 |
est |
ohh players won't like 4814... it will destroy their farms |
19:51 |
VanessaE |
? |
19:52 |
paramat |
heh too bad >14 causes light bugs |
19:52 |
VanessaE |
why would it break farms? |
19:56 |
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19:58 |
est |
it will break underground farms that work with artificial light sources |
19:58 |
sfan5 |
those are already broken |
19:58 |
VanessaE |
yeah but why would that matter? |
19:58 |
est |
but you can simply adjust mtgame to support it again (changing the light level where growth is posisble) |
19:58 |
VanessaE |
no light source is supposed to exceed 14 anyway |
19:58 |
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19:58 |
sfan5 |
builtin already does this |
19:58 |
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19:58 |
VanessaE |
oops. |
19:59 |
sfan5 |
what is new is that the client enforces this too |
19:59 |
est |
i see. |
19:59 |
sfan5 |
this is to prevent breaking with old servers that don't enforce this limit |
19:59 |
juhdanad |
Underground farms? |
19:59 |
VanessaE |
so if you're breaking some farm that relies on >15 light sources, oh well. let it break, that's undefined behavior anyway. |
20:00 |
juhdanad |
Light can't spread farther than 15 units because it has only 4 bytes. |
20:00 |
VanessaE |
bits. |
20:00 |
Krock |
sofar, updated the last carts commit. When punching the cart, it won't jump around anymore |
20:00 |
sfan5 |
VanessaE: btw did you restart ve-creative yet or will it do that anyway in a few hours for backups? |
20:00 |
Krock |
before it always teleported back to the last position |
20:00 |
VanessaE |
sfan5:it'll restart on its own at 1am EST |
20:00 |
est |
meh, why do i get pinged |
20:01 |
Krock |
lol |
20:01 |
sofar |
Krock: can I push the cart speed to your pr? |
20:01 |
sofar |
the 6/7/8 change? |
20:01 |
juhdanad |
Even if the light_source is 18, old servers made light 13 blocks distant. |
20:01 |
Krock |
sofar, no thing. I can do that right now ;) |
20:01 |
paramat |
Krock i noticed that punch teleport, thanks |
20:01 |
juhdanad |
Just see Red Cat Creative - lamps are not 18 unit bright. |
20:02 |
sofar |
Krock: already done, lol |
20:02 |
sofar |
check your branch :D |
20:02 |
Krock |
uh, you're fast |
20:02 |
sofar |
I was testing your change for a while and had already ported it |
20:02 |
sofar |
I have about 100 carts riding the 'coaster |
20:04 |
Krock |
honestly I'd like to have this velocity behaviour in a seperate pull to move the discussion there |
20:04 |
sofar |
oh, easy enough to split it out |
20:04 |
sofar |
but we should merge your change first |
20:04 |
Krock |
also, you've put the whole code into the loop, it calculates the same thing three times xP |
20:05 |
sofar |
doh |
20:05 |
sofar |
aight lemme fix that and take it out of this pr then |
20:06 |
Krock |
^^ |
20:06 |
sofar |
can you force push it out? |
20:06 |
Krock |
yes I acn |
20:06 |
Krock |
done |
20:07 |
paramat |
yeah i'd prefer game1412 stays separate, i'll test it later |
20:08 |
sofar |
well crud |
20:08 |
Krock |
time to bring the punch-fix into my original mod too :3 |
20:08 |
sofar |
that's a damn merge conflict due to the file change |
20:08 |
Krock |
eww right |
20:08 |
sofar |
FINE |
20:08 |
sofar |
I'll just push your changes under it as well, your change should be merged first anyway |
20:09 |
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20:12 |
sofar |
game#1414 then |
20:12 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1414 -- Carts speed by sofar |
20:12 |
sofar |
one thing is sure |
20:12 |
sofar |
I'm fairly happy with the amount of attention and testing this code is getting |
20:14 |
Krock |
carts are lovely, that's why ^^ |
20:22 |
Shara |
Sorry, have been away. |
20:22 |
Shara |
Can I just confirm - waterfall crash you were all getting is just because a mod had the wrong light value? |
20:24 |
paramat |
possibly, not sure anyone has tested the fix #4814 |
20:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/4814 -- Limit light_source in the engine by juhdanad |
20:24 |
Shara |
Well, I can simply edit the mod on the server. |
20:24 |
Shara |
I never crashed there either way... but then I never get sent to 0,0,0 for more than a second, and rarely that. |
20:24 |
paramat |
that won't help, it's a light level stored in the world |
20:25 |
Shara |
Hmm, okay. Well, either way, the mod shouldn't be setting it that high. |
20:25 |
paramat |
yeah |
20:25 |
Shara |
I thought I had fixed weird lighting values from some mods a while back, but I guess I missed it |
20:26 |
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20:29 |
Fixer |
missed soo much text here |
20:34 |
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20:44 |
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20:46 |
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20:51 |
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20:53 |
AcidNinjaFWHR |
does TenPlus1 comes on irc sometimes ? |
20:54 |
Shara |
Yes, but never saw him on this channel |
20:54 |
AcidNinjaFWHR |
oh okay |
20:54 |
rubenwardy |
he doesn't come into this channel |
20:55 |
rubenwardy |
he's also not online atm |
20:55 |
AcidNinjaFWHR |
okay thanks rubenwardy. |
21:03 |
juhdanad |
I made a large waterfall on Red Cat Creative next to the original one, which makes the client crash in some seconds. You can test now #4814 easily, if you have time. |
21:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/4814 -- Limit light_source in the engine by juhdanad |
21:04 |
Shara |
I have changed the light value in the mod now as well. For some reason that was set to 18. I assume this won't stop the crashes for now, but it should not have been 18 to begin with. |
21:04 |
Shara |
Change will be present on next restart. |
21:07 |
juhdanad |
Shara: this will stop crashes. No nodes on your server have too high light level actually, just the light spreading thinks so. |
21:08 |
Shara |
Light spreading? |
21:08 |
juhdanad |
I mean the algorithm that decides how bright a node will be, when you place a light. |
21:15 |
rubenwardy |
sofar: squashed game#1179 |
21:15 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1179 -- Add simple fast inventory by rubenwardy |
21:16 |
rubenwardy |
I also checked that I didn't drop any other elements from the creative formspec |
21:17 |
rubenwardy |
commit message debatable |
21:18 |
rubenwardy |
VanessaE, please may you merge https://github.com/minetest-technic/unified_inventory/pull/58 ? |
21:19 |
rubenwardy |
~title |
21:19 |
ShadowBot |
Disable sfinv if installed by rubenwardy · Pull Request #58 · minetest-technic/unified_inventory · GitHub |
21:19 |
VanessaE |
sfinv? |
21:19 |
VanessaE |
oh the above simple fast inv |
21:19 |
VanessaE |
sure. |
21:20 |
VanessaE |
er.. |
21:20 |
VanessaE |
I don't have write access to the repo |
21:20 |
rubenwardy |
I swear you were a maintainer |
21:20 |
rubenwardy |
ShadowNinja or nore then, please :) |
21:21 |
VanessaE |
I was at one time |
21:27 |
ShadowNinja |
rubenwardy: depends.txt conflicts. |
21:28 |
rubenwardy |
balls :P |
21:29 |
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21:31 |
rubenwardy |
ShadowNinja: fixed |
21:32 |
rubenwardy |
<paramat> amazing how neglected game used to be, the rate of commits has increased over the last 2 years |
21:33 |
rubenwardy |
late response, but I was pleasantly surprised to see we only had 1 page of PR |
21:34 |
ShadowNinja |
rubenwardy: Er, sfinv isn't merged yet so it should just be left for now, right? |
21:36 |
rubenwardy |
sure |
21:37 |
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23:09 |
paramat |
rubenwardy and all, any support for game#1408 ? it doesn't conflict with the other cart PRs. i added some text explaining that this is not just a temporary workaround for the bug, there are other good reasons |
23:10 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1408 -- Carts: Increase power rail acceleration to help climbs by paramat |
23:24 |
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23:26 |
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23:28 |
lhofhansl |
Hi... Any comments on PR 4811? (only send blocks the client can actually see - based on client's view range and fov). With defaults can save 70% of blocks sent to client. |
23:30 |
sofar |
can I be honest? I'd like to have blocks immediately behind the player sent too |
23:31 |
sofar |
it really blows that once in a while you turn around to stare at a blue screen because it's all been unloaded |
23:31 |
paramat |
hi good to see you here |
23:32 |
lhofhansl |
sfar: Was thinking that too. Makes 4811 even more important. Could optionally remove the server side fov test. (double the blocks, though) |
23:32 |
lhofhansl |
Hi paramat :) |
23:34 |
paramat |
#4811 |
23:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/4811 -- Optimize/adjust blocks/ABM sent at the server based on client settings. by lhofhansl |
23:40 |
paramat |
added a comment |
23:41 |
paramat |
oh maybe i misunderstood |
23:44 |
lhofhansl |
answered on PR. ABMs are not subject to FOV (that'd be ... surprising to players). |
23:44 |
paramat |
ok |
23:45 |
lhofhansl |
sofar: Currently server FOV is hardcoded to 72 degrees, the PR doesn't add the FOV check, just corrects it. |
23:46 |
lhofhansl |
(and removes the weird 4.0/3.0 logic because you can't figure out the client's aspect ratio) |
23:46 |
paramat |
yeah good |
23:49 |
AcidNinjaFWHR |
so it will save some bandwidth on servers ? |
23:49 |
paramat |
possibly a lot |
23:49 |
paramat |
especially with smartphone clients using low view range |
23:50 |
AcidNinjaFWHR |
nice, go on, even if people turn around as you said, it will probably use less packets :) |
23:51 |
lhofhansl |
Yes. 70% with default client's view range of 100 and server's max_block_send_distance at 9. Important thing is that it uses client settings to figure this out, so it'll always be "optimal" for the client. |
23:53 |
AcidNinjaFWHR |
anyone wanna test that? |
23:53 |
Fixer |
it is not surprising to me about abm :) |
23:53 |
AcidNinjaFWHR |
do we need to recompile the client as well with your PR integrated lhofhansl ? |
23:53 |
AcidNinjaFWHR |
or it's just for the server |
23:53 |
Fixer |
lhofhansl: lbm and timers will work as expected? not affected? |
23:54 |
lhofhansl |
Yep... Needs a new client so that the information is sent to the server. |
23:55 |
lhofhansl |
fixer: even if ABM are not processed behind you? (that's not what this PR does, because I think that would be surprising). No mob would be able to sneak up to you from behind :) |
23:56 |
Fixer |
lhofhansl: no mob will sneak up on me behind when I afk? feels cheaty |
23:57 |
paramat |
no that's not what the PR does |
23:57 |
lhofhansl |
fixer: so PR does not change this... ABMs *are* processed behind you. |
23:57 |
paramat |
ABMs run within the radius of view range, not affected by FOV |