Time Nick Message 00:00 Fixer nice 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. 00:15 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. 00:40 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 00:43 sfan5 by the way unit tests are still broken 00:43 sfan5 i think SN broke them with the fs:: 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. 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 :) 01:15 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 :) 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 03:31 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 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 paramat 6 is ok with me 05:52 sofar I'm quite pleased with the cart sound... it does sound really nice to me 06:10 kaeza game#1416 06:10 ShadowBot https://github.com/minetest/minetest_game/issues/1416 -- Carts: Take creative mode into account. by kaeza 07:13 VanessaE ok, those "detached inventory leak" changes have gone live on my servers. 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 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 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 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 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). 12:48 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. 13:30 Fixer i will try flooding this lamp 13:30 VanessaE That seems to be oka~&*@$%!#^&%$^&!@#$@! SYSTEM ERROR 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. 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 17:51 nrzkt sfan5, dead link 17:52 sfan5 works fine here, here's it https://github.com/minetest/minetest/commit/bb06d377a163b2d168c9d327ad38b871132fa8ea 17:54 nrzkt okay :) 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 18:46 * Krock tells paramat that game1419 should be a pull to speed up the process 18:59 hmmmm mm 18:59 hmmmm biome system? 19:01 hmmmm paramat: ??? i assume there's a corresponding PR in the core? 19:01 hmmmm but i don't see anything 19:04 paramat new registered biomes in mtgame 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 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 :/ 19:56 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 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* 20:18 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 20:24 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 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 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? 21:20 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 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 Fixer worldedit ooms 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 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 22:29 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 23:08 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? 23:17 paramat added some code review 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 Fixer super easy to change by hand 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 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? 23:38 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... 23:39 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 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 paramat Zeno` can this branch be deleted? https://github.com/minetest/minetest/tree/Update-credits 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