Time |
Nick |
Message |
00:00 |
Fixer |
nice |
00:01 |
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MrIbby joined #minetest-dev |
00:01 |
lhofhansl |
yep :) So ABMs are also processed "optimally" with the client's settings in mind. |
00:04 |
lhofhansl |
AcidNinjaFWHR: With an old client the server falls back to the current behavior (no gain in packet traffic) |
00:04 |
AcidNinjaFWHR |
great |
00:09 |
AcidNinjaFWHR |
git clone --depth 1 https://github.com/lhofhansl/minetest.git minetest_range |
00:09 |
AcidNinjaFWHR |
i'm gonna test |
00:09 |
AcidNinjaFWHR |
:p |
00:13 |
lhofhansl |
AcidNinjaFWHR: cool. The branch is range_adjust. |
00:13 |
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00:15 |
lhofhansl |
AcidNinjaFWHR: You can best see what's going on when you turn the fog off and then adjust the view range. The next time you move the new setting is sent to the server. |
00:23 |
paramat |
sorry for all the confusion |
00:23 |
AcidNinjaFWHR |
still compiling (slow computer) ^^ |
00:24 |
AcidNinjaFWHR |
lhofhansl, do you have a server running it? |
00:24 |
lhofhansl |
no public server, no |
00:27 |
lhofhansl |
It'll also do this in Singleplayer mode |
00:29 |
Fixer |
try mod profiler to see if any effect |
00:33 |
AcidNinjaFWHR |
is profiler integrated? |
00:33 |
AcidNinjaFWHR |
I just have to activate through the command /profiler ? |
00:34 |
lhofhansl |
You mean the integrated one F5/F6? That won't tell you the difference I think, but that's a good idea perhaps. |
00:38 |
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00:40 |
lhofhansl |
If you haven't cloned before you'll also get #4724, which retrieves block of the sphere around you rather than a cube (saving about 1/2 of the block - those in the corner that you cannot see anyway) |
00:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/4724 -- Improve number of blocks sent and occlusion culling. by lhofhansl |
00:40 |
hmmmm |
heh |
00:41 |
hmmmm |
the original author of the lighting PR figured it out |
00:41 |
hmmmm |
i was going to point out that it could overflow but i thought light_source was ANDed by 0x0f... guess not |
00:41 |
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00:43 |
sfan5 |
by the way unit tests are still broken |
00:43 |
sfan5 |
i think SN broke them with the fs::<something> fix |
00:43 |
AcidNinjaFWHR |
https://paste.kde.org/prz3i2091 |
00:44 |
AcidNinjaFWHR |
dunno what you can do with that |
00:44 |
AcidNinjaFWHR |
wanna me to compare these values to the master branch? |
00:45 |
lhofhansl |
AcidNinjaFWHR: that'd be cool. But I'd expect them to be the same :) |
00:46 |
AcidNinjaFWHR |
yeah, considering i'm playing alone xD |
00:46 |
lhofhansl |
:) |
00:48 |
AcidNinjaFWHR |
recompiling… |
00:51 |
AcidNinjaFWHR |
https://paste.kde.org/phn4sm8ux |
00:52 |
AcidNinjaFWHR |
I have no idea what to look for in that |
00:53 |
lhofhansl |
hmmm.... Me neither. Is that the exact same scene? |
00:53 |
AcidNinjaFWHR |
well I just fly around a bit maybe a bit further (because it generated a nyan) |
00:54 |
AcidNinjaFWHR |
but I guess we should do a stress test (multiple players, with more actions) |
00:55 |
lhofhansl |
That'd be the thing to do. I'm player with my son with this :) He still has the old client and I have the new one. |
00:55 |
AcidNinjaFWHR |
not sure it will be enough to catch a difference |
00:56 |
AcidNinjaFWHR |
profiler doesn't display bandwidth used |
00:56 |
lhofhansl |
I logged the block range the server will send to the client. (there's a log line one can uncomment in clientiface.cpp) |
00:57 |
lhofhansl |
You can see what's its doing if you turn the fog off. |
00:58 |
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01:04 |
AcidNinjaFWHR |
lhofhansl, i forwarded a port |
01:05 |
AcidNinjaFWHR |
if you liked to test |
01:05 |
AcidNinjaFWHR |
server is at home.fwhost.eu or 88.164.45.194 |
01:06 |
lhofhansl |
Heh cool... Lemme join in for a second. |
01:07 |
lhofhansl |
connection timed out |
01:07 |
lhofhansl |
default port 30000? |
01:10 |
AcidNinjaFWHR |
yes |
01:10 |
AcidNinjaFWHR |
maybe the dns isn't active yet, try the ip |
01:11 |
lhofhansl |
that works it seems |
01:12 |
lhofhansl |
"Media..." |
01:13 |
lhofhansl |
Arrghh... Need to go anyway... Off to a party :) |
01:14 |
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01:15 |
AcidNinjaFWHR |
hehe |
01:35 |
AcidNinjaFWHR |
Here is a video of the lhofhansl range_adjust branch: https://youtu.be/P4lwPsFqaqk |
01:52 |
paramat |
thanks |
01:54 |
AcidNinjaFWHR |
it's okay i'm not even sure it's helping anyone xD |
01:55 |
AcidNinjaFWHR |
have you noticed the "bug" of light when going back to loaded parts of the map when it's night |
01:55 |
AcidNinjaFWHR |
not sure if it's related |
01:55 |
paramat |
yes that's normal, happened before |
01:56 |
AcidNinjaFWHR |
ok :) |
01:56 |
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02:05 |
paramat |
game#1406 doesn't seem right |
02:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1406 -- Make drop logic working better for non-8-step-plants by Thomas--S |
02:06 |
paramat |
i'll merge game#1179 game#1408 game#1412 in 30 mins or so |
02:06 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1179 -- Add simple fast inventory by rubenwardy |
02:06 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1408 -- Carts: Increase power rail acceleration to help climbs by paramat |
02:06 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1412 -- Carts tweak by SmallJoker |
03:19 |
paramat |
ok merging those 3 in a moment |
03:24 |
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03:26 |
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03:28 |
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03:31 |
paramat |
now merging |
03:39 |
paramat |
merged |
04:12 |
sofar |
you know what, paramat? |
04:12 |
sofar |
I'm thinking I actually want powerrail to accelerate more |
04:12 |
sofar |
here's my thinking |
04:12 |
sofar |
I was experimenting with the max distance a cart would go |
04:12 |
paramat |
=S |
04:13 |
sofar |
turns out I can get them to go 54 nodes horizontal if they go max speed |
04:13 |
sofar |
since max speed is only 7m/s, that's pretty far |
04:13 |
sofar |
so that feels ok |
04:13 |
sofar |
but, it turns out you need 10 powerrails to even get to 7m/s |
04:13 |
sofar |
that's a LOT of powerrail to get to max speed |
04:14 |
paramat |
hmm |
04:14 |
sofar |
and it will be very difficult to make long powered rail sections where you don't have to punch |
04:14 |
sofar |
I'm seeing right now that you need 2 power rail per 20 to maintain speed (roughly) |
04:15 |
sofar |
that's an awful lot |
04:15 |
paramat |
reduce slowing by friction? |
04:15 |
sofar |
I think the speeds are ok, even if everything is 7m/s |
04:15 |
sofar |
but the most elegant solution would be to make powerrail accelerate more |
04:16 |
paramat |
i'm fine with that |
04:16 |
sofar |
54 nodes sounds just good for roll out |
04:16 |
sofar |
I mean, if it's 20 more nodes that would be ok, but I'd rather increase the speed then to e.g. 8m/s |
04:17 |
sofar |
(which incedentally is what MC has for train speed) |
04:17 |
paramat |
by the way i feel the handbrake could be stronger, like equal to brake rails, it's so weak as to be almost useless |
04:18 |
sofar |
yeah, we should also add a handbrake sound :) |
04:18 |
sofar |
squeeeEEEEEEEEE |
04:19 |
paramat |
it's almost unnoticeable when used |
04:19 |
paramat |
heh |
04:26 |
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04:30 |
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04:49 |
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04:59 |
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05:04 |
sofar |
so, cart accel 6 gives you 6 power rail to get to max speed |
05:04 |
sofar |
that seems OK |
05:29 |
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05:29 |
paramat |
6 is ok with me |
05:46 |
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05:52 |
sofar |
I'm quite pleased with the cart sound... it does sound really nice to me |
05:56 |
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06:09 |
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06:10 |
kaeza |
game#1416 |
06:10 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1416 -- Carts: Take creative mode into account. by kaeza |
06:33 |
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07:13 |
VanessaE |
ok, those "detached inventory leak" changes have gone live on my servers. |
07:51 |
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08:16 |
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08:23 |
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08:31 |
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08:37 |
AcidNinjaFWHR |
Hi |
08:37 |
AcidNinjaFWHR |
I noticed inconsistenies between minetest_game and ruberwardy/email mod |
08:38 |
AcidNinjaFWHR |
the inventory displays 2 tabs [Crafting][Email] (maybe because it detected the email mod) |
08:38 |
AcidNinjaFWHR |
but then once you click on email, you can't come back to the inventory window xD |
08:39 |
AcidNinjaFWHR |
(both pulled from master, because I wanted to update minetest_game to current master) :) |
08:41 |
VanessaE |
sfan5: the "leaked inv" patch is broke. Either that or my patch for unified inventory. unified_inv no longer works |
08:42 |
VanessaE |
I wonder if AcidNinjaFWHR's issue ^^^ is the same thing |
08:42 |
AcidNinjaFWHR |
yep |
08:42 |
AcidNinjaFWHR |
using unified_inventory as well. |
08:43 |
VanessaE |
AcidNinjaFWHR: my copy of u_i is patched for the "leaked inventory" thing, yours is not. |
08:43 |
AcidNinjaFWHR |
i could try that. |
08:43 |
VanessaE |
(not unless you applied my pull request :) ) |
08:43 |
AcidNinjaFWHR |
https://github.com/minetest-technic/unified_inventory/pull/84 ? |
08:43 |
AcidNinjaFWHR |
i'll try right now :) |
08:44 |
VanessaE |
*scratched head* my copy of minetest_game suddenly lacks the necessary patch |
08:46 |
AcidNinjaFWHR |
no that's not directly related |
08:46 |
VanessaE |
damn it. sfan5, merge conflict |
08:47 |
AcidNinjaFWHR |
VanessaE, you have the same behavior I have? |
08:48 |
VanessaE |
I don't use the email mod you're using (I don't think). rather, I'm just getting the default inventory formspec instead of unified_inventory's. |
08:48 |
AcidNinjaFWHR |
once I clicked the email top button (over the inventory) I see the mail window, but the close button then closes both the mail window and the inventory window and when I press i again, it shows both formspecs with the mail window over the inventory one. |
08:48 |
VanessaE |
weird |
08:49 |
AcidNinjaFWHR |
that too yes. |
08:49 |
AcidNinjaFWHR |
the inventory is the simple one |
08:50 |
AcidNinjaFWHR |
humm VanessaE |
08:51 |
AcidNinjaFWHR |
don't we have to add ourselves the priv "ui_full" ? |
08:52 |
VanessaE |
that's offtopic for here, but that feature only applied if UI is configured to default to "minimal" mode |
08:52 |
VanessaE |
applies* |
08:52 |
AcidNinjaFWHR |
oh, that doesn't change anything. |
08:52 |
AcidNinjaFWHR |
ah ok |
08:54 |
VanessaE |
ok, looks like rubenwardy's UI patch #58 fixes my issue. |
08:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/58 -- Small fix to socket.cpp for Linux users by Canisaur |
08:54 |
VanessaE |
shaddup bot :P |
08:57 |
AcidNinjaFWHR |
oh well... |
09:01 |
AcidNinjaFWHR |
I took the mod from your repo, I still don't have unified_inventory shown |
09:03 |
AcidNinjaFWHR |
brb later I have to do painting (wall and ceiling…) Bye |
09:04 |
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09:30 |
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10:02 |
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10:23 |
red-001 |
#4642 |
10:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/4642 -- Allow the join/leave message to be overridden by mods. by red-001 |
10:36 |
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10:49 |
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11:00 |
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11:10 |
sfan5 |
VanessaE: what broke? |
11:10 |
sfan5 |
also i tested the patch before and it worked for me |
11:12 |
VanessaE |
sfan5: nevermind the "broke" part. it was just a sfinv conflict. rubenwardy had a PR against UI that I forgot about. that said, when I tried to apply the "leak" patch to mt_game, it threw a merge conflict |
11:12 |
sfan5 |
so it's applied correctly now? |
11:13 |
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11:13 |
VanessaE |
nope: http://pastebin.ubuntu.com/23542478/ |
11:14 |
VanessaE |
(I knmow I probably could have done `git merge sfan5-patch-1` as well) |
11:14 |
VanessaE |
-m |
11:14 |
sfan5 |
the sfinv patch broke stuff |
11:16 |
sfan5 |
fixed the pr, please git fetch or whatever else |
11:16 |
VanessaE |
sure |
11:16 |
VanessaE |
applies clean. |
11:19 |
VanessaE |
it'll go into effect the next time one of the servers cras--er, restarts. :) |
11:21 |
sfan5 |
umm |
11:21 |
sfan5 |
oh |
11:21 |
sfan5 |
those many inv slots you have look horrible with a small window |
11:21 |
VanessaE |
yeah, I know. |
11:21 |
VanessaE |
MT doesn't scale the background image |
11:22 |
VanessaE |
(or rather, split+tile it) |
11:22 |
sfan5 |
also it looks like the fix applied correctly |
11:22 |
VanessaE |
it's not on VE-Building yet. |
11:22 |
VanessaE |
:) |
11:22 |
VanessaE |
now it is ;) |
11:22 |
sfan5 |
no more bags or refill detached invs from other people |
11:23 |
VanessaE |
oh yes, the UI part went in a few hours ago. that reboot just now brings in the mt_game one. |
11:25 |
sfan5 |
now we just need Fixer to verify that it fixes the bug |
11:46 |
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11:57 |
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12:02 |
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12:06 |
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12:10 |
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12:20 |
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12:22 |
Fixer |
testing vanessa |
12:22 |
VanessaE |
ok |
12:22 |
Fixer |
Hi! |
12:23 |
VanessaE |
hi |
12:24 |
Fixer |
first try sucessful |
12:26 |
Krock |
R |
12:27 |
Fixer |
can you guys login into daconcepts.com:30008? I need some more people to lag it down |
12:27 |
Fixer |
i don't experience 0 0 0 bug right now |
12:28 |
VanessaE |
try 30000 instead, if your machine can handle it |
12:28 |
VanessaE |
that one is far more likely to experience that bug |
12:28 |
Fixer |
VanessaE: amazingly I had no 0 0 0 bug on 30000 |
12:28 |
VanessaE |
huh. |
12:28 |
Fixer |
yeah |
12:28 |
Fixer |
never had any problems on it apart from low fps |
12:29 |
VanessaE |
that's surprising, for sure. |
12:30 |
Fixer |
VanessaE: i need more players on 30008 to make sure it is gone for me (at least 5 players, with stuff in their inventories I guess) |
12:32 |
VanessaE |
there, that adds four more. |
12:33 |
VanessaE |
(as soon as client instance #4 signs in) |
12:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/4 -- cppcheck warnings |
12:34 |
VanessaE |
shaddup, ShadowBot :P |
12:34 |
Krock |
VanessaE, check out pull/issue hashtag 1 |
12:34 |
VanessaE |
I can add perhaps four more, but I have something else going on on my box, don't want to risk a system crash. |
12:34 |
Krock |
so many references to it |
12:35 |
VanessaE |
hashtag? HASHTAG?! blasphemer! It shall always be called "pound", "hash", or "number" :) |
12:35 |
Fixer |
"rock" |
12:36 |
VanessaE |
paper :P |
12:36 |
Fixer |
where are you? i just logined and see people log out |
12:36 |
VanessaE |
there are four of me (three "testuser" and one as my usual account) on 30008. |
12:37 |
Fixer |
VanessaE: make sure they have stuff in inventories i guess |
12:37 |
VanessaE |
here's two more |
12:37 |
VanessaE |
they all do |
12:38 |
VanessaE |
fok that's six of me now. I don't dare launch any more. |
12:38 |
VanessaE |
-f |
12:45 |
VanessaE |
ok, that's eight now (two were on the wrong server and all had their view range set too high). |
12:45 |
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12:46 |
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12:48 |
VanessaE |
there, ten client instances. |
12:48 |
Fixer |
one more try |
12:50 |
VanessaE |
keep trying as much as you want, the server's mostly idle anyway |
12:50 |
VanessaE |
it would be useful if others here would do the same |
12:50 |
VanessaE |
my box is maxed out, I can't safely launch any more clients. |
12:50 |
Fixer |
VanessaE: i've tried like 10 times and I had no 0 0 0 bug, positive sign |
12:51 |
Fixer |
thanks for your help, you can logout now, I will periodically visit this server during the day, but I think bug is fixed |
12:51 |
VanessaE |
ok. |
12:52 |
VanessaE |
great, now the system stats is gonna look like it crashed :) |
12:53 |
Fixer |
it crashed? |
12:54 |
VanessaE |
nope |
12:54 |
VanessaE |
just a shitload of signoffs all at once. |
12:55 |
VanessaE |
in the stats tracker, the result looks very much like when the server crashes or is restarted. |
12:55 |
Fixer |
VanessaE: when you massively logged out, I logined and some mapblocks were not loading, i did spawn at correct place, i did another reconnect and it went even better |
12:55 |
Fixer |
all tests were done under heavy network load |
12:55 |
Fixer |
i was downloading some stuff in parallel |
12:56 |
VanessaE |
interesting. |
12:56 |
VanessaE |
maybe it's just a QoS issue? |
12:56 |
Fixer |
nono |
12:57 |
Fixer |
bug happened even if i did not download anything in parallel |
12:57 |
VanessaE |
hm |
12:57 |
Fixer |
i did it for maximum bug effect |
12:57 |
Fixer |
since it needs to download those inventories with slower speeds |
12:57 |
VanessaE |
at least you spawned at the right place. |
12:57 |
Fixer |
yes, everything looks right |
12:57 |
Fixer |
0 0 0 bug is gone for now |
12:58 |
VanessaE |
so what was ultimately the cause then? |
12:58 |
Fixer |
VanessaE: lots of detached_inventories of other players downloaded by player |
12:59 |
Fixer |
VanessaE: so much stuff that it blocked other stuff |
12:59 |
VanessaE |
ah |
12:59 |
sfan5 |
well problem no.2 is that the network stack gets super slow in some cases |
12:59 |
VanessaE |
I thought that might be |
12:59 |
Fixer |
VanessaE: after patch only your detached_inventory is sent to you |
13:04 |
Shara |
Can't wait to get this fix on RC. |
13:04 |
Shara |
Thanks all for looking at it. :) |
13:05 |
Fixer |
Shara: did you fixed that 18 light Lamp? |
13:05 |
Shara |
Fixer: I adjusted the light value in the mod, but not sure if more is required |
13:05 |
Fixer |
ah ok |
13:06 |
Fixer |
does it look yellow with diagonal black lines? |
13:06 |
juhdanad |
So you can not test my PR on RC anymore :( |
13:06 |
Shara |
Yellow with diagonal black lines? |
13:06 |
Shara |
juhdanad: If all it was was the lightsource being set to 18 for that node, surely it can be duplicated easily? |
13:07 |
Fixer |
never mind, i will install it in localhost |
13:07 |
juhdanad |
Fixer: yes, the texture of the node is just like you described. |
13:08 |
Shara |
I did not check texture of node, just edited the mod code |
13:08 |
Fixer |
juhdanad: those lamps were located next to the waterfall btw, i was walking near them |
13:09 |
juhdanad |
Fixer: yes, the water flooded the lamps which caused a light update. |
13:10 |
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13:26 |
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13:30 |
Fixer |
i will try flooding this lamp |
13:30 |
VanessaE |
<Fixer> That seems to be oka~&*@$%!#^&%$^&!@#$@! SYSTEM ERROR |
13:38 |
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13:41 |
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13:57 |
Fixer |
juhdanad: did not crash for me even without that patch |
13:59 |
juhdanad |
Fixer: on RC the bud is fixed server-side. |
13:59 |
juhdanad |
*bug |
14:00 |
Fixer |
juhdanad: i've tried in singleplayer, i had no problems with it |
14:00 |
Fixer |
only some people get this crash |
14:00 |
juhdanad |
Maybe it depends on the compiler. |
14:02 |
juhdanad |
When you place a lamp, it declares an array in the stack with 16 elements, and then assigns a value to the 18-th element. |
14:12 |
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17:36 |
Fixer |
will try this https://github.com/minetest/minetest/pull/4811 |
17:39 |
sfan5 |
pushing http://sprunge.us/ROWS?diff in 10 mins |
17:50 |
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17:51 |
nrzkt |
sfan5, dead link |
17:52 |
sfan5 |
works fine here, here's it https://github.com/minetest/minetest/commit/bb06d377a163b2d168c9d327ad38b871132fa8ea |
17:54 |
nrzkt |
okay :) |
17:58 |
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18:10 |
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18:30 |
paramat |
i might merge the new biome system within a day, details: game#1022 |
18:31 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1022 -- Default: New biomes, improve biome points by paramat |
18:33 |
sfan5 |
paramat: won't that cause weird "biome edges" with old maps? |
18:34 |
Krock |
^ needs backwards compatiblity, if possible |
18:34 |
paramat |
yes, but the biome system was not stable |
18:34 |
paramat |
compat is not possible |
18:35 |
paramat |
this is why i've built up a cycle's worth of changes to be merged in 1 commit, less breakage |
18:43 |
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18:46 |
* Krock |
tells paramat that game1419 should be a pull to speed up the process |
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18:59 |
hmmmm |
mm |
18:59 |
hmmmm |
biome system? |
19:00 |
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19:01 |
hmmmm |
paramat: ??? i assume there's a corresponding PR in the core? |
19:01 |
hmmmm |
but i don't see anything |
19:01 |
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19:04 |
paramat |
new registered biomes in mtgame |
19:04 |
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19:04 |
hmmmm |
o |
19:05 |
paramat |
no engine changes |
19:05 |
hmmmm |
that's not changing the biome system then |
19:06 |
paramat |
yeah my wording was a little unclear |
19:08 |
paramat |
so everyone, shall we now make mgv7 the default mapgen? i'm fed up with seeing 'lets try' videos of MT using mgv6 |
19:09 |
paramat |
mgv7 terrain is stable (apart from the optional, default-off floatlands) |
19:10 |
paramat |
registered biomes are probably not stable yet (they may never be) |
19:10 |
hmmmm |
yea sorry i never gave the floatlands a proper review |
19:10 |
hmmmm |
i looked through it and all the code was honestly perfect |
19:10 |
hmmmm |
you'd expect there to be at least one mistake somewhere but not this time |
19:11 |
paramat |
heh cool |
19:11 |
paramat |
mgv6 makes MT look fairly boring |
19:12 |
paramat |
the only thing is, mgv6 always has trees nearby it's good for not scaring kiddies |
19:13 |
paramat |
but we have bushes now so wood will be more available |
19:17 |
paramat |
MC players tend to panic if they can't see a tree from spawn. they're conditioned to be desperate to get wood before nightfall :] |
19:18 |
paramat |
i'll open an issue |
19:20 |
paramat |
there is one #3655 , c55 doesn't like mgv7 but may be remembering the older version |
19:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/3655 -- Defaulting to Mapgen V7 |
19:21 |
Fixer |
on 2b2t there is no grass or trees like 500 blocks away from spawn, they are duping tnt and withers right now and gonna level that spawn for sure this time |
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19:39 |
rubenwardy |
AcidNinjaFWHR: https://github.com/rubenwardy/email/commit/70fe6824164cfdb3fa9fde04329a34f7b2e635a9 |
19:40 |
garywhite |
r u kidding Fixer? |
19:40 |
rubenwardy |
email had support for an early version of sfinv with a different API |
19:40 |
Fixer |
no |
19:41 |
garywhite |
They're blowing up the spawn :/ |
19:41 |
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19:56 |
paramat |
hmmmm are you still opposed to the idea of a separate mgv6.2 that has mgv6 terrain but uses the biome API and has mgv7 biomes? i remember you insisted it be an option within the existing mgv6, however it would be much easier to implement as a new mapgen, and with your 'mapgenbasic' changes a small file too |
19:58 |
paramat |
in fact it would be a complete nightmare incorporated into mgv6 |
19:59 |
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19:59 |
hmmmm |
well |
19:59 |
hmmmm |
at that point you're reimplementing the same mapgen with slightly different terrain shapes |
19:59 |
hmmmm |
mapgen v6 has things like mudflow and whatever that give it uniqueness |
20:00 |
sfan5 |
Fixer: can you re-check that the 0,0,0 bug is fixed on ve-creative? |
20:00 |
sfan5 |
if it is then the pr should be good to merge |
20:00 |
Fixer |
sure, i forgot about it :) |
20:00 |
paramat |
yeah the new one wouldn't have mudflow |
20:00 |
Fixer |
i was just testing 4811 |
20:01 |
paramat |
anyway i'm hardly desperate to do this, but could do it quickly and easily as a new mg |
20:02 |
hmmmm |
it's hard for me to call a mapgen that just has a different terrain shape generating function and nothing else a new mapgen |
20:02 |
hmmmm |
maybe we should stop calling it a new mapgen |
20:03 |
sfan5 |
call it "different" instead :P |
20:03 |
hmmmm |
a mapgen consists of a terraingen and a node decorator ...? |
20:03 |
hmmmm |
and all these are really just pairing different terrain generators with the same node decorator |
20:03 |
hmmmm |
or something |
20:03 |
hmmmm |
i dunno |
20:04 |
paramat |
correct |
20:04 |
Fixer |
sfan5: does number of players online affect it? or it sends more less the same amount? |
20:04 |
sfan5 |
Fixer: the number of players that *have been* online affects it |
20:04 |
Fixer |
sfan5: i've logined without 0 0 0 bug but there were no players |
20:04 |
Fixer |
ah nice |
20:04 |
Fixer |
i have no 0 0 0 bug |
20:04 |
sfan5 |
nice |
20:04 |
Fixer |
checked it under stressed network too |
20:05 |
sfan5 |
anyone mind reviewing #4812? |
20:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/4812 -- Allow restricting detached inventories to one player by sfan5 |
20:16 |
sfan5 |
*silence* |
20:17 |
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20:18 |
paramat |
lol |
20:22 |
Fixer_ |
i don't remember but without 4811, does it load blocks selectively or everything around? |
20:23 |
Fixer_ |
you can't imagine how much better in forests with SFS patch |
20:23 |
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20:24 |
paramat |
server sends blocks within the view frustrum and out to 'max block send distace' (10 = 160 nodes) |
20:24 |
paramat |
the fixed 160 nodes is the problem |
20:25 |
Fixer_ |
i see 1.31+E06 vertices drawn and got 96fps... while on actual server spawn with same amount i get like 25 fps, reason? |
20:25 |
Fixer_ |
difference is in first scene is big forest, in second - city spawn on top of water |
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20:26 |
Fixer_ |
paramat: thats without 4811? |
20:27 |
Fixer_ |
reading in 4811 "the server will only send blocks that the client can actually see " |
20:27 |
Fixer_ |
is not that was before too? |
20:27 |
lhofhansl |
Hi... Missed the beginning about 4811 discussion. Anything I can help with :) |
20:28 |
Fixer_ |
i'm playing with it right now |
20:28 |
Fixer_ |
walking around forests and stuff, looking at cm: block in range |
20:28 |
lhofhansl |
You should not see any change in behavior. |
20:28 |
Fixer_ |
do i benefit it if I use 160 v_range that I use in game? |
20:29 |
lhofhansl |
Other than active objects not being processed when outside of the visible range. |
20:29 |
Fixer_ |
only people on calculators will benefit? |
20:29 |
lhofhansl |
you'll benefit in that it will render correctly now :) |
20:29 |
Fixer_ |
in what sense? |
20:29 |
lhofhansl |
oh wait... v_range. |
20:29 |
lhofhansl |
Yeah, you won't benefit in that case. |
20:30 |
lhofhansl |
(with default settings) |
20:30 |
Fixer_ |
block load depended on frustrum even before this, yes? |
20:30 |
lhofhansl |
yes, but hardcoded to 72 degrees, now it's correct. |
20:31 |
Fixer_ |
i see its effect now, it is much smoother with short v_range |
20:31 |
Fixer_ |
less map block loading |
20:32 |
Fixer_ |
people with calculator will love it I hope |
20:32 |
lhofhansl |
yep... Less work for the server, less traffic, less work on the client for blocks you can't see anyway :) |
20:32 |
Fixer_ |
since a lot of people use v_range 25 that will help a loot for servers |
20:33 |
lhofhansl |
personally I don't understand how anybody can play with 25 even on a phone, but that's just me |
20:33 |
paramat |
Fixer_ yes what i wrote was 'without 4811' |
20:33 |
Fixer_ |
on my tablet it is around 20 fps with 25 v_range |
20:34 |
Fixer_ |
or less |
20:34 |
lhofhansl |
that it's another thing to look at eventually. We also have Minecraft PE and it seems to be mush smoother, so there's room for improvement. |
20:35 |
lhofhansl |
I still wanna look into why occlusion culling seems to be so ineffective (in wireframe mode - thanks again for that idea, btw) one can see lot's of blocks that should be obscured, but are shown anyway. |
20:36 |
Fixer_ |
yes |
20:36 |
Fixer_ |
especially deeep ones |
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20:39 |
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20:58 |
milllersman |
paramat: #4061 is updated and in the final state (or at least close to) |
20:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
20:59 |
Fixer |
very nice |
20:59 |
Fixer |
i will try it too |
21:00 |
Fixer |
major water bugfix |
21:00 |
paramat |
ok |
21:01 |
milllersman |
maybe there are a few style issues but otherwise it should be ok |
21:01 |
paramat |
btw mgv7 floatlands cause a lot of falling water columns, could be a good place to test |
21:04 |
milllersman |
i've been using https://github.com/minetest/minetest/files/101456/Just.Test.zip which is IMHO a very good test-case |
21:05 |
Fixer |
it has insanely buggy stuck liquids |
21:05 |
Fixer |
extreme case |
21:05 |
Fixer |
only problem for me were gups in previous versions |
21:06 |
Fixer |
i will compile it today |
21:06 |
milllersman |
i've seen one location in that world where the scan finds nodes that will not flow away after it, only after a second load... this is repeatable but seems to have a different cause |
21:06 |
Fixer |
if it is rare, don't bother |
21:08 |
milllersman |
Fixer: The gaps should be fixed now... They weren't an issue of detecting water that needs to flow but more of preventing water falling/flowing away when the source-node wasn't loaded yet |
21:08 |
paramat |
^ hmmmm |
21:09 |
Fixer |
milllersman: for me gaps presented two problems: 1) people who swim up may end up at one 2) unnecessary calculations when gap approaches slop %) |
21:09 |
Fixer |
slope* |
21:10 |
milllersman |
i have three commits in my PR, one small unrelated fix, one that prevents the gaps and one for adding loaded blocks |
21:12 |
Fixer |
paramat: i thinked a bit about keys... how I'm gonna remember them? o_0 they are just "key", if I have like 10 of them, that will be hillarious picking it up |
21:13 |
Fixer |
i have an idea |
21:13 |
Fixer |
we should have ability to NAME them |
21:14 |
paramat |
i'm not getting involved with keys. the ninj has commented about this issue |
21:14 |
Fixer |
where? |
21:16 |
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21:20 |
paramat |
PR thread |
21:20 |
Fixer |
ah |
21:32 |
Fixer |
compiling 4811 and 4061 in one package, kinda not cool, but wth |
21:50 |
sfan5 |
paramat> btw mgv7 floatlands cause a lot of falling water columns |
21:50 |
sfan5 |
am i missing something? |
21:51 |
sfan5 |
i haven't seen any water at all yet in my floatlands world |
21:51 |
Fixer |
i seen small pool somewhere in my world |
21:52 |
sfan5 |
i've seen water in a different world, but never water that is exposed to falling down |
21:54 |
sfan5 |
#4812 still requires review (i'd like to have it merged soon) |
21:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/4812 -- Allow restricting detached inventories to one player by sfan5 |
21:54 |
sfan5 |
^ paramat, hmmmm |
21:56 |
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22:06 |
Fixer |
it is so satisfying to watch those liquids go down |
22:09 |
milllersman |
the not so nice part is to see that Just.Test causes a constant load of around 20k nodes in the transforming-liquids-queue, but only an average of 7-20 nodes per block, that water above empty blocks is the killer |
22:12 |
Fixer |
milllersman: don't forget it has holes in the ground, that will cause unnecessary calculations |
22:12 |
Fixer |
milllersman: just test is only for checking stuck liquids, it has empty bottom with looots of water |
22:13 |
Fixer |
milllersman: you will rarely see such extreme numbers IRL |
22:14 |
milllersman |
yes, i know... the lavafalls of Waterflow only create up to a few hundred nodes while walking or a few thousand while flying fast |
22:15 |
Fixer |
i'm at just test now flying looking how stuck liquids go down, they go nice |
22:15 |
Fixer |
then will check gaps in waterflow, and then fresh world, water above caves in oceans |
22:17 |
Fixer |
sorry for holes in just test, it is pain in the ass to cover it with stone below |
22:17 |
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22:17 |
Fixer |
worldedit ooms |
22:18 |
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22:22 |
paramat |
sfan5 lakes in floatlands can be spaced very far apart, but can be big |
22:23 |
paramat |
the water sometimes travels through tunnels to the floatland underside, then falls as a column |
22:24 |
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22:24 |
Fixer |
current fog seems somewhat extreme to me, what do you think? example: https://imgur.com/a/XBZ08 |
22:26 |
Fixer |
quite a lot is lost at the end in that particular scene |
22:26 |
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22:28 |
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22:29 |
millersman |
Fixer: no problem, the plenty endless columns were good regression tests, in the first version they sometimes got stuck |
22:46 |
Fixer |
flying in waterfall map |
22:46 |
Fixer |
lavaflow* |
22:51 |
Fixer |
I feel satisfied with 4061 |
22:51 |
Fixer |
it is good enough and just works |
23:02 |
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23:04 |
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23:08 |
Fixer |
millersman: liquid queue looking good at fresh worlds? near oceans, rivers? |
23:09 |
Fixer |
i see server:liquid transform 0.000X - is this it? |
23:14 |
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23:17 |
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23:17 |
paramat |
added some code review |
23:17 |
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23:18 |
millersman |
Fixer: Not sure, I have removed the debug output so the output is from somewhere else |
23:19 |
Fixer |
millersman: i did some testing on just test, lava flow maps, v6, valleys, near oceans, caves underwater, falling sand underwater - looks good to me, i really like it |
23:21 |
Fixer |
fps seems good, not much block updates near oceans |
23:21 |
sofar |
Fixer: did you test game#1422 ? |
23:21 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1422 -- Fix ItemStack method call for keys. by sofar |
23:22 |
Fixer |
i can try it |
23:22 |
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23:22 |
Fixer |
super easy to change by hand |
23:24 |
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23:26 |
sofar |
I'm fairly sure when that broke, and yeah, I didn't test it properly enough apparently |
23:28 |
millersman |
paramat: Should I add some comments explaining what's going on to the scan method itself? |
23:28 |
millersman |
In short I'm just scanning all columns inside a block or immediately beneath the block (in case they were disabled by anti-gap code) |
23:29 |
paramat |
some comments are helpful for non-obvious stuff |
23:29 |
millersman |
In each column I'm looking for the topmost and lowest nodes in water and check whether they can flow to the side |
23:30 |
paramat |
makes maintenance easier later |
23:30 |
Fixer |
sofar: it fixes the issue, what is interesting, if I place another empty locked chest and try dig it with that key - it won't dig it %) |
23:31 |
Fixer |
sofar: so it has sideeffect |
23:31 |
millersman |
The complex stuff is just that there are many nodes on the border and have neighbours in the blocks above/below or to the side, so i'm using a lookup to not always query the map for the actual block/node |
23:31 |
Fixer |
sofar: tested in creative |
23:31 |
sofar |
left click with a key isn't supposed to do anything |
23:31 |
Fixer |
sofar: in creative, let me try noncreative mode |
23:31 |
paramat |
so yes restrained extra comments would be good |
23:32 |
Fixer |
sofar: but you still can dig with left mouse botton |
23:32 |
Fixer |
sofar: while holding key |
23:32 |
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23:32 |
sofar |
could be the chest code preventing digging |
23:33 |
Fixer |
could be |
23:33 |
Fixer |
it reappiers |
23:34 |
paramat |
i'll fix game#1419 |
23:34 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1419 -- Revert rebase error in creative |
23:35 |
Fixer |
sofar: i feel like it detects that it is wrong key and denies dig? |
23:35 |
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23:38 |
Fixer |
sofar: you think tooltips not supported, how about making it sign like? player can rename the key by left clicking and it will show as tooltip you see for signs, yes, you will need to scroll through them in inv row but at least it is something... |
23:38 |
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23:39 |
Fixer |
i've noticed that creative menu now set at crafting by default, bug? |
23:40 |
paramat |
probably due to sfinv merge |
23:41 |
paramat |
should be fixed |
23:41 |
paramat |
can you open an issue? |
23:41 |
Fixer |
opened |
23:41 |
Fixer |
https://github.com/minetest/minetest_game/issues/1423 |
23:42 |
sofar |
Fixer: can't do infotext for itemstacks either |
23:42 |
Fixer |
damn :( |
23:44 |
Fixer |
so only crappy option for now is left clicking to see its name in formspec.. |
23:46 |
Fixer |
decided to dive deep to lava lakes |
23:47 |
Fixer |
activates nicely |
23:48 |
Zeno` |
hmmm |
23:54 |
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23:54 |
millersman |
paramat: Have updated #4061 again, fixed formating issues and added comments |
23:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
23:54 |
paramat |
ok |
23:55 |
paramat |
game#1424 trivial |
23:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1424 -- Creative: Re-implement constant hand dig times, add comment by paramat |
23:56 |
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23:56 |
paramat |
Zeno` can this branch be deleted? https://github.com/minetest/minetest/tree/Update-credits |
23:56 |
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23:57 |
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23:58 |
Zeno` |
paramat I suppose so |
23:58 |
Zeno` |
is it a branch? |
23:58 |
Fixer |
minetest_game had sfan related branch? |
23:58 |
Fixer |
or has? |
23:58 |
paramat |
yeah saw that too |
23:58 |
Zeno` |
how did it become a branch? |
23:58 |
paramat |
dunno it's weird |
23:59 |
Zeno` |
yeah delete it of course! |
23:59 |
paramat |
odd new branches keep popping up |
23:59 |
Zeno` |
it should not be a branch in the first place |
23:59 |
Zeno` |
maybe github are doing maintenance or something. very odd |
23:59 |
paramat |
seems a side effect of some commits |