Time Nick Message 00:04 nore sofar: if class Client, why is there such an enormous hole reported after m_env? 00:04 nore more precisely, if reports an hole of 368 bytes 00:04 nore but it jumps 130kB 00:05 nore seems like a pahole bug to me 00:07 sofar I wonder if that's thread data 00:07 sofar but yeah, that's entirely weird 00:08 nore well pahole seems to report that something strange is going on as well 00:12 paramat #5625 updated and tested so will merge in a while 00:12 ShadowBot https://github.com/minetest/minetest/issues/5625 -- Mgflat, Mgv7: Only create noise objects if needed by paramat 00:14 nore anyway I'll try to see how many TileLayer copies I can avoid 00:14 nore and let's hope it increases performance :) 00:15 paramat nore ok with #5619 ? 00:15 ShadowBot https://github.com/minetest/minetest/issues/5619 -- Add on_flood() callback. by sofar 00:16 nore paramat: yes 00:16 paramat ok will merge later 00:19 paramat will merge #5619 #5623 #5625 #5630 in a few mins 00:19 ShadowBot https://github.com/minetest/minetest/issues/5619 -- Add on_flood() callback. by sofar 00:19 ShadowBot https://github.com/minetest/minetest/issues/5623 -- Sneak glitch: Set default to false by paramat 00:19 ShadowBot https://github.com/minetest/minetest/issues/5625 -- Mgflat, Mgv7: Only create noise objects if needed by paramat 00:19 ShadowBot https://github.com/minetest/minetest/issues/5630 -- Add /fixlight chat command by juhdanad 00:28 paramat merging .. 00:32 paramat complete 00:32 paramat lots of good stuff 00:44 sofar maybe we can remove the lava cooling abm now 00:45 sofar hadn't actually tried it yet 00:45 VanessaE remove it in favor of..? 00:45 sofar using on_flood() 00:45 VanessaE right 00:45 VanessaE bear in mind, gloopblocks uses the lavacooling abm 00:45 VanessaE to alter it to work better. 00:48 VanessaE (though I could simply redefine the two nodes to point to my code) 00:56 paramat finally closed #47 00:56 ShadowBot https://github.com/minetest/minetest/issues/47 -- Water Physics 00:56 VanessaE wow, that's an OLD one... 00:56 paramat issue moves to MTG 00:57 VanessaE oh 00:58 VanessaE as for torches, and maybe signs, for G*d sakes please DO flood them 00:58 VanessaE there's little else I find more annoying than seeing people use those as a cheat to make a "water portal" thing :P 01:03 paramat yeah maybe torches 01:04 VanessaE signs too. an argument can be made for OPEN wooden doors also 01:04 VanessaE (maybe even open glass doors, but obsidian glass doors could be considered strong enough to withstand the water) 01:06 paramat signs means then ladders, doors etc. and these do not make sense being removed by water 01:06 nore sofar: not as easy as it seems 01:06 VanessaE naw, you don't have to wash ALL of that away 01:06 nore i.e. if you're just at the extreme of the liquid range 01:07 VanessaE it's really too bad there isn't some way to make them look like they're under water e.g. no air 01:07 paramat and i am very keen to avoid as much as possible liquids becoming destructive, due to ease of griefing combined with how water spreads out onto massive waterfalls so easily 01:07 nore lava and water can be next to each other without flowin in each other 01:07 nore +g 01:08 paramat a sign mkes no sense being removed, it is something fixed securely to a wall, we cannot decide it according to 'it only taking up a small part of a node' 01:08 sofar correct 01:08 VanessaE that would indeed break a pumice/basalt generator 01:08 sofar I'm not entirely convinced the ABM can be removed either 01:08 paramat *makes 01:08 nore well there is a solution 01:08 VanessaE paramat: oh... see I always looked at wall signs like a wall clock - barely hanging on the node with a small nail in the back 01:08 sofar allow on_flood to air 01:09 nore I was thinking about something more general 01:09 nore calling nodeupdate or whatever it is called now 01:09 VanessaE sofar, why not just check horizontally during flooding also? 01:09 sofar ahh yes 01:09 nore and allow mods to register functions when a node is updated 01:10 nore maybe even do the following instead: 01:10 nore "nodeupdate" or its equivalent 01:10 nore looks at the adjacent nodes 01:10 sofar on_nodeupdate? 01:10 nore yes 01:11 nore then you can add an on_nodeupdate to lava that checks if water is next to it 01:11 nore likewise, falling nodes would have an on_nodeupdate that makes them check for falling 01:12 nore minetest.set_node/remove_node/swap_node would call these on_nodeupdate 01:12 nore but not voxelmanips, for performance 01:12 nore seems like a reasonable way to me to handle that and maybe get rid of ABMs entiremy 01:12 nore *entirely 01:13 nore and ABMs can take quite a lot of time, even if there are no ABMs running because you still have to check all nodes and all ABMs, which can take a long time is there are a lot of active mapblocks 01:14 nore would get rid of all these rarely-firing ABMs as well such as grass<->dirt conversions 01:14 VanessaE sofar, pm for a moment.. 01:14 nore just check for the new condition on update and set a timer if needed 01:15 paramat i wouldn't be concerned about water and liquid adjacent at the extremes of their range, unless this causes a big problem 01:15 paramat *water and lava 01:16 nore paramat: well, as I said, a way to reliably check some things only on node update would be to have such a node update callback 01:16 nore even liquids could use it to check if they need to flow as well 01:17 nore and so these on_flood callbacks preventing flooding could be done to run only once 01:19 paramat ok i need to process that. what i'm saying is lava cannot keep checking around itself for performance reasons unless absolutely essential, remember we have massive caverns now with potentially massive lava flows 01:21 nore paramat: that's what I am saying 01:22 paramat anyway, i suggest trying lavacooling via on-flood in the simplest form first, then see what the problems are 01:22 nore this would eliminate ABMs and the like completely 01:22 nore and lava would check around itself only if a node near it is updated 01:25 paramat i mean, we should try to avoid such checks even if only on nodeupdate, if they are not absolutely essential 01:26 paramat maybe you mean your idea replaces using on-flood 01:28 nore paramat: when a node is changed next to lava, check if the new node is lava 01:29 nore That's about the best you can do 01:30 paramat ok anyway i'll understand later i'm sure 01:33 paramat indeed i'm not even sure how or if lavacooling by on_flood would work 01:34 paramat if lava was 'floodable' that might cause waterflow chaos 01:34 paramat sorry, liquid flow chaos 01:35 paramat .. lava constantly flooding itself away etc 02:09 paramat sorry, i misunderstood. the ideas have potential. it seems making a liquid floodable would be a disaster that would constantly overload the liquid queue 02:24 nore yeah, that probably wouldn't be good 02:24 nore that's why I think on_nodeupdate would be a good idea :) 02:27 Hijiri ah nodeupdate 02:27 Hijiri feels like convergent evolution 03:20 sofar now that nodeupdate no longer is recursing, it can handle hundreds of nodes per second 03:23 nore well if we add an on_nodeupdate I think we should move that to the engine 03:23 nore have a nodeupdate queue there 03:24 nore and call the on_nodeupdate field of nodes each time a node next to them is modified 03:26 paramat certainly in engine, the speed is needed 03:28 nore the thing that will help most there will be C++ data structures 03:28 nore like set 03:30 nore (i.e: keep a set of nodes to process, and while any are remaining in that set, process that node: call its on_nodeupdate function, and of course, if that functions uses set_node or the like, it will add positions back to this set) 03:30 nore (also, probably try to process them in a sensible order, such as decreasing Y for instance for liquids) 03:34 sofar there's a perception that nodeupdate needs to be in C++ 03:34 sofar I'm not entirely sure it is 03:35 sofar when it's all in lua, we don't have any lua -> C -> lua calls 03:35 sofar that's highly efficient 03:35 nore sofar: the thing is, we want to use it for liquid queue as well 03:36 nore and you don't have good data structures such as set in lua unfortunately 03:38 nore I mean, I really want to rewrite the nodeupdate system completely, in an almost non-backwards compatible manner 03:38 nore so that falling nodes are only one of the cases of node updating 03:38 nore brb 03:47 sofar Thread 1 "minetest" received signal SIGSEGV, Segmentation fault. 03:47 sofar 0x0000000000c3f92c in Noise::~Noise (this=0xdbe8000002bfb813, __in_chrg=) 03:47 sofar at /home/sofar/git/minetest/src/noise.cpp:446 03:47 sofar 446 delete[] gradient_buf; 03:48 sofar not sure what is up there 03:48 sofar but my test branch crashes each game exit 03:49 paramat latest master? 03:55 paramat oops mine too, my fault 03:55 paramat crash when exiting to menu 03:55 paramat will fix within a few hours 03:56 paramat must be the noise objects that are not created, delete cannot find them 03:56 paramat sorry everyone 03:57 sofar no worries, easy find, easy fix? 03:57 paramat hope so 03:58 sofar 57eaf62c697cec91890d9cb28d10385d293d2d3f ? 03:58 paramat i probably didn't notice that in testing because i was always exiting to OS 03:58 paramat yes 04:03 paramat starting work on fix 04:05 paramat crash should be affecting mgv7 and mgflat 04:11 sofar out of curiosity, which noise was the problem? 04:13 paramat any noise that had it's noise object not created due to mapgen flags, in mgv7 floatlands are disabled by default 04:23 paramat #5639 but still need to test, will get that merged within 2 hrs 04:23 ShadowBot https://github.com/minetest/minetest/issues/5639 -- Mgflat, Mgv7: Fix noise crash on world exit. by paramat 04:29 paramat tested 04:31 Zeno` would have been easier to init all of the to NULL, but *shrug* :) 04:32 paramat ahh 04:33 paramat well this seems equally acceptable 04:33 paramat will merge in a moment 04:33 Zeno` yeah, just sayin' :D 04:34 paramat it's helpful, good to know another way 04:38 paramat merging 04:40 paramat complete, thanks sofar for the report 11:58 nerzhul merging #5573 11:58 ShadowBot https://github.com/minetest/minetest/issues/5573 -- Network: Remove old opcodes and fix documentation. by red-001 11:59 nerzhul sfan5, i will factorize it today or tomorrow :) 12:00 sfan5 ok 13:55 Taoki I noticed that latest Git master still has a very annoying issue, which has always existed with Minetest. It still affects and breaks my structures mod, so maybe it can be fixed? 13:56 Taoki The problem is that, when you spawn a lot of schematics at once, some of them will fail to spawn completely. Certain blocks will either not spawn, either remain the same as the original ones (so instead of stone, a few walls will still have dirt_with_grass for a wall or floor). 13:57 Taoki I believe hmmm made the schematics. Not sure if he's still around, or uses a different nickname now (shouldn't have been away for so long once more) 13:57 Taoki But yeah... would be appreciated if perhaps this could be put on someone's TODO list. It's be a major annoyance for any kind of city building mod. 14:00 Taoki I remember that while trying to work around this problem, I even added a timer. So if 100 buildings were queued for spawning, the server would wait 5 seconds before spawning each. Yet even that did not fix it... it only introduced the horrible annoyance where it took 10 minutes for a large town to finish appearing. Nowdays I spawn per-chunk instead, but even that has the incompletion problem. 14:01 rubenwardy issue? 14:01 Taoki Oh... I don't believe I added one on the tracker actually. I really should, sorry >_< 14:01 Taoki Or I might have and it's been forgotten somewhere on page +10 now. 14:31 rubenwardy nerzhul, signed commits has broken the PPA 14:32 rubenwardy the engine in the package hasn't been updated to include any recent commits 14:33 rubenwardy (reported by DS-minetest) 14:33 sfan5 i have told him weeks ago 14:33 sfan5 but he didn't care or something 14:34 rubenwardy so our options are to 1) force push, 2) fork and use a different repo for PPA, 3) use another PPA 4) write a fix for the git library 14:36 sfan5 1) nope 2) sounds like a good workaround for now 3) wat? 4) long-term solution 14:36 rubenwardy or 5) pretend the PPAs don't exist, like nerzhul does 14:40 rubenwardy https://help.launchpad.net/Code/Git#Mirroring_repositories_from_other_sites 14:41 rubenwardy looks like LP supports git without the git-to-bzr library whih is broken 15:02 nerzhul 5/ was also sofar thinks 15:03 nerzhul if you want a new build working without doubt https://gitlab.com/minetest/minetest/pipelines/7776360 15:03 nerzhul :D 15:04 rubenwardy you should definitely fix or delete the PPA though, it is important for end users 15:05 DS-minetest (and for modders) 15:05 rubenwardy modders are end users :P 15:06 nore http://stackoverflow.com/questions/36414732/import-git-repo-with-signed-commits-into-launchpad btw 15:06 rubenwardy yeah, that's where I got the link above 15:06 nore heh, I just saw that 15:07 nore who takes care of the ppa btw? 15:09 kilbith it was est31 iirc 15:09 nerzhul ppa is not managed by us in fact if i remember 15:09 rubenwardy https://launchpad.net/~minetestdevs 15:09 rubenwardy it is, nerzhul 15:09 nerzhul i don't know dmoora and juhani, it seems only SN can handle it now 15:09 nerzhul oh celeron55 is owner 15:09 rubenwardy est31, ShadowNinja, PilzAdam, then a few over random people 15:10 nerzhul PilzAdam was absent over 6 months, est31 left project, only remaining contact is ShadowNinja 15:12 kilbith fuck launchpad, compile or die 15:15 nerzhul launchpad pain :p 15:19 Krock kilbith, congratulations. who's going to clean up this mess now? 15:21 nerzhul Krock, add a mod maybe ? 15:22 Krock nerzhul, requires an entry in the trusted mods to do os.remove("mt_player*") 15:22 est31 hi 15:22 Krock hello est31 15:23 red-NaN hello 15:23 est31 kilbith has summoned me, due to launchpad issues with signed commits 15:24 kilbith so any solution(s) to propose? 15:25 est31 launchpad has direct git to git imports 15:25 est31 right now I'm trying to make one 15:26 est31 https://bugs.launchpad.net/ubuntu/+source/bzr-git/+bug/1084403 15:27 nerzhul 2012 and canonical doesn't care about its users 15:28 nerzhul est31, could be nice :) thanks 15:28 est31 np 15:29 sfan5 hah good meme 15:29 sfan5 i was CC'd on an email by OC in which he calls the coredevs "disposable" (quote!) 15:30 nerzhul sfan5, it's really a reality show 15:30 nerzhul i hope it's not celeron55 the producer :p 15:31 sfan5 it's all just an elaborate plan to get a script for a finnish tv reality show 15:31 est31 so here it is https://code.launchpad.net/~minetestdevs/minetest-c55/+git/upstream 15:32 est31 now I only have to create one for _game 15:32 est31 and then move the recipes over 15:32 sfan5 does this mean update LP builds will start now? 15:32 est31 not so far yet 15:38 est31 arghh you cant mix bzr branches with git repos 15:39 est31 seems I have to move the packaging bzr repo over to git ... 16:05 est31 nice nice 16:05 est31 its pretty easy to create new git repos on launchpad you just add a remote with the desired name and push 16:06 est31 but of course you need to know that is possible xD 16:11 est31 so, lets see 16:11 est31 https://code.launchpad.net/~minetestdevs/+recipe/minetest-daily 16:11 est31 builds started 16:12 sfan5 nice 16:13 sfan5 you might wanna edit the descriptions to remove the outdated references to "build", "common" and "survial" 16:13 est31 done 16:14 est31 yeah a little bit of cleanup is still required 16:14 est31 like dropping support for precise 16:15 sfan5 huh xenial failed for some reason 16:15 sfan5 >0.4.4 16:15 sfan5 wat 16:17 sfan5 est31: the version format of the new build doesn't seem to match what was used previously 16:17 est31 yeah 16:17 est31 seeing it too 16:18 est31 lemme check 16:20 est31 yeah the format changed, I have changed it back to one that should work 16:20 est31 now also includes the git commit id 16:21 est31 better for bug reports from users using the ppa :) 16:23 est31 its now like