Time |
Nick |
Message |
00:25 |
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00:47 |
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01:11 |
paramat |
nore is it possible you could approve #5744 ? luckily it's in mapgen code i wrote myself so i know what i'm doing here |
01:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/5744 -- Caverns: Remove unnecessary liquid excavation by paramat |
01:35 |
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05:57 |
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06:13 |
nerzhul |
hello :) is #5756 okay for a merge ? |
06:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/5756 -- CSM: Document forgotten functions by SmallJoker |
06:33 |
Zeno`` |
does merging using github fix whitespace errors? |
06:34 |
Zeno`` |
and why is my nick Zeno``? O.o |
06:34 |
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06:34 |
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06:47 |
Zeno` |
https://github.com/minetest/minetest/blob/master/src/threading/event.cpp#L30 is not doing what is should be doing. If USE_CP11_MUTEX *is* defined then notified is never initalised to false |
06:51 |
Zeno` |
the easy and obvious (but kinda ugly) fix is: http://dpaste.com/0PJ0Q2C but perhaps the whole thing needs to be restructured to be a bit cleaner. If I have time tonight I'll do it otherwise anyone else is welcome :) |
06:55 |
Zeno` |
This memory is not freed on shutdown: https://github.com/minetest/minetest/blob/master/src/mesh_generator_thread.cpp#L211 (CC celeron55_ celeron55) |
06:56 |
nerzhul |
Zeno`, exact :Ã go ahead :D |
06:56 |
Zeno` |
I'll try and look more to see if it's a "real" leak or just not released at shutdown. If I get time tonight (I should) I'll look at it more but c55 already understands the code and I've never even seen it before :D |
06:58 |
nerzhul |
if not release at shutdown => when leaving local server then memleak |
06:58 |
Zeno` |
yeah, but less critical than one constantly increasing RAM usage (still should be fixed though) |
06:58 |
Zeno` |
I'll make a PR for the unitialised var. issue |
07:04 |
Zeno` |
nerzhul, #5764 |
07:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5764 -- Fix uninitalised variable in event.cpp by Zeno- |
07:06 |
nerzhul |
+1 |
07:06 |
* VanessaE |
still waits for another +1 on game#1732 and game#1731 needs merged too |
07:07 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1732 -- redo new open chests to use all single textures by VanessaE |
07:07 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1731 -- Chests: Revert inventory name by tenplus1 |
07:09 |
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07:18 |
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07:29 |
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07:36 |
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07:38 |
paramat |
paramat is doing |
07:39 |
paramat |
i'll do game#1731 in a few mins |
07:39 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1731 -- Chests: Revert inventory name by tenplus1 |
07:43 |
paramat |
ideally that should have been merged by Krock when he merged 1733 |
07:46 |
VanessaE |
what about 1732? :( |
07:47 |
paramat |
i'm neutral |
07:48 |
paramat |
oh dear it has 1.5, you'll have to bug the other devs :] |
07:50 |
VanessaE |
:( |
07:51 |
VanessaE |
I'm running out of people to pester :P |
07:57 |
paramat |
hmm i might add a +0.5 |
08:10 |
VanessaE |
please do |
08:15 |
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08:38 |
paramat |
VanessaE what is your opinion, as a server admin, on game#1693 ? i would very much like your input |
08:38 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1693 -- Disable fire by default on servers by Ezhh |
08:38 |
VanessaE |
+100000 |
08:38 |
VanessaE |
'nuff said? :) |
08:39 |
paramat |
thanks |
08:39 |
paramat |
please add comment |
08:39 |
nerzhul |
the problem with fire is that fucking lua which doesn't permit to spread fire because lua developpers don't understand what is a server loop |
08:40 |
VanessaE |
paramat: I added my :+1: to the first post. |
08:40 |
nerzhul |
fire & tnt recursive calls must be spread over multiple server loops |
08:40 |
nerzhul |
(i did that on my MT version 2 years ago, for TNT, it permits to nuke 1000 tnt blocks in ~1min without any lag) |
08:40 |
VanessaE |
nerzhul: not to mention you can burn down entire forests and cities with it -- it doesn't have any kind of limits on spread. |
08:43 |
nerzhul |
it's logical in fact, and the limit is the chance to burn near nodes :) |
08:50 |
paramat |
thanks |
08:54 |
VanessaE |
nerzhul: when I say a "limit" I mean, you can burn down an entire 10'000 square meter area easily. |
08:54 |
VanessaE |
in-game that would be like burning down the entire Smoky Mountain National Forest |
08:54 |
nerzhul |
if there are no firefighter :) |
08:54 |
VanessaE |
heh |
08:55 |
nerzhul |
maybe add a node which spread water when there is a forest fire :p |
08:55 |
VanessaE |
well even with firefighters, the most recent wildfires burned for a good couple of weeks and destroyed millions of dollars worth of property |
08:55 |
VanessaE |
(in the SMNF) |
09:03 |
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09:04 |
celeron55 |
where the eff is my voice on #-hub |
09:04 |
celeron55 |
lol |
09:04 |
VanessaE |
right there. :) |
09:05 |
celeron55 |
looks like i was missing +V |
09:12 |
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09:24 |
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09:38 |
paramat |
nore sfan5 perhaps you could add your opinions to game#1693 ? ShadowNinja are you +1 ? |
09:38 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1693 -- Disable fire by default on servers by Ezhh |
09:40 |
Zeno` |
does anyone know if using the squash and merge button on github fixes whitespace issues? |
09:40 |
Zeno` |
(i.e. trailing whitespace) |
09:41 |
Zeno` |
I guess I'll do it the traditional way just in case. |
09:42 |
Zeno` |
will merge #5758 soon |
09:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/5758 -- Add option to use neither node highlighting nor outlining by Ezhh |
09:51 |
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09:52 |
Zeno` |
whitespace errors fixed, will merge in 5 minutes |
09:55 |
Zeno` |
paramat I don't think the issue of reducing memory for a local variable is an issue at all |
09:56 |
Zeno` |
the lifetime of that object (in the constructor) is so short that if it causes RAM problems then something is seriously wrong |
09:56 |
paramat |
ok no problem :] |
09:57 |
Zeno` |
pushed :) |
09:58 |
Zeno` |
yeah I dunno nerzhul... |
09:58 |
Zeno` |
you can fix it if you want :) |
10:02 |
nerzhul |
rrRr |
10:04 |
Zeno` |
rrrrrr :) |
10:05 |
Zeno` |
I'll also merge #5764 in a few minutes since it's a trivial fix |
10:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/5764 -- Fix uninitalised variable in event.cpp by Zeno- |
10:06 |
nerzhul |
Zeno`, hopefully in two months this ifndef /ifdef C++11 compat code will be removed :p |
10:07 |
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Fixer joined #minetest-dev |
10:08 |
Zeno` |
yes :) |
10:09 |
Zeno` |
all the #ifndef / ifdef is ugly for a start heh |
10:10 |
Zeno` |
merging now |
10:10 |
Zeno` |
done |
10:10 |
Zeno` |
I'm exhausted after writing all the complex code in that PR |
10:11 |
Zeno` |
celeron55, did you want me to look at the memory leak I mentioned? |
10:12 |
nerzhul |
you should do it Zeno` |
10:12 |
nerzhul |
it's very important |
10:12 |
Zeno` |
<Zeno`> I'll try and look more to see if it's a "real" leak or just not released at shutdown. If I get time tonight (I should) I'll look at it more but c55 already understands the code and I've never even seen it before :D |
10:12 |
nerzhul |
just remove the map elements in the destructor |
10:12 |
Zeno` |
yeah if c55 doesn't have time I'll do it after I eat. Just seemed easier if he did it because I didn't even know that file existed :) May as well look at it though |
10:13 |
Zeno` |
I bb in an hour or so. If someone fixes it before then, just do it and I'll see it in the logs |
10:14 |
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10:16 |
Fixer_ |
backtrace is now available: https://github.com/minetest/minetest/issues/5661 |
10:18 |
nerzhul |
okay |
10:21 |
nerzhul |
wow the line is so unsecure in terms of code |
10:21 |
nerzhul |
if (isspace(line.text.getString()[in_pos + frag_length])) |
10:46 |
paramat |
rubenwardy it seems you are +1 for game 1693? if so i will merge it with 1731 very soon |
10:47 |
rubenwardy |
game#1693 |
10:47 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1693 -- Disable fire by default on servers by Ezhh |
11:00 |
paramat |
ok assuming +1, will merge in 15mins |
11:02 |
rubenwardy |
I'm not +1, I just don't care |
11:04 |
paramat |
ok, thanks, wil not then |
11:20 |
paramat |
please could anyone approve #5744 ? it's a change to my own code so i know what i'm doing |
11:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/5744 -- Caverns: Remove unnecessary liquid excavation by paramat |
11:23 |
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11:24 |
rubenwardy |
Who has access to weblate? |
11:25 |
nerzhul |
m |
11:25 |
nerzhul |
me |
11:26 |
nerzhul |
is there any problem ? |
11:27 |
rubenwardy |
no, I was just wondering if it would be acceptable to put https://github.com/rubenwardy/mtmods4android as a project in there, even though it's third party |
11:27 |
nerzhul |
as you said it's third party, and if you put it in weblate why not, but you should manage it alone as it's your project :) |
11:28 |
rubenwardy |
ofc |
11:29 |
rubenwardy |
oh |
11:29 |
rubenwardy |
wth |
11:30 |
rubenwardy |
I literally just received a response from weblate about my weblate request |
11:33 |
rubenwardy |
it's now here: https://hosted.weblate.org/projects/minetest/mtmods4android/ |
11:33 |
rubenwardy |
did you do anything, nerzhul, or is it by chance that they responded just now? |
11:35 |
nerzhul |
i'm not weblate |
11:36 |
paramat |
i just had a weird crash |
11:37 |
paramat |
started a world in head - 2, recompiled to head - 17, on world restart game freezes, window cannot be closed, "ServerError: AsyncErr: World data version mismatch in MapBlock (0,-34,0). World probably saved by a newer version of Minetest" |
11:37 |
paramat |
happened twice |
11:38 |
paramat |
will open issue |
11:38 |
paramat |
i have seen someone else report this too |
11:38 |
nerzhul |
kilbith, ^ |
11:39 |
Zeno` |
err, bisect it? |
11:39 |
paramat |
yeah might do that |
11:39 |
Zeno` |
it'd help |
11:39 |
kilbith |
yep, got the same issue |
11:40 |
nerzhul |
it's due to sfan5 changes i think |
11:40 |
sfan5 |
yes |
11:41 |
sfan5 |
you can't cross a version-increase boundary backwards |
11:42 |
sfan5 |
but if you're testing a client bug you can leave the server at the new version and it will work |
11:42 |
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11:44 |
paramat |
thanks i did not relise we had bumped map format |
11:45 |
sfan5 |
(this is also why i think making a forum post about this is stupid: because it happens relatively often) |
11:45 |
paramat |
which commit was it? |
11:47 |
paramat |
nevermind |
11:48 |
paramat |
seems to be 'nodemeta' |
11:48 |
nerzhul |
it was meta private PR |
11:49 |
paramat |
yeah, sorry for the silly question |
11:54 |
paramat |
happy to confirm it was just map format bump |
12:04 |
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12:09 |
paramat |
6 days to freeze |
12:10 |
rubenwardy |
I won't be able to do any development until this Friday, as exams |
12:11 |
rubenwardy |
so that leaves 1/2 days for #5176 |
12:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/5176 -- Use JSON serialize to store ItemStack Metadata by rubenwardy |
12:13 |
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12:16 |
paramat |
game#1573 ? |
12:16 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1573 -- Remove set_inventory_formspec in default, remove delay in sfinv by rubenwardy |
12:16 |
paramat |
is that needed for release? |
12:19 |
rubenwardy |
no, it's not a blocker |
12:22 |
kilbith |
the sky code looks kinda broken: https://lut.im/jerf6xHLe8/Ffi8We1keBWZ8wqa.gif |
12:22 |
kilbith |
I'm slightly moving the camera to the right and it turns grey |
12:22 |
Raven262 |
I have seen this many times, when you look away from the sky it gets gray |
12:22 |
Raven262 |
Idk why though. |
12:24 |
rubenwardy |
that's been like that for a while |
12:24 |
Raven262 |
like forever xD |
12:24 |
Raven262 |
I thought that was a feature? |
12:24 |
rubenwardy |
XD |
12:24 |
rubenwardy |
https://hosted.weblate.org/widgets/minetest/mtmods4android/svg-badge.svg |
12:24 |
rubenwardy |
oops |
12:24 |
rubenwardy |
not my area though |
12:30 |
VanessaE |
paramat or rubenwardy, can someone move my name to "Active contributors" please? |
12:31 |
VanessaE |
(assuming 1732 goes in) |
12:31 |
kilbith |
not enough commits |
12:31 |
kilbith |
or give $50 |
12:32 |
kilbith |
also, MTG commits are not counted |
12:39 |
VanessaE |
well pfft. |
12:44 |
paramat |
yeah, if it goes in |
12:44 |
paramat |
will merge game#1731 in a moment |
12:44 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1731 -- Chests: Revert inventory name by tenplus1 |
12:45 |
kilbith |
credits are for the engine, it has been said several times in the past |
12:54 |
paramat |
merging |
12:59 |
paramat |
merged |
12:59 |
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13:03 |
nerzhul |
active contributors is for core not mgt |
13:03 |
nerzhul |
mtg* |
13:04 |
paramat |
ok i did wonder |
13:25 |
celeron55 |
Zeno`: feel free to fix it; it's trivial |
13:28 |
Zeno` |
celeron55, yeah I will if nobody does in the meantime. But as I said it's not something that's critical so I've been doing other stuff instead |
13:41 |
nerzhul |
it's critical as if a user change from one world to another the memory is lost |
13:47 |
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14:11 |
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14:12 |
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14:56 |
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15:14 |
red-005 |
could someone review #5757? |
15:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/5757 -- Improve password change menu by red-001 |
15:22 |
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16:11 |
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16:31 |
* VanessaE |
peeks in and pokes whoever about game#1732 :P |
16:31 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1732 -- redo new open chests to use all single textures by VanessaE |
16:32 |
DS-minetest |
> * kilbith uses math.ceil on the approval number |
16:36 |
paramat |
will merge game#1693 in a moment |
16:36 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1693 -- Disable fire by default on servers by Ezhh |
16:44 |
paramat |
merged |
17:54 |
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22:15 |
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22:15 |
paramat |
Fixer this seems to be working now #5760 could you test? |
22:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/5760 -- Particles: Do not send to distant players by paramat |
22:37 |
paramat |
how should the distance be set? i think 'active block range' is too short at 48 nodes. we could have a new setting, or maybe use 'max block send distance' (160 nodes) as that determines how much world is visible to a client |
22:38 |
VanessaE |
can't you just limit by players' view range? |
22:46 |
KaadmY |
Does the server ever get the player's fog distance? |
22:46 |
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22:47 |
VanessaE |
I should think it gets something vaguely related, as the client can request blocks directly now, can't it? |
22:55 |
paramat |
i feel it is best to keep it lightweight and simple, there is still a huge gain from simply not seeing particles beyond, for example, 160 nodes. the player's view range will still stop the particles being visibly seen beyond that view range |
22:59 |
KaadmY |
Most particles will probably be small enough so after ~160 nodes they most likely won't be visible anyway |
23:03 |
paramat |
player view range is dynamic so could not be cached. so every individual particle spawned (can be up to 100 per second) would need to fetch the currently active view range of every player on a server |
23:04 |
KaadmY |
Wouldn't a server-side setting make the most sense? |
23:04 |
VanessaE |
paramat: are you sure about the view range effectively hiding them? |
23:04 |
KaadmY |
After all, it will still reduce network traffic/bandwidth from what it currently is |
23:04 |
VanessaE |
seems fixer had a problem with that as well as them being sent in the first place. |
23:04 |
paramat |
but i could be more precise with particle spawners, and use the closest distance out of 'minpos' and 'maxops' instead of the midpoint |
23:04 |
Fixer |
paramat: hi, will look at it |
23:04 |
Fixer |
i was afk |
23:04 |
VanessaE |
speak of the devil :P |
23:05 |
paramat |
KaadmY yes that's what i'm suggesting, i'm arguing against getting player view ranges |
23:05 |
KaadmY |
Okay :) |
23:05 |
Fixer |
paramat: another question is... can you see particles that far? say someone explodes TNT 160 blocks away... |
23:05 |
KaadmY |
Since using the individual player view range doesn't give any real advantage over a single variable setting |
23:06 |
paramat |
TNT smoke is a large particle, it would be visible at 160 nodes yes |
23:06 |
paramat |
that's why 48 nodes is too small |
23:07 |
KaadmY |
Could the distance be multiplied by the particle size relative to how large it would be onscreen? |
23:07 |
KaadmY |
Roughly, at least |
23:07 |
Fixer |
paramat: so there is choice 48 vs 160, I don't think 160 nodes will be bad enough, not sure, why other devs can't opinion on this |
23:07 |
Fixer |
160 will probably be fine |
23:08 |
paramat |
the hardcoded value is temporary, for testing |
23:08 |
Fixer |
maybe overkill for some, who knows |
23:08 |
Fixer |
paramat: hmmm, but wait |
23:08 |
paramat |
we could have a new setting, or use a chosen existing setting |
23:08 |
KaadmY |
Probably a new setting? |
23:08 |
Fixer |
paramat: when you explode tnt and run away 160 nodes away from it - blocks will not update from that distance... right? |
23:08 |
KaadmY |
Since it's not tied to anything else in specific? |
23:09 |
Fixer |
or maybe i'm wrong |
23:09 |
paramat |
depends whether it is a spawner or individual particles |
23:09 |
paramat |
the distance is checked using the spawner's position, or an individual particle's position |
23:10 |
paramat |
(or rather, the midpoint between minpos and maxpos) |
23:10 |
KaadmY |
Why not use the nearest of minpos/maxpos? |
23:10 |
KaadmY |
It wouldn't be accurate at all, but it'd be better |
23:10 |
paramat |
yes i just suggested that above |
23:10 |
Fixer |
active_object_send_range_blocks = 3 / active_block_range = 3 / max_block_send_distance = 10 |
23:10 |
paramat |
i might do that |
23:11 |
paramat |
10 mapblocks is better than 3 |
23:12 |
paramat |
i suggested 'max block send distance' as that determines how far a client sees |
23:12 |
paramat |
but a new setting might be good |
23:19 |
paramat |
(btw am tired, been up long time) |
23:20 |
VanessaE |
/give paramat homedecor:coffee_maker |
23:20 |
VanessaE |
:) |
23:25 |
paramat |
i use dark choc |
23:28 |
paramat |
don't drink tea / coffee :O |
23:46 |
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23:48 |
VanessaE |
heh |