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IRC log for #minetest-dev, 2017-05-18

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Time Nick Message
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00:04 paramat nore or anyone, #5494 is a blocker and is now rebased and tested, please can anyone review?
00:04 ShadowBot https://github.com/minetest/minetest/issues/5494 -- Fix 'alpha' property for liquid nodes by juhdanad
00:08 nore paramat: see comment, I'm fine with the code and I see no obvious bug, but can't test
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00:29 paramat thanks
00:29 paramat might merge later
00:30 paramat i made a silly mistake in #5766 will fix
00:30 ShadowBot https://github.com/minetest/minetest/issues/5766 -- Particle spawner: Do not spawn particles distant from player by paramat
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05:50 nerzhul paramat you should really stop. Blocker are not for PR which doesn't fix bugs. stop that shit please.
05:51 Zeno` I meant to ask earlier what 582ee15d has to do with anything
05:52 nerzhul yes, lol
05:52 Zeno` That frees memory when the object is destroyed; i.e. fixes a leak
05:52 Zeno` umm I'll run massif
05:53 Zeno` where was 582ee15 referenced from again?
05:53 Zeno` (I want to connect to the same server as in the report)
05:53 nerzhul https://github.com/minetest/minetest/issues/5740
05:54 Zeno` cheers
05:56 Zeno` pity fixer left. But I'll test on that server anyway
05:58 Zeno` s/test/collect data
05:59 nerzhul Zeno`, can you stop paramat shit on this PR ? https://github.com/minetest/minetest/pull/5640#issuecomment-302308622
06:00 paramat nerzhul that PR is essential, read the comment
06:00 paramat dont try to provoke someone else
06:01 paramat argue withme yourself
06:01 nerzhul which bug does it fix ? i don't see any issue here
06:01 paramat "What about this? minetest/minetest_game#1707 won't work without this pull merged." The MTG feature is broken unless this PR is merged, therefore this is a blocking issue.
06:02 nerzhul minetest_game PR should not affect core engine it's two unrelated entities
06:02 nerzhul it's not a engine bug, it's a feature.
06:02 paramat another random rule you've decided
06:03 paramat engine and game are closely interdependent
06:03 nerzhul i don't decide anything, everybody said core is core, and MTG is just a game, a MT game feature should not block core release, as it's a feature not a bug.
06:03 nerzhul no
06:03 nerzhul if game is too linked to core there is a real problem
06:03 paramat MTG is broken unless this PR is merged
06:03 paramat you're making zero sense
06:03 nerzhul it's broken because of what ? you added a inexistant core feature ?
06:04 nerzhul it's not the first time i see a MT game pull for a feature which require core enhancement, but it's enhancement not a bugfix.
06:04 paramat the engine code that the MTG feature depends on has not yet been merged, the author, not me, has commented to state that this Pr is essential due to the game PR having been merged
06:04 nerzhul is this our problem if you develop feature for non added, non approved features in core ?
06:05 paramat 'you' are not separate from MTG
06:05 nerzhul sorry but core should have the feature and THEN you can merge mtg pr
06:05 paramat but yes, the MTG PR should have waited for the engine code
06:05 nerzhul it's like you buy wheel for your car but you don't have a car, be realist man
06:06 paramat that changes nothing
06:06 paramat if release goes out without this engine PR it will be broken, so it's a blocker
06:06 nerzhul this will not make the PR merged to core, you just try to enforce a PR merge before release because you broke MTG
06:06 nerzhul not my problem if MTG is broken because engine doesn't have feature you added to MTG, it's your problem
06:07 paramat yes a mistake was made, the order was wrong
06:07 paramat that makes no difference
06:07 nerzhul it's a great difference
06:07 nerzhul you made a mistake and now you want to add a blocker on a feature PR.
06:07 paramat you cannot act as if MTG is irrelevant
06:07 nerzhul it's not like you don't added feature because you waited for cor engine.
06:08 nerzhul MTG is relevant if it follows engine, not if it adds features which are not supported by core.
06:08 paramat yes a mistake was made, makes no difference
06:08 nerzhul it's like if VanessaE added a new great feature on dreambuilder and open a PR on core to add the feature and said "fix that shit it's broken in my world"
06:09 paramat that's not the default game supplied with MT engine
06:09 paramat but, you have the right to suggest the MTG PR is now removed while we discuss the addition of both PRs
06:09 nerzhul there is no default game with engine in all distros, it's only for windows and android, and i can set a working tag when releasing
06:10 nerzhul (i.e. before your merge on mtg)
06:10 paramat so, the choice is, remove the MTG PR or ad the engine PR, otherwise release is broken
06:11 paramat *add
06:11 nerzhul remove it from MTG, wait for merge and re-add it
06:11 nerzhul it's simple we are using git not CSV
06:11 nerzhul CVS*
06:11 paramat coloured itemstacks is much wanted
06:11 nerzhul yes, and i want also many pr in core, it's not a reason to add blocker on those features
06:11 paramat that would be a lot of unnecessary work, no point
06:12 nerzhul s/unnecessary/delayed/
06:12 Zeno` a blocker label on a PR?
06:12 nerzhul yes, on a feature PR not a bug fix pr
06:12 paramat i don't add blocker for what i want to see merged, i add what is essential for release, do not misrepresent what i am doing
06:12 Zeno` seems kind of unusual
06:12 nerzhul it's essential because you break mtg, not because core is broken lol
06:12 paramat we have done it before
06:12 nerzhul who ? you ? because nobody verified ?
06:13 paramat many people have
06:13 nerzhul if somes wants to look at this PR and approve it before feature freeze, they are free and we can merge, if nobody looks at it, sorry delayed for next release
06:14 paramat the game PR would need to be removed, and the coloured iitemstack feature needs this to complete it's implementation
06:14 nerzhul ofc
06:16 Zeno` isn't being in the TODO list enough?
06:16 Zeno` I don't understand
06:16 Zeno` blockers are for bug reports
06:16 paramat anyway i feel using 'blocker' on PRs is useful because: "Using 'blocker' in PRs as we have done before makes dev easier because we can then filter PRs to see what has to be merged, instead of filtering issues and then following a link to the PR. 'blocker' also shows up in thread lists"
06:17 nerzhul easier before having milestones, i agree, but now we have milestone we can put every PR needed for release into it (like every dev workflow using milestones in fact)
06:17 paramat the project TODO does not show up as a label in thread lists
06:18 nerzhul in PR list maybe, but for release you just need to go to milestone and look at remaining issues
06:18 nerzhul https://github.com/minetest/minetest/milestone/8
06:18 paramat no, read my comment, milestone is not blocker, different levels of importance
06:18 paramat "A milestone is not the same as a blocker, a milestone is what should be considered for release but is not absolutely essential, a blocker is what must be included."
06:19 nerzhul milestone is not blocker, but feature PR is not blocker, and milestone show all the remaining issues/PR to finish to close the milestone and release. You really should read some books about dev workflows
06:19 paramat and these have been used this way for a long time
06:19 nerzhul before using milestones, yes. now we are using them
06:19 paramat i don't care about your books, what matters is how we work in Mt dev
06:20 nerzhul in MT we are using milestones since this release cycle.
06:20 paramat no, milestone and blocker have been used together as i have described for a while now
06:20 nerzhul stop that shit on feature PR, use blocker on blocking & relevant issues.
06:21 nerzhul you make shit on mtg by merging a pr before a core pr merge, it's your fault that's the point.
06:21 paramat yes
06:21 nerzhul it's not the reason to debate and add blocker on a pr because you do a mistake on mtg
06:21 paramat doesn't change the fact the engine PR is needed for release
06:21 nerzhul no
06:22 paramat so without the engine code release will not be broken?
06:22 nerzhul the MTG PR will be in the mtg tree IF this PR is merged
06:22 paramat ok
06:22 nerzhul if somes wants to look at this PR (i looked at the quality it's good, but the feature is not in my knowledge area) and approve it, they are free
06:23 paramat so what's your opinion on the 2 PRs are they needed for release?
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06:23 nerzhul which PR?
06:23 paramat let's ask the author
06:23 paramat MTG 1707 and MT 5640
06:23 nerzhul this is a new feature as it seems, it can be delayed, they are interesting and we have soooo many new features on this release, waiting for next release can be done :)
06:24 paramat ok i'll ask the author
06:24 nerzhul it's not mt 0.4.15 which was a little bit tiny compared to this :)
06:25 paramat anyway, what are people's opinion about being able to use 'blocker' on PRs? for example if there is a PR which *must* be merged but has no corresponding issue?
06:25 paramat seems useful to me and no argument against
06:27 nerzhul if it's an important bugfix okay, if it's a feature no
06:28 paramat hmm, well, what if it's a feature that must be included to avoid a broken release, as this PR?
06:29 paramat i guess we'll all have to decide the usage
06:30 Zeno` ok, I think there is indeed a leak
06:30 paramat so, just to explain, i will not re-add the lable, just to avoid iritating you, but i will add an engine issue about NTG1707 and MT5640 and what to do about them, the issue will be a blocker
06:30 nerzhul mtg should wait for core to have the feature
06:30 paramat yes
06:31 paramat *label
06:31 paramat maybe an issue in MTG too since the mistake was made there
06:34 Zeno` hmm
06:34 Zeno` I'll add to the bug report I think
06:34 Zeno` http://imgur.com/a/NcrVq
06:35 nerzhul the block cache is quite consuming but did you leave the game ?
06:35 Zeno` leave?
06:36 nerzhul yeah, return back to main menu
06:36 Zeno` nope, but that's not the issue
06:36 Zeno` the issue is increasing memory usage
06:36 Zeno` which is obviously happening
06:36 nerzhul fixer said memory was not reclaimed when return back to main menu no ?
06:36 nerzhul i think yes, and it's due to the cache, maybe we should add a size limit
06:37 Zeno` yeah
06:39 paramat i guess this is not the mapblock mesh data? that tends to increase slowly up to about 1GB then levels off (according to the 'client mapblock limit' setting)
06:40 paramat although complex meshes would be more data
06:41 Zeno` I wonder what I did just after 8e+11 to make it drop memory. Hmm
06:41 Zeno` it's certainly the cached meshes
06:41 paramat but that's expected and normal surely?
06:42 Zeno` well yeah. But why does in then go back up again and then continue to increase again
06:42 paramat ah that
06:44 paramat erm, could be a mod making heavy use of noisemaps and lua voxelmanips but without the memory use optimisations i have posted in the forum? maybe that is adding a fluctuation on top?
06:44 paramat 470MB is not much for MT memory usage
06:46 Zeno` nah, but I didn't stay connected for long and didn't really move heh
06:46 Zeno` I'll do it again doing nothing at all (I'll just stand at spawn)
06:47 Zeno` it's hard because people keep killing me lol
06:47 paramat hehe. useful as will rule out buildup of mesh data
06:48 Zeno` after dinner I'll do it using a local server as well
06:50 Zeno` I haven't looked at the code yet (still getting data) but *is* the cache size limited?
06:50 Zeno` if it's not, then that's the leak
06:50 Zeno` brb
06:54 nerzhul i don't think it's limited
06:55 nerzhul also i think it should be very very limited on android or disabled
06:55 nerzhul else some Samsung Galaxy will explode :p
06:56 Zeno` I don't think it's limited either
06:57 Zeno` (which is obviously a problem... it should be a circular queue or something replacing older cache entries after the limit is reached)
06:57 nerzhul seems there is some size
06:57 nerzhul cleanupCache refers to some limits
06:58 Zeno` hmm, yeah. Called from addBlock
07:01 nerzhul refcount on cache is linked with queue pop, but i don't limits
07:01 nerzhul i should go, good luck
07:01 Zeno` why is cache_seconds divided by cache_seconds_max as well?
07:01 Zeno` hmm ok
07:01 Zeno` have fun :)
07:03 Zeno` paramat, can you check line 278 of mesh_generator_thread.cpp?
07:04 paramat ok
07:06 paramat by cache do you mean general cache or mapblock mesh data cache?
07:07 Zeno` https://cloud.githubusercontent.com/assets/5899883/26190362/60d06080-3bec-11e7-9730-4ea33817c544.png
07:07 Zeno` mapblock mesh
07:07 paramat hmmm
07:11 Zeno` ugh. I have to go, but I'll bbl. Hopefully the data can somehow help
07:11 Zeno` if requested I'll post the raw data
07:11 paramat ok
07:12 Zeno` doing now for the first graph just in case I'm gone longer than I expect
07:13 Zeno` gimme a sec, I need to make sure there is no private stuff in it :)
07:13 paramat so, while we decide i have removed 'blocker' from all PRs and if necessary opened a new corresponding issue to be the 'blocker', so 2 new issues
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08:42 paramat will merge game#1732 game#1738 in a moment
08:42 ShadowBot https://github.com/minetest/minetest_game/issues/1732 -- redo new open chests to use all single textures by VanessaE
08:42 ShadowBot https://github.com/minetest/minetest_game/issues/1738 -- Remove set_inventory_formspec in default, remove delay in sfinv by sfan5
08:57 paramat merging
09:02 paramat merged, down to 13 PRs, i like it
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09:25 nerzhul if it was same on core :(
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09:28 VanessaE thank you, paramat
09:50 VanessaE about #5640, can we please just get it merged or get the corresponding minetest_game commit removed/reverted?
09:50 ShadowBot https://github.com/minetest/minetest/issues/5640 -- Automatic item and node colorization by juhdanad
09:50 VanessaE stop arguing over the semantics of "blocker" versus "milestone" (especially since either one can simply be discarded if warranted, as has happened in the past)
09:53 nerzhul we just need a proper workflow heh :) just on feature freeze if this PR hasn't been approved for a merge paramat should revert on MTG
09:53 VanessaE I know, but workflow discussions are somewhat irrelevant at this point :)
09:54 VanessaE especially since the merge to mt_game happened almost a month ago...
09:56 VanessaE point is, I just went through a flurry of mod updates for my servers (and no, as far as I know there are no Dreambuilder updates that depend on un-merged MT engine pulls ;) ), and I'd like to get an engine build into place that isn't gonna break.
09:56 VanessaE (I have not uploaded said changes, but I would like to, and to issue a Dreambuilder build update as well, but I can't yet)
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10:00 Zeno` celeron55, can you please comment on #5740
10:00 ShadowBot https://github.com/minetest/minetest/issues/5740 -- Minetest client memory leak
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10:50 celeron55 doesn't ring any bells to me
10:50 VanessaE ok..  paramat can you tell me in one short sentence what is likely to break if I fire-up a fully-loaded Minetest instance with engine and _game at HEAD, but without #5640?  because I just did, and couldn't make it crash.
10:50 ShadowBot https://github.com/minetest/minetest/issues/5640 -- Automatic item and node colorization by juhdanad
10:51 VanessaE (everything that uses node colorization in my environment depends on Unified Dyes, so I think it "bypasses" the missing feature as a side effect)
10:53 paramat unfortunately i cannot because i don't understand this hardware colouring work
10:53 paramat i asked juhdanad in the thread though
11:13 VanessaE ...
11:13 VanessaE mmmh
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11:43 Fixer interesting, newest server, patched client with updated particle spawner thing, particle count was 0 most of the time, I walked around some big parts of server including spawn, went back home, afked, boom, noticed 350-380 particles all the time o.O where are they comming from, also, fps drop bug, hm
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12:11 nerzhul VanessaE, thanks for the return back
12:12 VanessaE ?
12:12 paramat thanks for testing
12:13 VanessaE sure
12:13 paramat sorry that was for Fixer :]
12:14 VanessaE oh ok :)
12:14 VanessaE I was like...what did I test? :)
12:14 nerzhul VanessaE, about 5640 pr
12:15 paramat a server may not be a good place to test, as all sorts of weird stuff might be going on
12:15 VanessaE oh ok.  well note that I just did a cursory test of course
12:15 VanessaE I didn't exactly try to fuzz it or anything
12:17 paramat sorry that was for Fixer too, i should address these properly
12:17 VanessaE that's okay, my comment was aimed at nerzhul  :)
12:21 VanessaE nerzhul: but again, I did not load 5640, I ran my brief test without it
12:21 VanessaE nerzhul: so don't rely on me here :)
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12:25 Zeno` well this confuses things :/
12:25 Zeno` 2 hours, not moving at all: http://imgur.com/a/MqFUa
12:26 Zeno` maybe mesh_generator_thread.cpp line 323. I have no idea now
12:27 Zeno` the peak at the start is from when Fixer teleported me to a safe place (where I couldn't die) on the server
12:27 Zeno` from that point I didn't touch it at all
12:28 nerzhul Zeno`, seems relatively stable
12:28 Zeno` stable?
12:29 Zeno` it's stably increasing how much RAM it's using if that's what you mean
12:29 Zeno` I'm not going to run massif for 8-15 hours but if that graph trend continues then there is a leak :P
12:32 Zeno` running under massif is much much slower than normal so probably under normal circumstances the slope of that trend is higher
12:41 Zeno` is a RAM usage increase of somewhere between 10 and 20% hour "normal"?
12:42 Zeno` when the player is just standing there doing nothing?
12:42 kilbith I observed that
12:42 kilbith I end up on the swap partition after leaving MT for one hour
12:43 kilbith leaving it up, I mean
12:43 kilbith err, running*
12:44 Zeno` but surely that should not happen
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12:47 Zeno` I've spent 6 hours (maybe more) already collecting data so I don't want to do more tonight. Tomorrow I think I revert that cache and see if it still happens
12:48 kilbith Minecraft C++ Edition doesn't take more than 1 GB of memory
12:48 paramat interesting, can't think of why a client would increase memory like that
12:48 kilbith and it's hell more optimized than MT
12:49 kilbith so we can do it
12:49 Zeno` paramat, the graphs show what's using the memory
12:49 Zeno` it's the mesh cache
12:49 Zeno` why? I dunno yet
12:50 kilbith fortunately we have a serial-profiler like you
12:52 paramat yeah weird
12:53 paramat erm which colour is the mesh cache?
13:01 Zeno` note that time() does not return an int. int t_now = time(0);
13:02 Zeno` (and pedantically it should not have the argument 0 as well, but that's 99% surely not the problem)
13:02 Zeno` I do wonder if it being an int is the problem though. hmm
13:03 Zeno` paramat, I dunno. Look at the legend :D
13:04 Zeno` (line 281 of mesh_generator_thread.cpp)
13:06 Zeno` maybe int is ok though. I dunno. (the return value of time() is in seconds so technically it should be)
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13:19 nerzhul kilbith, minecraft uses less memory also because it's not modular and doesn't use many strings like minetest it help greatly for performance
13:19 nerzhul performance => memory usage
13:19 nerzhul and yes, time_t t = time(NULL) is the real call
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14:31 kilbith https://lut.im/fDuE0xumFX/cujzDdfT6ygixaGh.png
14:31 kilbith new regression likely caused by: https://github.com/minetest/minetest/commit/9b5effff
14:31 kilbith it occurs when you create a new worlds, enable all mods and save
14:31 kilbith -s
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14:48 GreenDimond The HOMETOWN memleak seems to be getting worse.
14:50 GreenDimond Command lag of about 5 seconds.
14:51 Fixer GreenDimond: Edad runs it under gdb, thats why so laggy
14:51 GreenDimond It normaly isnt this laggy
14:51 Fixer GreenDimond: under gdb it is
14:51 GreenDimond Since when is it run under gdb?
14:52 Fixer today it seems
14:52 Fixer he wants to catch a backtrace of crash server is having
14:52 GreenDimond Ah
14:53 GreenDimond I crashed it earlier to restart it
14:53 GreenDimond running /teleport playername 0,30000000,0 crashes it
14:53 GreenDimond so I ran /teleport GreenDimond 0,30000000,0 and boom server restart
14:54 Fixer GreenDimond: why do you do that?
14:54 GreenDimond Normaly I dont
14:54 GreenDimond But the lag was so bad
14:54 Fixer this is known bug I beglieve
14:54 GreenDimond I discovered the bug yesterday
14:54 Fixer nevermind the lag
14:54 Calinou when you think something is a bug, you buglieve it, Fixer
14:54 Calinou ;)
14:54 Fixer he will switch to release build later
14:55 GreenDimond just doing /teleport 0,3000000,0 warns you and doesnt let you go there
14:55 GreenDimond but tping players crashes
14:55 GreenDimond build release will break a lot :(
14:57 GreenDimond Have fun Fixer xD
15:08 Fixer is it possible to somehow output what exactly particles are generated? i have 200-400 particles right now constantly on Hometown and I'm at my base having no idea from where they coming
15:10 red-001 ?
15:11 Fixer list of particles, their coordinates, names...
15:25 nerzhul Fixer, i told your to not run under GDB but enable your kernel coredumps
15:25 Fixer nerzhul: windows...
15:26 Fixer it has dumps too, but i don't want having any deals with huge msvc/windbg etc
15:26 nerzhul on windows there are minidump non ?
15:26 nerzhul no*
15:26 Fixer it has
15:26 Fixer nerzhul: but I compile via mingw
15:26 Fixer it is gdb friendly only iirc
15:27 nerzhul oh i don't said it's not friendly :p
15:33 Fixer this may help me on windows: https://github.com/jrfonseca/drmingw (but i don't really want to since my known crashes are backtraces)
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15:58 kilbith strangely the MinimapUpdate thread is up even when you disable that feature
15:59 nerzhul oh
15:59 nerzhul can you open an issue
15:59 nerzhul ?
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17:21 Krock kilbith, seen the new problem when enabling all mods, will be fixed in #5770.
17:21 ShadowBot https://github.com/minetest/minetest/issues/5770 -- Mainmenu: Fix problems with recently added "game" type by SmallJoker
17:23 nerzhul Krock, as this fix is used in many places can you add a function for it ?
17:23 nerzhul i mean the repeated string.find(mod.typ, "game")  a function name with a good name make sense
17:24 Krock hmm yeah.
17:25 Krock perhaps adding another property to the modlist would help too
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17:33 Krock heh. A typo in a typo fix :3
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17:35 kilbith nerzhul, it's irrelevant
17:35 kilbith my remark was about avoiding `find` because it iterates over the whole string under the hood
17:37 Krock workaround applied
17:38 nerzhul kilbith, i don't talk about lua function, just the repeated condition which is relevant for a function
17:38 nerzhul condition check*
17:39 kilbith not really
17:39 nerzhul kilbith, Krock #5771
17:39 ShadowBot https://github.com/minetest/minetest/issues/5771 -- When minimap is disabled in configuration, really disable it by nerzhul
17:40 nerzhul i choose to use the minimap pointer as a test if minimap is disabled instead of calling config because minimap disable mean no object instanciated
17:44 Krock as long they have the same meaning it's no problem
17:45 Krock what if the minimap is enabled but not shown?
17:46 Krock it will continue adding blocks, not?
17:46 nerzhul i don't look at this part, but i think you are right because i saw strange things when doing this disable, i think you look at the PR and see a thing about this :)
17:51 Krock nvm, the blocks wouldn't be added to the minimap if they're not passed in addBlock()
17:51 Krock since it only is called on mesh update
17:51 nerzhul yeah i can improve it to really increase FPS when disabled but not the purpose of this pr
17:59 Krock only found one thing, otherwise good
18:01 nerzhul okay just documentation :)
18:08 nerzhul Krock, is the doc fix good for you ?
18:10 Krock yes. However, I'd like if you don't merge this PR instantly and give the other devs the possibility to look at it
18:12 nerzhul yeah i will merge it tomorrow , no problem
18:14 nerzhul Krock, just is_game fit, content is implicit by the "object" type
18:15 nerzhul no ?
18:16 Krock well, "is_game" alone doesn't look enough informative to me
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18:16 nerzhul ok
18:17 Krock but technically you're right. Just wanted to make sure it's clear what the param means
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18:54 nerzhul pushing a trivial fix on ScriptApiBase::stackDump pointed by GCC 7.1 (conversion overflow)
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21:01 Hijiri any chance for last minute reviews on #5612?
21:01 ShadowBot https://github.com/minetest/minetest/issues/5612 -- Allow overriding tool capabilities through itemstack metadata by raymoo
21:01 Hijiri #5612 does ShadowBot not recognize it if it has a ?
21:01 ShadowBot https://github.com/minetest/minetest/issues/5612 -- Allow overriding tool capabilities through itemstack metadata by raymoo
21:01 Hijiri oh nevermind
21:01 Hijiri sorry
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