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 |
01:23 |
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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? |
06:10 |
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06:14 |
Zeno` |
OldCoder, I think he's referring to bump mapping |
06:14 |
OldCoder |
OKty |
06:24 |
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06:41 |
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06:42 |
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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 |
06:45 |
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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) |
07:05 |
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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!) |
07:42 |
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08:33 |
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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 |
08:43 |
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08:44 |
paramat |
now merging |
08:47 |
paramat |
complete |
09:14 |
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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 |
17:52 |
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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? |
17:58 |
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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 |
18:13 |
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18:14 |
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18:21 |
rubenwardy |
shellE2303:/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 |
18:35 |
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20:04 |
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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 |
20:41 |
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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 |
21:14 |
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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 |
21:28 |
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21:29 |
rubenwardy |
it's an issue with mismatching data type length on 64bit CPU |
21:55 |
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22:21 |
est31 |
rubenwardy: any news? |
22:21 |
est31 |
(on the fix) |
22:21 |
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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 |
22:54 |
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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 |
23:16 |
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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 |