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IRC log for #minetest-dev, 2016-12-08

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All times shown according to UTC.

Time Nick Message
00:04 Hijiri lock thing could be cool
00:04 Hijiri you put locks in an octree or whatever
00:05 Hijiri I just think putting locks in an octree feels like a weird mix
00:05 Hijiri (in a good way)
00:06 Hijiri wait, that's not really how it would work
00:06 rubenwardy you could make make C++ only mapgens run on a separate thread, and then just use the current way to run lua mapgens
00:06 Hijiri you would probably have a normal lock around an "octree lock" structure
00:07 Hijiri and the octree lock can notify threads when it clears a thing that was blocking some earlier ones
00:07 rubenwardy alternatively, iirc Lua map gens work by using a on_generated callback, so the separate C++ thread could just add a queue event to run the callbacks on the normal lua thread
00:07 rubenwardy Bet it's more complicated than this
00:07 rubenwardy :P
00:08 rubenwardy Like, passing LVMs
00:09 Hijiri what if LVMs automatically locked/unlocked part of the map when they wre created/destroyed
00:12 Hijiri maybe the octree lock thing is overcomplex
00:12 Hijiri since it's voxels could just have a lock for each block
00:12 Hijiri but then editing a mapchunk requires acquiring/releasing 125 locks
00:14 Hijiri or if it's targetting specifically mapgen then could have a lock for each chunk
00:24 Fixer this fog start config option is very useful
00:25 Fixer feels so different with less fog, like in winter, summer haze is so annoying tbh
00:26 lhofhansl Fixer: cool :)
00:29 lhofhansl The comparison of fps is also interesting.
00:30 Fixer don't take it seriously
00:30 Fixer and for some reason MT version of map is inverted
00:31 Fixer in one axis
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05:20 lhofhansl We should document somewhere that generating normal map causes a significant drop in fps (with shaders)
05:51 OldCoder lhofhansl, generating normal map as opposed to any other kind?
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06:14 Zeno` OldCoder, I think he's referring to bump mapping
06:14 OldCoder OKty
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06:42 lhofhansl I just shaders for time mapping and the "wavy things"
06:42 lhofhansl use
06:45 sofar I really like the tonemapping and even the DoF stuff
06:45 sofar with a bit of tweaking it probably can be made very usable
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06:49 lhofhansl1 The normal map generation costs 50% of the fps in my setup.
06:49 sofar https://github.com/minetest/minetest/pull/3623
06:49 sofar we should really salvage DoF from that
06:49 sofar and bloom
06:50 sofar lhofhansl1: seems like right up your interests
06:52 paramat updated saveschems
06:54 paramat can i also add in the tree logs and normal cactus? after release i would like to have all schematics as mts files, to reduce space used in mapgen.lua by the lua tables
06:54 sofar yes! please do!
06:54 paramat ok
06:54 nrzkt i added approval on some PR, please merge when you want
06:55 paramat when floatland biomes are added in, mapgen.lua is going to get big, need to save space
06:56 paramat yeah i'll merge #4857 within 2 hours
06:56 ShadowBot https://github.com/minetest/minetest/issues/4857 -- Fix range check for simple deco->deco_param2 by sofar
06:56 paramat any support for #4829 ? sofar?
06:56 ShadowBot https://github.com/minetest/minetest/issues/4829 -- Mapgen: Make mgv7 the default mapgen by paramat
07:00 paramat added a line comment to 4857 sofar
07:04 sofar honestly, I massively prefer v7 to any other mapgen at this point
07:05 sofar but the only reason I would prefer it as default is because it's what I use
07:05 sofar not because I care about half-generated maps :)
07:05 sofar (because frankly, I don't, really)
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07:08 sofar wow someone needs to reassemble the skeleton that is #1686
07:08 ShadowBot https://github.com/minetest/minetest/issues/1686 -- Added "[sheet" to the texture special commands. by lupuchard
07:16 paramat for me it's mainly because i check all minetest videos on youtube, and almost all reviews and 'lets try' / 'lets play' videos use the default mapgen
07:29 sofar #4861
07:29 ShadowBot https://github.com/minetest/minetest/issues/4861 -- Added "[sheet" to the texture special commands. by sofar
07:30 sofar that's a rebased and cleaned up #1686
07:30 ShadowBot https://github.com/minetest/minetest/issues/1686 -- Added "[sheet" to the texture special commands. by lupuchard
07:30 paramat thanks
07:30 sofar if I'm good at something it's rebasing lol
07:33 sofar I might just dig through more PRs that are "probably approved" but just seem to need a little fix
07:33 sofar but right now, it's time to relax and watch the wonderful inside of my eyelids
07:34 sofar (and enjoy a snow day tomorrow - schools closed!)
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08:34 paramat will merge #4857 #4858 in a moment
08:34 ShadowBot https://github.com/minetest/minetest/issues/4857 -- Fix range check for simple deco->deco_param2 by sofar
08:34 ShadowBot https://github.com/minetest/minetest/issues/4858 -- Buildbot: Update LuaJIT by sfan5
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08:44 paramat now merging
08:47 paramat complete
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17:50 rubenwardy Right, so I'm debugging "Failed to save block: attempt to write a readonly database" on Android, and it appears that /storage/emulated/0/Minetest is never even created, even though the textures load correctly???
17:50 rubenwardy https://gist.github.com/rubenwardy/7302857872cb922e33c9a2d47382dac4
17:52 est31 rubenwardy: I think its done by java code
17:52 est31 in build/android
17:52 est31 somewhere
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17:52 rubenwardy V/Minetest(13104): 2016-12-08 17:51:49: VERBOSE[Main]: Client: Loaded cached media: aefa4b0d034b32b1bdfe30b23c18d22687552e07 "tnt_side.png"
17:52 est31 build/android//src/main/java/net.minetest.minetest/MinetestAssetCopy.java
17:52 rubenwardy it loads from the cache
17:53 rubenwardy yeah, I'm reading that currently
17:53 est31 I'm not sure, I think the cache dir is separate
17:53 est31 uses android provided cache directories
17:53 est31 but not sure whether I implemented it, or I just wanted to
17:54 est31 nope it was sn : ea2964f5a168cb52d1b9f74a08f00c7c068c6649
17:54 rubenwardy yeah, the cache dir is separte
17:54 rubenwardy Failed to open asset file "/storage/emulated/0/Minetest/media/Shaders/COGLES2SphereMap.vsh" for size check
17:54 rubenwardy Maybe it takes that error as succesS?
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18:04 rubenwardy E/MinetestAssetCopy(15183): /storage/emulated/0/Minetest/games/minetest_game/mods/carts/README.txt is: readble
18:04 rubenwardy Failed to open asset file "/storage/emulated/0/Minetest/games/minetest_game/mods/carts/README.txt" for size check
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18:21 rubenwardy shell@E2303:/storage/emulated/legacy/Minetest/worlds/singleplayerworld $ ls -l
18:21 rubenwardy -rw-rw---- root     sdcard_r    12288 2016-12-08 16:46 map.sqlite
18:25 rubenwardy that looks fine to me
18:26 Fixer readble ?
18:28 rubenwardy obvious typo :P
18:28 rubenwardy Ignore that anyway - it's saying the the phone has a file that the asset pack doesn't
18:28 rubenwardy not a bug
18:28 rubenwardy actually it may be, as some lua files are complained about
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20:05 rubenwardy If I make the app write to its private storage then it doesn't crash
20:06 rubenwardy (by replacing getExternalStorageDirectory() with "/data/data/net.minetest.minetest/files", the app's private URI)
20:07 rubenwardy when the app is started, getExternalStorageState == MOUNTED
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20:43 rubenwardy #4121
20:43 ShadowBot https://github.com/minetest/minetest/issues/4121 -- Failed to save block: attempt to write a readonly database
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21:28 rubenwardy Found a fix to #4121, preparing to submit
21:28 ShadowBot https://github.com/minetest/minetest/issues/4121 -- Failed to save block: attempt to write a readonly database
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21:29 rubenwardy it's an issue with mismatching data type length on 64bit CPU
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22:21 est31 rubenwardy: any news?
22:21 est31 (on the fix)
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22:21 rubenwardy had a break to make dinner
22:21 rubenwardy preparing now though
22:25 garywhite I flew around for a bit on the latest Win64 build of MT from sfan5, and made some TNT blow up, no issues
22:36 rubenwardy #4871
22:36 ShadowBot https://github.com/minetest/minetest/issues/4871 -- Fix sqlite databases being readonly on 64bit Android by using a patch… by rubenwardy
22:36 rubenwardy est31,
22:37 * est31 looks
22:38 est31 wow thats cool
22:38 rubenwardy I suggest transferring my repo to minetest/ before merge
22:38 est31 yeah
22:38 est31 good idea
22:39 est31 its quite sad though that we have to fork sqlite over this
22:39 est31 rubenwardy: there is a patch mechanism available, it looks like its a better canidate for it
22:39 est31 other projects use it
22:39 rubenwardy hopefully they'll update eventually
22:40 est31 no, I mean instead of putting the source into a git repo, that its still downloaded from upstream & then we apply the patches
22:40 rubenwardy build/android/patches?
22:41 est31 yes
22:41 est31 don't try manually generating a patch, you need to either find a git command that can make an appropriately formated patch, or you need to make two dirs, one with the patch applied and one without it
22:42 est31 (manually generating patches doesnt work usually)
22:43 est31 ooor
22:43 rubenwardy ik :D
22:44 rubenwardy https://github.com/rubenwardy/sqlite3/commit/536c10ab94013a8f6b0f247d0fb71806f7f861b5.patch  (with modifications to remove the commit info)
22:44 est31 we could use https://android.googlesource.com/platform/external/sqlite/
22:44 est31 that would work just as well
22:45 est31 then we dont have to maintain another fork of a project
22:45 rubenwardy they have a weird tree structure inside
22:47 est31 PhoneNumberUtils.cpp
22:47 est31 veeery convincing...
22:47 est31 well, let's go with a patch then
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23:04 rubenwardy updated #4871
23:04 rubenwardy est31 ^
23:04 ShadowBot rubenwardy: Error: Delimiter not found in "Page is too big or the server took too much time to answer the request."
23:04 est31 okay
23:04 est31 trying it now
23:12 est31 rubenwardy: what should I test?
23:13 est31 I have a 32 bit phone
23:14 rubenwardy start the game and keep it running for 30 seconds. Build some things and make sure they persist
23:14 rubenwardy singleplayer
23:14 rubenwardy apart from that - not sure
23:14 est31 mhh
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23:17 est31 yeah that works
23:17 est31 +1 to the PR then
23:18 est31 mhh do I actually have 32 bit?
23:18 * est31 double checks
23:18 rubenwardy also, makes sure the patch actually applied in deps/sqlite-ama*/sqlite3.c
23:19 rubenwardy afaict it only applies when downloading sqlite3 when it doesn't exist :D
23:19 est31 yes
23:19 rubenwardy gdgd
23:19 est31 the makefile is bit bad about this
23:19 rubenwardy was just making sure :D
23:19 est31 needs fixing :)
23:19 rubenwardy I'd quite like to make it use cmake
23:19 est31 I removed the entire directory :)
23:20 est31 idk, its quite tricky to rewrite the makefile
23:20 est31 lots of issues may appear
23:20 rubenwardy then hopefully I can then use Android Studio https://developer.android.com/studio/projects/add-native-code.html
23:20 rubenwardy yeah, it's a massive file
23:20 rubenwardy don't fix want ain't broken
23:21 rubenwardy *what

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