Time Nick Message 00:16 paramat i forgot to say, i could not merge #5234 , did not apply. sofar 00:16 ShadowBot https://github.com/minetest/minetest/issues/5234 -- Re-add Droid Sans as fallback font (Reverts part of eb490) by sofar 00:17 sofar yeah, that's git for ya 00:17 sofar I'll do it myself later tonight 00:17 paramat i was using 'git am' 00:17 paramat ok 00:17 sofar yup, git am b0rks on that one 01:52 sofar how do I measure mapgen time performance wise? 01:52 sofar is there such a way? 01:54 VanessaE dtime? 01:54 VanessaE in register-on-generated 01:54 VanessaE probably isn't accurate enough though 01:54 VanessaE but that's what I use in biome_lib to split-up the mapgen stuff into small steps 02:39 paramat sofar in a mapgen uncomment these lines https://github.com/minetest/minetest/blob/master/src/mapgen_v7.cpp#L233 https://github.com/minetest/minetest/blob/master/src/mapgen_v7.cpp#L275 https://github.com/minetest/minetest/blob/master/src/mapgen_v7.cpp#L31 02:41 paramat note that doesn't include liquid update and light calculation, so i like to move the second line to after those 04:05 sofar maybe I just want something that generates a known amount of mapchunks (large number) and times it 09:21 kaeza lol running luacheck on builtin 09:22 kaeza even disabling "safe" warnings (whitespace/shadowing/unused stuff), it's like 5 pages of warnings 09:22 kaeza it wants to dump everything in _G 09:27 nore kaeza: well, you should tell it about the known globals (core, ItemStack, etc.) 09:27 kaeza already did :P 09:27 nore hmm 09:28 nore what it is complaining about then? 09:28 kaeza https://gist.github.com/kaeza/8c6bbda05ed1d19234874fe69656bdca 09:29 kaeza most of those look fairly safe 09:30 nore ow 09:30 nore yeah, would be good to fix that one way or the other though 09:31 kaeza and that one's not including builtin/mainmenu 09:32 kaeza I can go through the code and clean up stuff, but is it worth the effort? 09:33 kaeza i.e. anybody except me and maybe ShadowNinja cares? 09:34 nore I think it's worth it 10:18 exio4 builtin/game/item.lua:193:1: inconsistent indentation (SPACE followed by TAB) 10:21 * kaeza hugs exio4 10:21 kaeza okay, I have a few questions 10:22 kaeza first, is basic_dump meant to be global? doesn't look so, looks like it is a helper for dump and dump2 10:22 kaeza and second, why is mainmenu-only code in builtin/common ? O.o 10:57 kaeza #5253 10:57 ShadowBot https://github.com/minetest/minetest/issues/5253 -- [WIP] Run builtin through LuaCheck and fix warnings. by kaeza 11:20 red-002 #5252 11:20 ShadowBot https://github.com/minetest/minetest/issues/5252 -- Add support for the new arguments of `request_shutdown` to the `/shutdown` chatcommand. by red-001 14:24 red-002 Did I misunderstand #244 or are players floating in mid-air after they die a feature not a bug? 14:24 ShadowBot https://github.com/minetest/minetest/issues/244 -- Strange effects with dead players 14:45 VanessaE Interesting effect I never noticed before: if I happen to be "just standing there" after signing on, and the more distant parts of the map haven't loaded because they're too far, eventually they do start to load as night falls. 14:45 VanessaE (even if it's been several minutes since I signed on) 15:06 Zeno` VanessaE, what are you smoking and can I have some? 15:06 VanessaE I'm serious. 15:06 VanessaE and if I had it, I'd share ;) 15:06 Zeno` lol 15:13 VanessaE on another note, is there a "sane" way to scan a world, from outside of Minetest, for bad/corrupt blocks? 15:15 sfan5 VanessaE: i guess my mapblock-parse.py script should returns errors if you have a corrupt block 15:16 sfan5 i would require you to invoke it times though 15:17 VanessaE just curious. rogier5's minetestmapper returns tons of "incorrect header check, corrupt?" errors, but in-world everything's normal. 15:18 VanessaE figured a mass check-for-errors, like a map-level fsck, might be a good idea 15:18 VanessaE (if such a thing existed) 15:19 sfan5 >Sorry, forked repositories are not currently searchable. 15:19 sfan5 for fucks sake github 15:20 VanessaE wayt 15:20 VanessaE wat 15:20 sfan5 this incorrect header msg doesn't seem to be part of rogiers code 15:20 sfan5 most likely returned by zlib 15:21 VanessaE ah, could mne 15:21 VanessaE be* 15:21 sfan5 are you running -dev? 15:21 VanessaE lemme check that even have zlib installed 15:21 sfan5 if so then minetestmapper needs changes to function correctly 15:21 sfan5 you do 15:21 VanessaE you mean -dev as in minetest engine? yes. 15:22 sfan5 yes i meant that 15:23 VanessaE which of us gets to file an issue against his repo? :) 15:23 sfan5 not me 15:23 VanessaE (I'd just use upstream, but the leaflet mapper needs a couple of features only rogier5's fork has, I guess) 15:24 sfan5 which ones? 15:24 VanessaE that's just it, I don't remember for sure 15:24 VanessaE est31 would know 15:25 VanessaE what sort of changes does it need? I'll mention this in the bug report. 15:25 sfan5 $mapperpath ${MAPPERPARAMS} -i ${MAPDIR} --geometry ${posx},${posy}+${tilesize}+${tilesize} -o ${tiledir}/20/map_${x}_${y}.png 15:26 sfan5 i don't see anything 15:26 VanessaE http://daconcepts.com/vanessa/hobbies/minetest/Server-scripts/update-server-maps-leaftest.sh 15:28 VanessaE ah there's the man of the hour now :) 15:29 sfan5 i still don't see anything incompatible 15:29 VanessaE est31: why did I need rogier5's mapper for leaflet? 15:32 sfan5 also your script is copying colors.txt needlessy 15:32 VanessaE oh? 15:32 red-002 #5255 15:32 ShadowBot https://github.com/minetest/minetest/issues/5255 -- Add option to also check the center to `find_node_near` by red-001 15:33 sfan5 VanessaE: it does $ cp /home/vanessa/www/vanessa/hobbies/minetest/colors.txt $workdir/leaftest but then passes the original colors path to mapper.sh 15:33 VanessaE oh heh 15:33 VanessaE good catch 15:34 VanessaE can you give me a brief description of the "changes" the mapper would need, and maybe the commit that made it necessary? I'd like to include those in this bug report. 15:35 sfan5 https://github.com/minetest/minetest/commit/f17c9c45dc30a388675d46418d278a4a029206e2 -->>https://github.com/minetest/minetestmapper/commit/21444d00c35dc6896ffc27af7da38d8a296178fd 15:37 VanessaE thanks 15:40 VanessaE https://github.com/Rogier-5/minetest-mapper-cpp/issues/19 15:42 VanessaE still racking my brain trying to remember why rogier5's mapper was needed for leaftest *pokes est31 again :) * 15:42 Fixer more about stutter/jitter, I loaded up old minetest files from 0.2.2011 era 15:42 Fixer Minetest 0.2.20110618_0 does not have visible stutter at all on my PC, yet 0.2.20110704_0 version does 15:43 VanessaE Fixer: did you control for things like CPU spikes outside of minetest, e.g. from a browser or screen update elsewhere? 15:44 Fixer VanessaE: cpu was quit, i played those some time, I'm pretty sure about this, stutter was visible in 20110704_0 15:44 Fixer quite 15:45 VanessaE Fixer: ok. 16:04 Fixer i'm looking at this part right now: https://github.com/minetest/minetest/commit/02006a95402c41833779e3825c44b39d600e566b 16:04 Fixer dat sleep 16:04 Fixer wanna try it on newest to slow down it 16:10 rubenwardy set it to 1000 16:10 rubenwardy wait, is that ms or s? 16:10 rubenwardy ms surely 16:11 rubenwardy oh, misread, I'm an idiot 16:11 Fixer ms 16:12 Fixer want to experiment slightly 16:13 paramat maybe you could bisect to find the commit that causes jitter 16:13 Fixer i doubt I will compile 2011 build succesfully today with mingw64 16:14 Fixer and I think I put sleep in a wrong place %) but thats ok, will try more 16:16 nore Fixer: just decide it is bisect good if it doesn't compile, and then see if the commit you get is the first that compiles or if it causes jitter 16:19 Fixer I was looking at this part https://github.com/minetest/minetest/commits/81535f6277b66c869cda7125b2aeaf99e8078b92/src/client.cpp (since Jun18 and up) 16:19 celeron55 Fixer: you don't need to experiment with that because we all already know your jitter solely depends on the number of mapblock meshes being updated per frame 16:19 Fixer celeron55: exactly 16:19 celeron55 and increasing that sleep obviously slows down the updates 16:24 red-002 updated #5255 it should be more readable now 16:24 ShadowBot https://github.com/minetest/minetest/issues/5255 -- Add option to also check the center to `find_node_near` by red-001 16:34 Fixer and indeed, sleep(50ms) eliminated the stutter 16:34 Fixer totally 16:35 VanessaE I'm curious why a sleep is even needed in the first place 16:35 VanessaE shouldn't meshes be sent in a separate thread as fast as possible? 16:36 Fixer http://pastebin.com/raw/D44biexY 16:36 VanessaE oh. they are. :) 16:37 VanessaE (still doesn't explain why a sleep is used. thread priority problems maybe?) 16:37 Fixer VanessaE: it was used like this in mid of 2011 and then refactored to current look I think 16:41 Fixer https://i.imgur.com/qWEoGdH.png 16:42 VanessaE you really wanna see stutter, load HDX256 and go over to VE-S around the spawn 16:42 VanessaE you'll see pauses as long as a couple of seconds. 16:43 Fixer now, lets speed it up to 25ms 16:43 Fixer or 20... 16:47 Fixer sl20 here i go 16:48 Fixer very good 16:48 Fixer acceptable 16:49 sfan5 the correct way to solve this is probably to add a setting 16:51 Fixer lazy chunk load enabled by default with some pretty good sleep value 16:52 Fixer i see some rare bump of draw time to 0.05 rarely from different source, apart from that it is damn smooth in huge jungle 16:52 Fixer lets try 10 ms 16:53 VanessaE Fixer: please go try VE-S with HDX256 16:53 VanessaE I'm curious how it performs 16:54 Fixer VanessaE: i got that 0.7 sec freeze in loop_other, even with default textures, hard to imagine HDX256, i can join to see it, but with HDX128 16:55 VanessaE that's fine 16:55 Fixer VanessaE: on default minetest, have not tested with sleep 16:55 red-002 #5254 doesn't really seem like something that should be on a bug tracker 16:55 ShadowBot https://github.com/minetest/minetest/issues/5254 -- This code should fill a mapchunk 16:56 paramat looking 16:56 paramat is there a disadvantage to increasing that sleep time slightly, finding a good balance? 16:57 Fixer paramat: decreasing sleep time will increase stutter, and vice versa (versa?) 16:57 paramat 5254 is code error, will reply 16:57 Fixer currently trying 10ms 16:58 nore hmm, I think either a setting or a way to automagically adapt the sleep time would be the correct solutions 17:00 Fixer hmmm, 10ms is close to edge of my liking 17:00 Fixer feels somewhat agreesive at 10ms, still pretty smooth 17:01 VanessaE Fixer: aggressive? 17:01 VanessaE surely no stutter is the ideal? 17:01 Fixer VanessaE: somewhat more jitter at 10 ms 17:01 VanessaE oh 17:02 Fixer VanessaE: like this part: https://i.imgur.com/AmQfEyl.png it is not critical 17:02 Fixer 0.037 17:02 Fixer avg is ~0.01 17:02 Fixer but even 10ms is quite good 17:02 Fixer as compromise between speed and jitter 17:03 Fixer hmmm, i feel like 15 ms sleep test is needed 17:04 Fixer 10 ms sometimes gives some jitter I dislike (like shallow fps drop from 100 to 70fps) 17:04 Fixer and back to 100 17:05 Fixer VanessaE: i will join your server with sleep 15 17:05 VanessaE ok 17:05 Fixer dreambuilder survival 17:05 VanessaE yeah 17:05 VanessaE at the spawn is the worst of course 17:07 sfan5 is this trampoline thing a feature? https://a.uguu.se/N2SgPMiYWgbE.mp4 17:07 Fixer yes, 10ms is harsh, preferring 15ms 17:07 paramat i notice it's worse over dense forest than empty terrain, i guess because the meshes are more complex 17:08 Fixer paramat: yes, but sleep eliminates even that 17:08 Fixer it is very weak after that 17:08 Fixer like you loose 1-2 fps at most with sleep 50ms 17:08 Fixer when it is 100fps 17:08 paramat that would be worth it for me 17:09 paramat jitter is really bad recently, hmmmm noticed too 17:09 paramat the denser, taller forests of mgv7 probably make it worse 17:10 paramat plus all those snow nodeboxes on pines 17:10 Fixer sweet spot near sleep 15-20ms on my PC 17:10 Fixer very good in forest 17:10 paramat i might test this .. 17:10 Fixer map loading will be somewhat slower, but acceptable 17:10 Fixer i can still run 17:12 red-002 should #5218 be a warning? 17:12 ShadowBot https://github.com/minetest/minetest/issues/5218 -- "ERROR[Server]: Pathfinder: failed to update cost map" floods console 17:12 red-002 or do you think it should stay an error? 17:12 paramat unless there's some big disadvantage i would support a new balanced value 17:14 * VanessaE watches Fixer's PC begin to smoke 17:15 Fixer sfan5: trampoline should remine everyone that minetest also has UGLY unfixed falling related bugs 17:16 Fixer VanessaE: 40fps at spawn, there was freeze, but it was as usual of unrelated loop_other origin 17:16 VanessaE 40 fps?! 17:16 VanessaE how the fuck? 17:16 VanessaE I can't even maintain 30 17:16 Fixer 30fps 17:16 paramat falling issues have been discussed and are not easy to fix 17:16 Fixer VanessaE: it loads slightly slower 17:17 Fixer VanessaE: let me do a walk 17:18 Fixer whats up with mainloop_other 1.6 sec on vanessa servers only? 17:18 VanessaE idk 17:19 VanessaE signs maybe 17:19 VanessaE (entities that is) 17:19 Fixer i seen this only on your servers... including basic one 17:20 VanessaE hopefully that text-on-signs idea pans out (and can replace signs_lib) 17:21 Fixer VanessaE: 20-30 fps on spawn, what is good, is it is pretty solid fps, not quick changes, only unrelated rare freezes due to signs or whatever, will upload gif 17:21 VanessaE ok 17:24 Fixer VanessaE: notice how smooth it is on your server https://imgur.com/a/9qd0T 17:24 VanessaE far smoother than it is for me, for sure 17:25 Fixer fps may be low, but at least it is consistent without insane jitter 17:27 Fixer num_processed_meshes was at 5 on that server 17:27 Fixer pretty good value 17:28 Fixer now if I try default client... that will be disaster %) 17:29 Fixer yesterdays gif from same place, probably shorter https://imgur.com/a/bWJoe 17:29 VanessaE ew 17:29 VanessaE that's almost as bad as it is for me 17:30 Fixer yes, and compare with almost smooth line for sleep 15ms 17:31 Fixer it just feels better, i don't want to throw up anymore, it is just low fps, but without this jitter shit on top 17:37 paramat i might make a PR and we can then test to find a good balanced value 17:38 VanessaE go with sfan5's idea, make it configurable 17:38 Fixer i already tested 10-15-20-50ms sleeps, will spent some time with 15ms one, which I feel is quite good balance 17:38 VanessaE (with a sane defautl) 17:38 VanessaE default* 17:38 paramat just remembered you can do PRs now 17:39 Fixer nah, i'm noob with this 17:39 Fixer it needs more code 17:39 Fixer to check settings value and apply it to sleep 17:39 paramat why more? 17:39 paramat ok 17:39 Fixer do you want it configurable? 17:39 paramat having a setting is quite easy to code 17:40 paramat erm maybe 17:40 Fixer lets say we want 15ms, add setting with default 15ms, and in code it just checks that settings and uses for sleep :) 17:40 Fixer people who want agressive map load can easily decrease it down to 1 ms... 17:40 Fixer or 0 for disabled 17:41 paramat it's important so a setting is probably needed 17:42 sfan5 different idea: have a setting agressive_map_loading, defaults to false; in the code have sleep_ms(g_settings->get_bool("agressive_map_loading") ? 1 : 25); 17:42 sfan5 then the setting is more user friendly and thus be added to be settings menu 17:44 Fixer i hope this checking will not slowdown anything 17:45 Fixer it will be cached settings value, right? 17:46 Fixer feels sooo good on servers too 17:46 VanessaE sfan5: 1ms?? way too low 17:46 VanessaE maybe you want 15 and 100 ? 17:46 VanessaE (or whatever the higher value was) 17:46 Fixer VanessaE: 1ms - most agressive, 100ms - slowgen 17:47 VanessaE it's better to just allow a custom value imho 17:47 VanessaE Fixer: yeah but you said that for you, below ~10ms is too aggressive 17:47 Fixer VanessaE: yes 17:47 sfan5 well currently the sleep_ms() doesn't seem to exist at all 17:47 Fixer VanessaE: and default minetest don't have this sleep in the first place %) 17:47 Fixer VanessaE: so it is nearly as agressive as default 17:47 VanessaE ohhhhh 17:47 sfan5 and i don't have any jitter problems 17:48 VanessaE sfan5: go try VE-S then. 17:48 VanessaE you will have bad jitter problems there :) 17:48 Fixer sfan5: with sleep or without? 17:48 Fixer i have jitter since 2011 basically 17:48 Fixer on two different computers 17:48 sfan5 without 17:49 sfan5 where did you add the sleep anyway 17:49 Fixer P4 2.8GHz + R9600 when I played on 0.2.2011/0.3/0.4dev and today with core i3 + R6870 17:49 sfan5 VanessaE: you mean dreambuilder survival? 17:49 * VanessaE pokes Zeno` 17:49 VanessaE sfan5: yeaH 17:49 Fixer sfan5: http://pastebin.com/raw/D44biexY 17:50 VanessaE (zeno had some stuff to say a while back about jitter/stutter and mesh gen lag) 17:50 sfan5 Fixer: that's not exactly the same as with the old code though 17:50 Fixer yeah, but helps %) 17:51 sfan5 VanessaE: where do i look for jitter 17:51 VanessaE near the spawn 17:51 VanessaE just walk say toward the tunnel 17:51 Fixer really big freezes don't count, they are of different origin 17:53 Fixer example of worst kind, 0.4.13 on discontinued just test server: http://i.imgur.com/F4jOrj3.png 17:53 sfan5 fps is pretty variable 17:53 sfan5 frametime increases if mesh updates happen 17:53 sfan5 this has been known since forever 17:54 Fixer correct 17:54 Fixer sleep just spreads it out more nicely, in lesser chunks 17:54 Fixer this eliminates ingame jitter 17:55 celeron55 but then the client is incapable of processing lots of meshes 17:55 celeron55 it should be spread out, not limited 17:55 sfan5 the problem here is that "aggressive" mesh updates presents no problem at all in many cases 17:56 celeron55 i.e. a dynamic limit 17:56 sfan5 so it would be a bad idea to just add a sleep_ms thats enabled by default 18:01 paramat spread out seems better 18:04 rubenwardy sofar: https://gist.github.com/rubenwardy/5ebfc6e6a15976118d487a1a51f9601e 18:04 paramat #5258 fixed some more world-edge crashes 18:04 ShadowBot https://github.com/minetest/minetest/issues/5258 -- Voxelmanip: Do not emerge or blit to blocks over map gen limit by paramat 18:05 rubenwardy likely related to font_path = fonts/liberationsans.ttf in minetest.conf 18:05 rubenwardy it shouldn't segfault 18:10 sofar rubenwardy: fonts and 'run_in_place' do not get along at all 18:10 sfan5 that's not the problem here 18:10 rubenwardy :D 18:10 sofar I had the same crashes 18:10 sofar oh, hmm, I understand 18:10 rubenwardy as a general rule, Minetest should never segfault 18:11 rubenwardy :P 18:11 sofar welp, I gotta go to work 18:11 * sofar afk 18:11 nerzhul no program should segfault, only assertions in debug builds are acceptable 18:15 Fixer sfan5: no idea in what cases, any mesh update that is more than say 5 gives jitter for me, and usually in singleplayer it goes as high as 40 :( 18:16 Fixer same for vanessa server 18:16 Fixer with limiter it is much better experience 18:16 Fixer map still loads pretty fast, yet smoother experience without jitter 18:21 Fixer if you want to spread it... there still must be limit to not affect fps much, like 2-3(at most) mesh updates per frame 18:25 Fixer it is fraps time 18:35 VanessaE just as a reminder, someone please fix the screwdriver. https://github.com/minetest/minetest_game/issues/1567 18:42 red-002 rubenwardy, does #5255 look ok to you now? 18:42 ShadowBot https://github.com/minetest/minetest/issues/5255 -- Add option to also check the center to `find_node_near` by red-001 18:46 rubenwardy yeah, although ){ 18:48 red-002 should I fix the code style in the function? 18:52 Fixer my fly test ended up with much higher fps due to slightly slower map load, results: https://i.imgur.com/F8Hqpwk.png Look standard deviation and frame distribution, huge difference in jitter 18:52 red-002 done 18:55 rubenwardy someone knows their statistics 18:57 garywhite Someone suggested that a feature be added to export the chat or F10 to a file. Is this possible? (I don't think so, cause then it would have to be added to the engine to save it to a file by default 18:57 Fixer some hardware sites also started measuring frame times, not fps, to uncover various problems, like jitter/etc 19:32 celeron55 so now loading less map is better? lol 19:32 Fixer it is acceptable 19:35 paramat i guess it is not just a case of number of meshes processed per frame but how complex they are 19:38 red-002 #5071 19:38 ShadowBot https://github.com/minetest/minetest/issues/5071 -- Rename functions in the minetest namespace to be more consistent. by red-001 19:38 Fixer if someone have better idea that eliminates jitter, please do, meanwhile i;m sticking with sleep 15 as standard for my buids 19:39 rubenwardy if it makes a difference, then it may be worth it as a hot fix 19:39 rubenwardy leave better load balancing for latter 19:39 rubenwardy although, for later usually means never 19:39 Fixer it is still faster than +fast on ground on my hardware 19:40 Fixer in terms of mapblocks load speed 20:30 celeron55 sleeping a different amount makes zero sense; there are much better ways to throttle the mesh generation rate 20:31 Fixer could be 20:31 Fixer i'm sticking with sleep 15, who knows how many decades will pass when someone comes up with a solution 20:33 celeron55 https://github.com/minetest/minetest/blob/master/src/client.cpp#L535 20:33 celeron55 this is where you should throttle it 20:33 celeron55 limit the number of iterations that loop makes 20:34 celeron55 it'll make it even smoother than you can get it with sleeps 20:34 celeron55 for example, just replace while -> if 20:34 celeron55 you'll get exactly one mesh per frame 20:35 celeron55 a limit for that could be made a configuration option i guess 20:40 sfan5 i remember someone complaining about the design https://github.com/minetest/master-server/pull/15 20:40 sfan5 or not whatever 20:40 sfan5 ^ Fixer you sound like you might have time to look at this 20:41 Fixer sfan5: about design? 20:41 sfan5 yes 20:45 Fixer sfan5: that was probably not me, but i have problems with last column - it is hard to understand what exactly are those numbers for ping, lag 20:45 paramat c55 thanks 20:45 sfan5 Fixer: i wasnt trying to imply that it was you, just needed someone to look at it 20:45 Fixer sfan5: after comma digits, few persons may check server uptime to see when there will be reset? 20:45 sfan5 heres how it looks btw https://kitsunemimi.pw/tmp/sldesign/ 20:46 Fixer hmm 20:46 Fixer second column needs improvement 20:47 sfan5 not aligned properly? 20:47 Fixer https://i.imgur.com/JC3g6mO.png 20:47 paramat c55 i might work on this 20:47 Fixer sfan5: maybe make it players/max and below it average/top so it matches the pattern below 20:48 Fixer sfan5: this looks crappy https://i.imgur.com/76h0SdB.png 20:48 sfan5 oh 20:48 sfan5 your screen/window is too narrow 20:48 sfan5 can't do anything about this 20:49 Fixer sfan5: 1280*1024 20:49 sfan5 the old design would look similarily bad 20:49 Fixer sfan5: old design looks better on my screen, https://i.imgur.com/1CGKC9m.png 20:49 Fixer sfan5: for that particular part 20:50 Fixer on my LCD* 20:50 Krock age is wrapped to a new line here 20:50 Krock (with old style) 20:50 Fixer hhmmmm, actually i can resize it in firefox to 1600*1200 as example, to see how it looks 20:50 sfan5 accomodating for different sizes while keeping the nice alignment is pretty hard 20:50 Fixer web dev tool 20:50 Krock it's just too much information for narrow screens. hard to make it fit well 20:51 Fixer ok, i'm looking at 1600*1200 version 20:51 Fixer it looks neat 20:52 Fixer sfan5: on 1600x1200/1920*1080/1920*1280/etc it should look nice 20:52 sfan5 it does look nice on 1080p 20:52 sfan5 since that is what i dev'ed it on 20:53 Krock 1280*1024 screen: http://i.imgur.com/nru6iCf.png 20:53 Fixer also nice for 1366*768 20:54 Fixer below 1364 it starts to look ugly with second rows... 20:54 Fixer sfan5: not a lot of people have 1280*1024 tbh 20:54 sfan5 yeah most people have 16:9 20:54 sfan5 i'll let the PR sit 1 or 2 days and then merge it 20:55 sfan5 (since SN probably won't come around to comment on it anyway) 20:57 Fixer no wait, now it starts second row on 1366 20:58 sfan5 its quite tolerateable on phones too 20:59 sfan5 celeron55: isn't doUpdate() countinously called by the thread while the queue is not empty? 21:00 paramat nore sfan5 rubenwardy when you can please have a look at game#1552 , good new leafdecay system we have been working on 21:00 ShadowBot https://github.com/minetest/minetest_game/issues/1552 -- Leafdecay: node timer based implementation, API. by sofar 21:00 sfan5 does the leafdecay abm really take that much processing power? 21:00 Fixer sfan5: i think you should trim it to 1366*768, sometimes it starts second row on 1366px... 21:01 sfan5 Fixer: the table layout is auto decided by your browser 21:01 sfan5 i haven't set any specific limits in the css 21:01 VanessaE sfan5: it can take a lot if it has a shitton of leaves to process i.e. moretrees 21:02 Krock Fixer, what if the font size would be reduced by one pt? 21:03 Fixer sfan5: if you have firefox you can go into dev panel and type "resize to 1366 768" 21:04 Fixer shift+f2 21:05 Fixer serverlist looks cleaner now 21:05 sfan5 i mean i could (try to) fix the size at 1366/768 but that would be a rather bad idea 21:06 paramat it's the most intensive ABM, and of course for the vast majority of the time it's running for no reason 21:07 paramat it only needs to be active when changes are being made to trunks 21:10 paramat we recently removed the leafdecay trunk cache which was eating huge amounts of memory, so then the leafdecay ABM became more intensive and it had to be slowed down because of that 21:15 Fixer sfan5: this make confuse https://i.imgur.com/VhfwvYl.png 21:16 Fixer make=can 21:16 rubenwardy I'd per separate columns for those things 21:17 rubenwardy maybe with colspan for headers, if needed 21:17 rubenwardy just so they're all aligned 21:17 sfan5 Fixer: indeed, it kinda sucks that those two need to be in a signle columns 21:17 sfan5 s/s$// 21:24 Fixer Calinou can also look at that I guess 21:25 rubenwardy paramat, reviewed 21:28 Fixer celeron55: with if method, it seems I have more jitter 21:29 Fixer compared to sleep 15 21:32 Fixer will try to benchmark it 21:37 paramat ok 21:40 Fixer jitter indeed pretty close to unfixed one with IF method, will try again 21:40 Fixer also visible by eye compared to sleep 15 21:40 Fixer map loading is faster 21:41 Fixer but jitter ... :( 21:41 Fixer one more try 21:51 Fixer with if (!m_mesh_update_thread.m_queue_out.empty()) jitter is slightly better than original game (has visible stutter), much worse than sleep 15, after looking at fraps data 21:52 paramat i'm testing too 21:54 Fixer standard dev was ~5.3 both two runs with this IF method, standard game is about ~5-6 too, so not much win 21:54 celeron55 what does the mesh update graph look like? 21:54 Fixer sleep 15 gives stand dev 1.65 21:55 Fixer one sec, imgur is slow 21:57 Fixer celeron55: https://i.imgur.com/yupq0AO.png 21:58 paramat my code https://github.com/paramat/minetest/tree/meshprocess 21:58 paramat will test with different values 21:59 paramat with max 5 my graph is at solid max like that too, when flying 22:00 Fixer mainloop_draw should be without any big spikes 22:00 Fixer i still have them when it is set to 1 22:01 Fixer i will try this code, with 5 22:01 Fixer or 3 22:02 celeron55 wait where was the code that sleeps? 22:03 celeron55 i can't even find it anymore 22:03 Fixer celeron55: in 2011? yes 22:03 Fixer one sec, will give you link 22:04 Fixer celeron55: https://github.com/minetest/minetest/commit/02006a95402c41833779e3825c44b39d600e566b 22:05 Fixer or this https://github.com/minetest/minetest/blob/02006a95402c41833779e3825c44b39d600e566b/src/client.cpp 22:06 Fixer it was 50, then reduced to 3ms, then refactored/removed I think 22:06 celeron55 so where do you add sleep_ms(15) now? 22:07 Fixer celeron55: here http://pastebin.com/raw/D44biexY / modify it to 15 though 22:08 paramat i'm just a little concerned about what happens to the queue if the client can't process meshes fast enough for a long time. it seems to prioritise nearby meshes 22:09 celeron55 Fixer: what does the graph look like with the sleep, without other limits? 22:13 garywhite celeron55: The guys on -project just brought up an interesting topic: Adding sound to the main menu. Thoughts? 22:13 celeron55 well i guess you'll try something better than adding demoscene music to it 22:15 paramat oh crumbs the music topic. this has been discussed a lot, music is a subgame thing, not an engine thing. i oppose it in mtgame for many reasons 22:15 paramat other subgames can use it if they want 22:15 celeron55 s/to it/to the engine/ 22:17 Fixer celeron55: sleep 15 only on Vanessa survival creative: https://imgur.com/a/9qd0T Singleplayer has much better graph, will post in a sec 22:18 Fixer celeron55: in singleplayer https://i.imgur.com/lKkvRHs.png 22:18 Fixer celeron55: it can hit 2 or even 5 meshes depending on server, but it is damn smooth 22:18 rubenwardy I support main menu music for MTG, but it should follow and suit ingame music 22:19 Fixer i already checked few servers with sleep 15 and had very good experience 22:19 garywhite Why are you showing the profiler graph from F5? (& yes, I'm not a coder or a developer-type person, but I do know that it's a profiler graph if you press F5 x2) 22:19 Fixer fps_max = 100 22:19 Fixer will try paramats one 22:21 celeron55 this indicates the spike is somehow caused by mesh generation (something inside MapBlockMesh::MapBlockMesh), not by something that is ran in the main thread, which seems weird 22:21 Fixer nope nope nope nope 22:21 Fixer i tried paramat IF code with limit at 5 22:22 Fixer lots of stuttering 22:22 Fixer no go 22:22 Fixer will try 3 22:23 Fixer 3 - also stuttering 22:25 Fixer 1 - has less stuttering, but much much more compared to sleep 15 22:25 Fixer i would prefer sleep 15 any day 22:28 Fixer yeah, it is noticable even with limit at 1 22:30 celeron55 it seems there could be something in MapBlockMesh::MapBlockMesh that somehow pauses rendering or the main thread 22:31 celeron55 it's supposed to be able to be run self-contained in a thread without any outside references, which should allow rendering to happen at regular fps alongside of it 22:33 celeron55 and the only point the result should get in touch with the main thread and rendering is the part i originally suggesting throttling 22:36 celeron55 time to read through all of the relevant code in irrlicht i guess... 22:36 celeron55 well, maybe some day 22:43 * VanessaE growls at celeron55 23:26 paramat odd, my patch creates quite smooth behaviour for me 23:26 paramat apart from an occasional momentary freeze 23:27 red-002 #5260 23:27 ShadowBot https://github.com/minetest/minetest/issues/5260 -- Use the `ARRLEN` macro in more places and remove an unused macro. by red-001 23:27 Fixer paramat: with what limit? 23:28 paramat 5 23:28 paramat need to test more though 23:28 Fixer for me even 1 was not good enough 23:29 red-002 5260 is quite trivial 23:29 red-002 it just removes some code duplication 23:31 paramat mtgame is too characterless and universal to have menu music, it woud be good for more specialised subgames though 23:31 paramat (would) 23:31 Fixer paramat: do you have stutter/jitter in the game without patch? 23:34 paramat yes lots 23:34 Fixer now try sleep 15 one 23:34 paramat i have intel integrated graphics 23:34 Fixer do you have nvidia? 23:34 Fixer oh 23:35 paramat i spend a lot of time flying at high speed over terrain, this probably doesn't help 23:35 paramat (while deving mapgens) 23:36 red-002 yeah I suppose there isn't anything generic enough for mt-game 23:37 paramat mods could supply music though, if there's a lightweight way to play it 23:38 paramat in-game music is best done generatively from short samples, to avoid huge music files 23:38 red-002 this seems pretty generic https://soundcloud.com/essa-1/generic-game-loop-5-free-to-use?in=essa-1/sets/generic-game-music-loops 23:39 * red-002 goes off on a search for the most generic video game music possible 23:39 paramat hehe well any music by definition can't be generic 23:39 VanessaE originally RBA wanted to suggest Mercury Rain, if I remember right 23:39 VanessaE and that was an S3M 23:39 VanessaE or some such 23:41 red-002 it might be nice to change the speed or something like that when the player gets damaged 23:41 red-002 not sure how hard that would be through 23:42 Fixer every time i join vanessas servers my GPU fans go crazy 23:43 paramat ugh i can't stand this type of stereotyped mainstream movie rigid linking of music to events 23:43 paramat the best movie music is fairly independent from on-screen events 23:43 paramat like MC's music 23:44 VanessaE I don't know what MC music is like but to my mind, music that fits the "theme" of a given area would be enough 23:44 VanessaE go into a cave, the music gets "dark" and "broody" 23:45 paramat that's also really cheesy 23:45 VanessaE up on the surface, bright and happy. at night? gloomy but not "scary" 23:45 red-002 that's what people expect music to do 23:45 VanessaE paramat: games have been doing this since the early 80's... 23:45 paramat i hope not 23:45 paramat inly crap games 23:45 paramat (only) 23:46 VanessaE Super Mario Brothers is a crap game? 23:46 VanessaE was* 23:46 paramat that kind of arcade game is different 23:46 red-002 don't see how 23:47 paramat because the whole game is comical and lighthearted, and 'arcady' it works 23:47 VanessaE paramat: I assume you would be free to turn the music off if you don't like it... 23:47 VanessaE wait what? 23:47 VanessaE have you ever played SMB or one of the later iterations? 23:47 red-002 since when is minetest anything but lighthearted? 23:48 red-002 I mean it's kinda hard to tell the theme 23:49 paramat we should stop being concerned with what we imagine people expect from a game, that leads to mainstream game clones, MC broke many expectations and became one of the most successful games ever 23:49 VanessaE paramat: "we" should focus on what makes players enjoy the game. 23:49 red-002 I'm pretty sure linking music with action has been done since like forever 23:50 paramat SMB has a character that works with playful event-based game music, that's not suitable for a sandbox 23:50 VanessaE short of somehow improving gameplay (which there isn't that much room for), in-game music generally makes a game more enjoyable 23:50 VanessaE um, no 23:50 VanessaE SMB's music is not event based (not precisely) 23:50 VanessaE as I recall there's only two event that trigger a change in music - super-star power (change in theme), and running out of time (speeds up the main theme, otherwise it's the same), and 23:51 red-002 I mean if you don't want music affected by the game then you can just mute the game music and play your own music 23:51 paramat 'done since forever' (by others) is no good reason in itself 23:51 VanessaE otherwise the music is themed according to the environment - underground, above-ground, in water, and a few others. 23:51 VanessaE and only the *sound effects* are event-based aside from the two things above., 23:51 paramat 'you can mute the music' is also no argument for adding a terrible idea 23:52 red-002 you don't seem to have a good agrument for why it's a bad idea other then that you think a lot of people do it 23:52 Fixer music? you don't even have sound for flowing water, nor your hand display anything when viewed outside /music... 23:52 VanessaE a thousand game companies say "terrible idea" is probably wrong. Hell, even first-person shooters have (or had) music. 23:52 paramat music reacting to biomes would be stomach-churningly cheesy. MC rightly doesn't do this 23:53 VanessaE paramat: no one said biomes. 23:53 red-002 and we don't have to copy mt 23:53 red-002 mc* 23:53 VanessaE just menu, above-ground, underground, maybe something that plays when you're fighting something 23:53 VanessaE doesn't need to be much 23:53 red-002 ^ 23:53 red-002 music is meant to set the tone 23:53 paramat red depends what you mean by 'it', music can be excellent if done well 23:54 red-002 The use of incidental music dates back at least as far as Greek drama. 23:54 red-002 if wikipedia is correct 23:55 paramat a thousand game companies create mainstream clones with no artistic merit, doesn't make them right 23:55 VanessaE I wasn't talking about cloners 23:55 VanessaE I was talking about companies that make or made original games 23:55 paramat i'm not arguing against all use of music, read back 23:55 VanessaE I know, but you said "terrible idea" 23:56 red-002 ^ 23:56 VanessaE that sounds like an argument against music. 23:56 paramat no, that was for music being closely tied to events or environments 23:57 red-002 ... 23:57 paramat MC has the right idea, the music is completely independent from events or environments 23:57 red-002 or they couldn't be bothered to add it 23:58 paramat this reminds me of arguing with RBA :] he had the worst imaginable approach to music in games 23:58 VanessaE heh 23:58 red-002 really I dom't think there is any point to music otherwise 23:58 red-002 don't* 23:58 VanessaE looking at http://minecraft.gamepedia.com/Music it would appear you're not entirely right about MC music 23:59 VanessaE paramat: ^ 23:59 VanessaE some of MC's music IS environment-oriented. 23:59 paramat visuals too we were polar opposites 23:59 paramat oh ok 23:59 red-002 well good background music is not obvious 23:59 paramat not in an overly obvious stereotyped way