Time |
Nick |
Message |
00:03 |
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book` joined #minetest-dev |
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 |
00:24 |
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00:26 |
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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 |
01:02 |
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03:15 |
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05:28 |
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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? |
06:23 |
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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 |
07:21 |
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08:03 |
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08:30 |
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est left #minetest-dev |
08:37 |
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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 |
09:08 |
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09:25 |
nerzhul |
if it was same on core :( |
09:27 |
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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) |
09:58 |
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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 |
10:03 |
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Fixer joined #minetest-dev |
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 |
11:34 |
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11:41 |
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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 |
11:57 |
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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 :) |
12:24 |
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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 |
12:46 |
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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) |
13:09 |
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13:11 |
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13:17 |
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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 |
18:16 |
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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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