Time |
Nick |
Message |
00:00 |
Zeno` |
it was never committed though... it was only open for about 10 minutes heh |
00:00 |
Zeno` |
maybe travis is doing it. Very strange |
00:00 |
paramat |
hmm |
00:00 |
Zeno` |
the only place the branch exists is in my local repo |
00:00 |
Zeno` |
just checked my 'official' and it's not there so I didn't accidentally use the wrong repo |
00:01 |
Zeno` |
(wehn making the PR) |
00:02 |
Zeno` |
I think github have changed how things work |
00:03 |
Zeno` |
I'll look at the docs later to see if my workflow needs reviewing but it's pretty standard: make branch on my repo; push to github; open pr |
00:05 |
Zeno` |
ah, ok I know what happened |
00:06 |
Zeno` |
I ended up not bothering to do it the "hard" way and edited the file directly using the edit button |
00:06 |
Zeno` |
which, of course, would make a branch I guess |
00:06 |
Zeno` |
:3 |
00:07 |
paramat |
aha |
00:08 |
sofar |
if you 'edit' a file on the github pages it makes a branch |
00:11 |
Zeno` |
makes sense now |
00:13 |
Zeno` |
ok, after reading IRC logs I'm ok with #4814 now (when sfan5's request has been added) |
00:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/4814 -- Limit light_source in the engine by juhdanad |
00:19 |
paramat |
great |
00:22 |
Zeno` |
I still don't understand why https://github.com/juhdanad/minetest/blob/2455294701dac117b398b2218ad119c1e8000b1c/src/voxelalgorithms.cpp#L230 |
00:22 |
Zeno` |
is necessary, but I'll look later |
00:25 |
Zeno` |
I mean the <= (I know there is enough space reserved), but why an extra "slot"? |
00:26 |
paramat |
sofar can i merge game#1422 ? see fixer's comment |
00:26 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1422 -- Fix ItemStack method call for keys. by sofar |
00:27 |
Zeno` |
LIGHT_SUN (and max light) is 15 so the valid indices are [0..14]... why is there allocation for [0..15] ?? |
00:30 |
Zeno` |
or have I missed something obvious? hehehe |
00:36 |
paramat |
also i'll make carts rails not ground content and merge that too later |
00:38 |
Fixer |
paramat: i see this https://github.com/minetest/minetest_game/pull/1424 and I have idea i thinked long before |
00:38 |
Fixer |
paramat: i think I find what dig time we need for creative |
00:39 |
Fixer |
paramat: it should be such dig time should much walking/fly speed (4 nodes/sec), right now it is slower - that means you need to stop periodically |
00:39 |
Fixer |
crap |
00:39 |
Fixer |
paramat: it should be such that dig time should much walking/fly speed (4 nodes/sec), right now it is slower - that means you need to stop periodically* |
00:40 |
Fixer |
much? |
00:40 |
Fixer |
match! |
00:50 |
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00:55 |
paramat |
i see |
00:55 |
paramat |
i suggested faster but owners of creative servers requested no change |
00:55 |
paramat |
it's too easy to accidently break a node behind |
00:56 |
paramat |
i find it's about right as it is |
00:56 |
Fixer |
that was my reasoning, because their reasoning was subjecting, but this one at least based on something |
00:56 |
Fixer |
subjective |
00:58 |
paramat |
at least now everything is dug at the 'speed of dirt' which is a little faster than the speed of light |
00:59 |
Fixer |
wait, please also check rail dig speed, i feel it was very slow |
01:00 |
Fixer |
at least few days ago |
01:02 |
Fixer |
noticably slow at the time of cart merge |
01:05 |
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01:06 |
Fixer |
just tested, like 2x slower than stone |
01:07 |
Fixer |
for all types of rail |
01:10 |
paramat |
i know |
01:11 |
paramat |
possibly due to 'dig immediate' |
01:13 |
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01:14 |
paramat |
so later i'll merge a fix for rail 'ground content' and games 1416 1424 |
01:14 |
Fixer |
joined vanessas server once more, still no 0 0 0 bug, joined another just for good luck - no 0 0 0 bug, very nice |
01:14 |
Fixer |
sleep time |
01:15 |
Fixer |
i will retest 4061 once devs finally review it |
01:15 |
Fixer |
it was very good once I tested it before some new chanes |
01:16 |
Fixer |
lava caves have life |
01:17 |
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01:18 |
paramat |
game#1425 trivial |
01:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1425 -- Carts: Make rails 'is ground content = false' by paramat |
01:20 |
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01:22 |
lhofhansl |
Updated #4811 with last fix for zoom, should be good to go :) |
01:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/4811 -- Optimize/adjust blocks/ActiveObjects sent at the server based on client settings. by lhofhansl |
01:22 |
paramat |
will merge games 1416 1424 1425 in a moment |
01:30 |
paramat |
merging |
01:34 |
paramat |
complete |
01:34 |
paramat |
i hope we can get to <= 10 PRs in game |
01:36 |
rubenwardy |
paramat, that would be cool |
01:37 |
paramat |
well we could close game#1393 but not sure it has enough disapproval ShadowNinja ? |
01:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1393 -- Add sample texture with cape by Rogier-5 |
01:59 |
lhofhansl |
There's also https://github.com/minetest-mods/playeranim/issues/9 |
02:00 |
lhofhansl |
At least for me playeranim is broken now. For sofar it's working fine. Can somebody double check? |
02:00 |
lhofhansl |
Latest git version of playeranim |
02:15 |
ShadowNinja |
paramat: I agree, wiki material. |
02:16 |
paramat |
great |
02:21 |
paramat |
will close it |
02:27 |
sofar |
lhofhansl: perhaps you can screenshot your "wrong arm" so people can see what the bug looks like? |
02:47 |
lhofhansl |
I put a screen on thread for https://github.com/minetest-mods/playeranim/issues/9 |
02:48 |
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03:19 |
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03:24 |
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03:44 |
Zeno` |
looks normal to me |
03:44 |
Zeno` |
heh |
03:44 |
Zeno` |
i quite like it. maybe it could become a feature |
03:53 |
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04:08 |
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04:13 |
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04:27 |
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04:27 |
paramat |
#4812 is high priority, reviews appreciated |
04:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/4812 -- Allow restricting detached inventories to one player by sfan5 |
04:48 |
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06:07 |
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06:11 |
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06:39 |
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07:00 |
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07:29 |
Zeno` |
est31, I don't think the performance label is /really/ applicable hehe |
07:30 |
Zeno` |
I'm fine with the PR now that I've looked through it and yours as well |
07:30 |
est31 |
well its basically due to abuse of an engine feature |
07:30 |
|
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07:30 |
est31 |
detached inventories werent designed to be per player |
07:31 |
Zeno` |
yeah I guess... put it back if you like... or just merge :D |
07:31 |
Zeno` |
preferably just merge it I guess |
07:32 |
Zeno` |
I guess it *is* performance |
07:32 |
Zeno` |
but every other time I've seen the label removed it's used more for optimisations |
07:32 |
Zeno` |
*shrug* |
07:32 |
Zeno` |
s/removed/used |
07:33 |
Zeno` |
why is travis failing that unit test... didn't I see a PR fixing that recently? |
07:34 |
Zeno` |
est31, all fixed and ready to merge |
07:34 |
Zeno` |
#4812 |
07:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/4812 -- Allow restricting detached inventories to one player by sfan5 |
07:34 |
Zeno` |
bbiab |
07:35 |
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08:01 |
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08:09 |
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08:13 |
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08:42 |
Zeno` |
merging #4814 |
08:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/4814 -- Limit light_source in the engine by juhdanad |
08:47 |
Zeno` |
finished |
08:49 |
Zeno` |
for the record, I did not *insist* on the assert being changed to SANITY_CHECK, I was backing up sfan5's request (which I agreed with) |
08:49 |
Zeno` |
my comment should not have been enough to stop it being merged if another core dev disagreed |
08:50 |
Zeno` |
github is messed up |
08:50 |
Zeno` |
I see now that the comment by sfan5 was actually no longer relevant, but it is still showing in the PR |
08:51 |
Zeno` |
it makes reviewing more difficult than it should be. Stupid github |
08:51 |
Zeno` |
still showing as relevant* |
08:51 |
Zeno` |
anyway, no issue anyway |
08:54 |
|
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08:54 |
Zeno` |
will also merge #4812 |
08:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/4812 -- Allow restricting detached inventories to one player by sfan5 |
08:54 |
Zeno` |
nrzkt, the change to UNORDERED_MAP can be a trivial PR/merge if you want to change it after I merge 4812 |
08:55 |
nrzkt |
Zeno`: i'm at work i cannot but you are free to do it :) |
08:56 |
Zeno` |
nrzkt, I just mean that it should not block the PR being merged |
08:56 |
Zeno` |
(I don't think) |
08:56 |
nrzkt |
i don't know, but adding those things with PR adding the containers could be a good practice to prevent forget the performance gain :) |
08:56 |
Zeno` |
the change to UNORDERED_MAP can be a very quick trivial (change it and merge without approval) after this |
08:57 |
Zeno` |
Ok I won't merge |
08:57 |
Zeno` |
sfan5, do what you feel is best and merge after you make the decision :) |
08:57 |
Zeno` |
nrzkt, you have a good point |
08:58 |
Zeno` |
I just think we have been getting "bogged down" with trivial things "blocking" things being merged |
08:58 |
Zeno` |
e.g. see my comments about #4814 |
08:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/4814 -- Limit light_source in the engine by juhdanad |
08:58 |
Zeno` |
my comment was never meant to stop the PR being merged :/ |
08:58 |
nrzkt |
Zeno`: yes i know, i'm not blocking the PR but if the change could be embeded by commiter, good point :) |
08:59 |
Zeno` |
it would have been a very different question if I had said "NO DON"T MERGE THIS UNTIL it's not assert!!!!!!!!!!!!!!!" |
08:59 |
Zeno` |
heh |
08:59 |
Zeno` |
yep, cool |
09:00 |
Zeno` |
I generally shout pretty loudly if I disagree with something strong enough that I'd be upset if it was merged |
09:00 |
Zeno` |
so silly little comments are just that... comments |
09:38 |
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10:30 |
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10:51 |
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11:26 |
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Fixer joined #minetest-dev |
12:15 |
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12:41 |
sfan5 |
merging #4812 (the UNORDERED_MAP change should be done in a different commit) |
12:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/4812 -- Allow restricting detached inventories to one player by sfan5 |
12:41 |
sfan5 |
also merging game#1413 then (counts as trivial fix) |
12:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1413 -- Avoid "leaking" creative inventories to other players by sfan5 |
12:48 |
nrzkt |
sfan5: thanks for the merge |
12:51 |
Zeno` |
yeah, the unordered map in a different PR is what I suggested |
12:51 |
Zeno` |
but... I may have caused a larger problem |
12:51 |
Zeno` |
kinda checking master now |
12:53 |
Zeno` |
in my defense, it worked before! |
12:53 |
Zeno` |
hmm |
12:55 |
Zeno` |
init packet not recognised by server |
12:55 |
Zeno` |
wtf caused that?! |
12:55 |
Zeno` |
I tested the PR I merged and it was fine |
12:56 |
Zeno` |
and now it's not working? |
12:56 |
Zeno` |
Shara, are you awake? |
12:58 |
Zeno` |
sfan5, nrzkt, can you connect to redcat? |
12:59 |
sfan5 |
works fine |
12:59 |
sfan5 |
as of current HEAD |
12:59 |
Zeno` |
weird |
13:00 |
Zeno` |
I am getting this |
13:00 |
Zeno` |
http://dpaste.com/1PA8BPQ |
13:00 |
Zeno` |
cleaning and rebuilding all |
13:01 |
Zeno` |
before I merged everything was fine. This is weird, it's making my head explode |
13:03 |
nrzkt |
redcat ? what is that |
13:03 |
Zeno` |
yep, I cannot connect |
13:04 |
Zeno` |
51.254.216.93, nrzkt |
13:05 |
nrzkt |
i'm at work :p |
13:05 |
Zeno` |
nrzkt, go home then |
13:05 |
Zeno` |
:) |
13:07 |
Zeno` |
nrzkt, I just called your boss and he has given you the day off with full pay |
13:13 |
nrzkt |
xD |
13:30 |
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13:41 |
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13:49 |
Zeno` |
ok I can connect before your PR/commit sfan5 |
14:01 |
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14:05 |
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14:36 |
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14:49 |
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14:49 |
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14:53 |
Fixer |
i rarely get that area even before on just test ii during high network load iirc |
15:01 |
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15:08 |
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15:11 |
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15:24 |
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15:25 |
Fixer_ |
I don't have that problem reported by Zeno |
15:29 |
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16:01 |
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16:02 |
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16:19 |
sfan5 |
(random information for future people) this commit breaks non-ascii TTF font display with irrlicht 1.9 https://github.com/zaki/irrlicht/commit/c6fd504cf418c8a9f7e9d372aad92e2c6566f03a |
16:21 |
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17:14 |
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17:14 |
Fixer |
impressed by those flows in caves |
17:15 |
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17:21 |
Fixer |
https://i.imgur.com/Vjcij0k.png |
17:23 |
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17:32 |
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17:40 |
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17:48 |
hmmmm |
it's cute but not worth the cpu time |
17:48 |
hmmmm |
those caves are the worst thing to happen to minetest |
17:49 |
hmmmm |
everybody's server got 50x laggier |
17:49 |
sfan5 |
are those the v7 caves? |
17:51 |
hmmmm |
well they were originally part of v5 but yea |
17:52 |
sfan5 |
as nice as v7 might be, i have to say that i also prefer the v6 caves |
17:52 |
hmmmm |
paramat added them back when re-implementing v5 and i separated it out from the mapgen so others mapgens can use it too |
17:52 |
hmmmm |
so now it's being used everywhere |
17:52 |
hmmmm |
there are definitely more cave algorithms out there, just that nobody really implemented any because there are so many more important things to work on |
18:05 |
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18:09 |
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18:20 |
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18:26 |
Fixer |
v7 |
18:26 |
Fixer |
hmmmm: most of people don't go that deep |
18:27 |
Fixer |
ok, fine, remove caves, trees, just leave the desert and 3 blocks |
18:27 |
Fixer |
not all caves have those flows |
18:28 |
Fixer |
just few |
18:28 |
Fixer |
max_lag was pretty good |
18:29 |
Fixer |
no need to panic |
18:30 |
Fixer |
that was test of flow, those long flows just stay that way after initial flow |
18:31 |
sofar |
I wonder if new mapblocks can be iterated until stable so that after mapgen finishes with them they don't cause more mapblock updates? |
18:32 |
Fixer |
i've played at least hour with flows, observed those mapblock updates and they were pretty low, nothing unusual |
18:33 |
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18:33 |
AcidNinjaFWHR |
salut nrzkt |
18:34 |
Fixer |
i feel like caves is not worst part |
18:34 |
nrzkt |
hi AcidNinjaFWHR |
18:35 |
Fixer |
mapgen surface generation with those biomes feel much slower in terms of jitter, in caves it is pretty quite and no jitter |
18:36 |
AcidNinjaFWHR |
hi all |
18:37 |
hmmmm |
sofar, the problem is, define stable |
18:37 |
AcidNinjaFWHR |
hummm I haven't tested v7 caves what's so specific about it? |
18:38 |
hmmmm |
I mean if you can define that, then by all means put it into transformLiquids() - we can mark a block as being liquid stable then and any attempts to update it should get ignored in the transforming liquid queue |
18:42 |
Fixer |
but it is already stable, at least from what I seen flows are stable everywhere |
18:43 |
Fixer |
i mean they are flowing after mapgen, but they finish and stabilize |
18:43 |
hmmmm |
don't tell me "it's already stable" |
18:44 |
Fixer |
visually |
18:44 |
hmmmm |
tell me the algorithm to give me a yes or no answer to the question "is it stable" |
18:44 |
Fixer |
why? is 4061 not satisfiying? water takes all cpu? |
18:45 |
hmmmm |
what is 4061 |
18:45 |
Fixer |
nevermind, eat time! |
18:45 |
AcidNinjaFWHR |
#4811 is almost ready for merge :P |
18:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/4811 -- Optimize/adjust blocks/ActiveObjects sent at the server based on client settings. by lhofhansl |
18:47 |
hmmmm |
oh no come on |
18:47 |
hmmmm |
that's PR is certainly going to make things worse in terms of latency |
18:49 |
hmmmm |
actually nevermind, i misread something |
18:49 |
hmmmm |
looking good |
18:51 |
Fixer |
wat? when I played with it feel much better especially at low vranges, less jitter |
18:51 |
hmmmm |
so I guess with this PR, the client request blocks concept is officially dead |
18:52 |
hmmmm |
sorta wonder how celeron feels about 4811 |
18:54 |
AcidNinjaFWHR |
What does mean "One approval" label on the issue? |
18:55 |
garywhite |
Wait a minute, #4812 actually fixes the 0,0,0 bug? |
18:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/4812 -- Allow restricting detached inventories to one player by sfan5 |
18:55 |
Fixer |
yes |
18:55 |
garywhite |
Hallelujah |
18:55 |
Fixer |
so many people asking it |
18:56 |
Wayward_One |
AcidNinjaFWHR, it means one dev officially approves of the PR |
18:56 |
AcidNinjaFWHR |
ah ok |
18:56 |
AcidNinjaFWHR |
thanks Wayward_One |
18:56 |
Wayward_One |
np |
18:56 |
sofar |
I didn't understand how directly it does, though, I suppose the client has a hard time with some data that it receives from the server about detached inventories? |
18:58 |
Fixer |
i had big problems with this bug, wait times up to 15 minutes on some servers, due to those detached inventories |
18:58 |
Fixer |
now it is ok |
18:58 |
AcidNinjaFWHR |
Awesome |
18:59 |
sofar |
is it perhaps receiving *every* detached inventory? |
19:01 |
garywhite |
So that means that if I go pull the newest git of MT & minetest-game, that it'll be fixed? |
19:01 |
Fixer |
sofar: every |
19:01 |
Fixer |
sofar: not only mine but everybodies |
19:01 |
Fixer |
red cat will update later |
19:02 |
VanessaE |
my servers are already updated |
19:02 |
VanessaE |
(as is upstream unified_inventory, which was also affected) |
19:02 |
Wayward_One |
garywhite, the server will need it too |
19:03 |
sofar |
well if you run this on your server, please send feedback to the github PR |
19:03 |
garywhite |
Exactly, so if I get the latest minetest and minetest-game on github for my server, it will fix the issue? (I don't have it personally, but my server does lag, so I wouldn't be surprised) |
19:04 |
Fixer |
garywhite: update engine & game & unified_inv |
19:04 |
Fixer |
mods need fix too |
19:05 |
garywhite |
So basically it'll most likely exist until all mods are corrected? |
19:05 |
Fixer |
no |
19:06 |
Fixer |
only some mods cause it to be that heavy |
19:06 |
garywhite |
So what mods need fixing then? |
19:06 |
Fixer |
sfan said: mt_game creative (fixed), armor, bags, unified_inventory (fixed) |
19:07 |
garywhite |
ok |
19:07 |
AcidNinjaFWHR |
I'd have to retry but I think it doesn't work with rubenwardy/email mod |
19:07 |
Fixer |
i did some grepping through lots of mods and it is mostly those |
19:08 |
Fixer |
garywhite: only some servers are affected, and they can easily update those mods and it will fix the problem |
19:08 |
Fixer |
vanessa already fixed it |
19:08 |
Fixer |
nice clean login |
19:09 |
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19:09 |
AcidNinjaFWHR |
oh thank you VanessaE :) |
19:10 |
VanessaE |
you're welcome |
19:17 |
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19:52 |
sfan5 |
Fixer: bags was part of unified_inventory and thus is fixed already, stu released a new version of armor with the fix already |
19:52 |
paramat |
hmmmm #4061 is almost ready you might be interested |
19:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
19:53 |
Fixer |
sfan5: nice, i sorted that least few hours ago to see what things need check: http://pastebin.com/raw/pW8Vb5S6 |
19:53 |
paramat |
celeron55 we're interested in your opinion of #4811 since it addresses your issue #1088 |
19:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/4811 -- Optimize/adjust blocks/ActiveObjects sent at the server based on client settings. by lhofhansl |
19:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/1088 -- Block send range is not large enough for high-end but is already unnecessarily high for low-end computers |
19:53 |
Fixer |
sorted that in last few hours* |
19:54 |
sfan5 |
everything with :get_player_name() definitely need a fix |
19:54 |
sfan5 |
stuff like e.g. lottmobs.trader_inventory = minetest.create_detached_inventory(unique_entity_id, move_put_take) probably doesnt |
19:55 |
paramat |
the worst offenders for lava flows in tunnels are mgv5 and mgvalleys as they place lava sources in tunnels, mgv7 doesn't |
19:56 |
Fixer |
sfan5: does this need fixing? https://github.com/minetest-mods/global_exchange/blob/22f9f394c16dd7147d1eb2012148bb5bc5a0e9a6/exchange_machine.lua#L175 |
19:56 |
sfan5 |
no because it's just one |
19:56 |
Fixer |
ah ok, nevermind |
19:56 |
sfan5 |
(player name appears nowhere) |
19:56 |
Fixer |
you can use my list if you want |
19:56 |
paramat |
heh mtgame has 8 PRs |
19:57 |
paramat |
thought i was in the wrong repo for a moment |
19:58 |
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20:01 |
Fixer |
is not you really need to get close to flow to activate? it is not like there millions of flows all around |
20:01 |
paramat |
Fixer is game#1420 fixed now? |
20:01 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1420 -- Error when digging chest with "key" (bluish one) assigned to that chest |
20:02 |
Fixer |
paramat: fixed |
20:03 |
paramat |
thanks |
20:19 |
Fixer |
found trivial(?) bug: in creative - place boat in inventory, place it, go in a boat, remove boat from inventory, dismount it with mouse click - no boat in inventory |
20:21 |
paramat |
seems not a bug |
20:21 |
paramat |
unless i misunderstand |
20:22 |
VanessaE |
sounds like you don't get the boat back if you don't already have one in the inventory. |
20:22 |
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20:24 |
Fixer |
yes |
20:25 |
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20:26 |
paramat |
you dismounted but didn't dig it |
20:27 |
paramat |
please can anyone review #4061 ? well tested and looks good |
20:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
20:27 |
Fixer |
while i was in boat i pointed mouse at it and left click |
20:29 |
VanessaE |
paramat: how does that play alongside the liquid queue tending not to "empty" at a sane rate (ask Zeno`)? |
20:31 |
paramat |
ah |
20:31 |
paramat |
VE not sure |
20:32 |
Fixer |
i think he had some debug output with numbers of blocks in queue |
20:32 |
Fixer |
he posted them very long time ago |
20:32 |
VanessaE |
https://daconcepts.com/vanessa/hobbies/minetest/stats-weekly.html Zeno` says the "sawtooth" pattern in the memory usage graph is likely the liquid queue. |
20:33 |
VanessaE |
just making sure that's kept in mind. |
20:33 |
Fixer |
VanessaE: why not just output the number and monitor it? |
20:33 |
Fixer |
millersman knows how to do it |
20:33 |
VanessaE |
Fixer: "output the number"? well, I'm sure he or someone else can cover that. |
20:33 |
VanessaE |
that graph is all I personally have to go by. |
20:34 |
Fixer |
VanessaE: wonder what happens if you disable flow completely and remeasure? |
20:34 |
VanessaE |
and you know how Zeno` is about memory usage/leaks ;) |
20:34 |
Fixer |
yeah |
20:34 |
Fixer |
millersman can provide numbers |
20:41 |
Fixer |
sfan5: there are other bag mod used by some servers: https://github.com/cornernote/minetest-bags |
20:42 |
sfan5 |
oh |
20:42 |
Fixer |
it has local bags_inv = minetest.create_detached_inventory(player:get_player_name().."_bags",{ |
20:45 |
Fixer |
VanessaE: you can also try compiling it with 4061 and comparing to older results |
20:53 |
VanessaE |
I'll pass for now |
20:56 |
Fixer |
sfan5: can you open an issue for that mod? I have hard time writing what he needs to fix, or maybe made a howto post on forum about 4812 |
20:58 |
paramat |
Fixer maybe this code will fix your boat issue? https://github.com/minetest/minetest_game/commit/788ae97ba17891aea44c81adc269c88ea6f18c90 |
20:59 |
Fixer |
hard to say, that fix above was meant to fix increasing number of carts after each cart dig |
20:59 |
Fixer |
i think |
21:00 |
paramat |
it works for carts |
21:01 |
paramat |
tested, your bug doesn't occur for carts |
21:01 |
Fixer |
yeah, just checked too |
21:02 |
paramat |
could you open an issue mentioning the tested fix? |
21:02 |
paramat |
(the cart code) |
21:03 |
paramat |
confirmed the boat bug |
21:04 |
Fixer |
this? https://github.com/minetest/minetest_game/issues/1426 |
21:04 |
paramat |
thanks |
21:30 |
Fixer |
sfan5: nevermind, just posted to few mods githubs, i hope i got it right |
21:31 |
sfan5 |
i'm sure they'll understand |
21:35 |
sofar |
paramat: another case where boat and carts don't share user interactions :) |
21:35 |
sofar |
I fear we'll never make it coherent, lol |
21:37 |
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21:39 |
millersman |
paramat: Did a small update of #4061. This also fixed the last issue where nodes didn't flow away... Maybe I was adding the wrong nodes or missed a few ones |
21:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
21:40 |
paramat |
looking |
21:41 |
paramat |
what about the fact that liquids are 'floodable = false'? reflowscan.cpp line 99 |
21:42 |
paramat |
if a node is floodable it won't be a liquid source |
21:43 |
millersman |
this was the issue that i fixed |
21:44 |
paramat |
that line still seems to have a check for a liquid source, seems not needed |
21:45 |
paramat |
see my line cooments |
21:45 |
paramat |
(comments) |
21:51 |
millersman |
ah sorry my fault, missed the git add before commiting, pushed again |
21:51 |
paramat |
ahh |
21:52 |
millersman |
the test is now wheter it is floodable (which worked before) or it is liquid flowing (which obviously wasn't but i thought that it would be) |
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21:55 |
paramat |
i see, your latest change isn't showing up yet in github |
21:56 |
garywhite |
Hi Tmanyo |
21:56 |
Tmanyo |
hi |
22:02 |
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22:02 |
paramat |
ok i see the changes, it checks for floodable AND liquid flowing, always false |
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22:04 |
millersman |
paramat: sorry, i did something horribly wrong when commiting, will fix this |
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22:06 |
paramat |
ok |
22:08 |
millersman |
for some reason, having it always false works better in some situations :( |
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22:10 |
milllersman |
grrr, i hate my connection |
22:10 |
paramat |
heh |
22:11 |
milllersman |
i'll look into the whole issue again tomorrow when i'm more rested |
22:13 |
paramat |
ok |
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22:36 |
milllersman |
paramat: I think I found the reason why some columns aren't properly updated, it is in fact a problem of the world: some columns consist of two flowing-nodes above each other with both having a very low level (probably zero), adding the upper one removes it but the lower one doesn't get updated |
22:37 |
milllersman |
not sure whether i should test for such bugs in the world or just ignore them |
22:37 |
paramat |
don't worry this doesn't have to be perfect |
22:38 |
paramat |
that situation would be rare i guess |
22:38 |
milllersman |
normally those columns disappear when they are loaded a second time as then the topmost node was already gone |
22:39 |
Fixer |
i was already impressed with flows ingame, i hope those changes don't ruin anything |
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22:42 |
milllersman |
i've decided to remove the or is_flowing liquid for the following reason (correct me if i'm worng, i'm already very tired): if the node itself is a flowing liquid it will be directly added and the test will be never executed, if the node itself is a source node and the neighbour is a flowing node the neighbour is added as it will be a flowing node on top of another column and the test results only in unnecessary overhead if the |
22:42 |
milllersman |
neighoubring node isn't the top node it shouldn't have a lower level so there is either no need to add it or there is something broken in the world |
22:42 |
Fixer |
thanks to milllersman i'm now testing with std::cout << m_liquid_queue->size() << std::endl; to see size of queue |
22:43 |
milllersman |
^^ paramat, sounds my reasoning correct? i'm not sure if i miss something |
22:44 |
paramat |
i'll have to think about it |
22:49 |
Fixer |
on fresh world i got mostly below 1000 |
22:51 |
Fixer |
below 500 most of the time |
22:52 |
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22:53 |
Fixer |
anyone wants this data? i can record into debug.txt and plot in excel to see value distribution |
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22:55 |
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22:55 |
paramat |
milllersman your reasoning seems correct, but i could be wrong |
22:56 |
paramat |
we'd have to test the new code |
22:56 |
Fixer |
now? |
22:56 |
Fixer |
or new changes planned? |
22:56 |
paramat |
could be tested after merge |
22:56 |
Fixer |
i test todays revision before this very latest changes |
22:58 |
paramat |
wwell, the current code viewable at github has an error, reflowscan.cpp L100 |
22:58 |
milllersman |
i've tested it locally, just double-checking that i don't push some debug code |
22:58 |
paramat |
ok |
22:59 |
Fixer |
yes, i'm staying at previous version before those OR changes |
23:00 |
milllersman |
Yes the OR changes just introduce overhead in the queue that won't result in actual changes in the behavior (or at least shouldn't) |
23:01 |
paramat |
yeah |
23:05 |
milllersman |
pushed the new changes |
23:09 |
Fixer |
can't not share this https://i.imgur.com/MCSH5BV.png |
23:11 |
milllersman |
Fixer: wow, this is a nice place |
23:12 |
Fixer |
in the middle of ocean |
23:12 |
Fixer |
were i test right now |
23:12 |
sofar |
Fixer: screenshot thread on forum :) |
23:16 |
milllersman |
paramat: Tested it again, for me it looks good |
23:17 |
paramat |
good |
23:19 |
milllersman |
so that is enough for today, bye |
23:26 |
paramat |
ok the new code is up and looks good |
23:27 |
Fixer |
did some measuring over ocean https://i.imgur.com/mzLlwib.png |
23:27 |
Fixer |
don't take it very seriously |
23:28 |
paramat |
the 2 code changes today actually make no difference to behaviour, they just remove an unnecessary check, so your testing is still valid |
23:29 |
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23:30 |
paramat |
but some of that may be caused by mapgen? |
23:30 |
Fixer |
what exactly? |
23:30 |
paramat |
are you measuring size of liquid queue? |
23:31 |
Fixer |
yes, i was riding in ocean -> caves under ocean with opening into it -> flow activated -> recorded queue sizes |
23:31 |
Fixer |
oceans have lots of cave entrances |
23:31 |
Fixer |
if I walk over land, it is much less I believe |
23:31 |
paramat |
well, most of this may be liquid queue due to mapgen, not reflow scan |
23:32 |
Fixer |
i mean it outputs data each time reflow function is called |
23:32 |
Fixer |
not every second |
23:32 |
Fixer |
it is good enough |
23:37 |
Fixer |
below 500 most of the time, shoots up to 5000 on huuuuuge lava basin and goes down rapidly |
23:37 |
Fixer |
below 1000 now |
23:37 |
paramat |
ah |
23:37 |
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23:39 |
paramat |
so you're measuring the number of nodes per mapblock added to liquid queue by reflowscan? |
23:40 |
Fixer |
paramat: std::cout << m_liquid_queue->size() << std::endl; inside that function to update numbers |
23:41 |
paramat |
ok, queue size |
23:41 |
Fixer |
i'm flying like crazy and found very big lava cluster which boosted it to 12000 for short time and went down fast to 2000 |
23:41 |
Fixer |
and declined to <1000 |
23:42 |
paramat |
newly generated world? |
23:42 |
Fixer |
yes |
23:42 |
Fixer |
https://i.imgur.com/ug2zZvB.png |
23:44 |
Fixer |
i will record numbers for deep caves tommorrow but from what I see it is below 3000 and often <1000, you need to be lucky to boost it higer |
23:44 |
Fixer |
higher |
23:45 |
Fixer |
and i have fly and fast, so thats kinda worsens it |
23:46 |
paramat |
this isn't very relevant to the PR though, you're just measuring liquid queue due to mapgen, which will obviously be large |
23:46 |
Fixer |
yes, but it also reflow along the way |
23:46 |
Fixer |
in some cases |
23:47 |
Fixer |
it has tendency to go down to 0 with time |
23:48 |
Fixer |
paramat: i think hmmm m requested this numbers from him long time ago, so i wanted to see it too |
23:49 |
Fixer |
if just standing it can read 0, if move mouse a bit around bumping to 500 around those lava basins |
23:52 |
paramat |
the important number is 'number of nodes per mapblock added to liquid queue by reflowscan in already generated world' |
23:56 |
Fixer |
i can do /emergeblock 1000x1000x1000 and just walk a little in it? |
23:56 |
Fixer |
numbers should be really low |