Time |
Nick |
Message |
00:58 |
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09:27 |
nore |
#6324 |
09:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/6324 -- Statbars: fix incorrect half-images in non-standard orientations by Ekdohibs |
09:44 |
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11:10 |
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12:32 |
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13:01 |
rubenwardy |
merging #6315 in 5 minutes |
13:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/6315 -- More readable Default Controls in README by lupoDharkael |
13:03 |
nore |
rubenwardy: ok |
13:09 |
paramat |
wow number of issues dropped, great work |
13:10 |
nore |
#6324 should kill another issue |
13:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/6324 -- Statbars: fix incorrect half-images in non-standard orientations by Ekdohibs |
13:11 |
rubenwardy |
mergin... |
13:13 |
rubenwardy |
paramat, I closed like 50 the other day |
13:14 |
paramat |
yes thought it was you :D |
13:15 |
paramat |
i'll try to sweep through them again sometime |
13:36 |
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14:16 |
paramat |
is #4912 actually fixable in MT? |
14:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/4912 -- Pixels flicker on nodes when using Minetest without shaders |
14:18 |
rubenwardy |
Irrlicht issues our usually our issues |
14:18 |
rubenwardy |
except GUI and Input |
14:20 |
Fixer |
<YuGiOhJCJ> hello, on SONOF Raspberry Pi server, with Minetest 0.4.16 and Irrlicht 1.8.1, my client often crashes after playing some minutes: https://pastebin.com/QzujXh7Q do you know why? |
14:23 |
sfan5 |
Fixer: probably because the GL driver on the pi is experimental |
14:23 |
sfan5 |
if you want properly running mt on a pi you'll need to fight with the gles/egl stuff |
14:51 |
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15:13 |
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15:31 |
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15:36 |
paramat |
please can we close #6322 ? |
15:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/6322 -- Collaboration with Terasology project? |
15:38 |
sfan5 |
i'd keep it open for now |
15:39 |
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15:49 |
paramat |
people can still discuss it if its closed :] |
15:50 |
sfan5 |
no that's dumb |
15:51 |
rubenwardy |
leave it open for now |
15:51 |
juhdanad |
There is place for collaboration. For example allowing the other project to use some algorithms from there. |
15:52 |
rubenwardy |
juhdanad, that's a good point. Worth suggesting that |
15:53 |
juhdanad |
I also thought they could help making our Android port better, but they don't have an Android version. |
15:54 |
sfan5 |
their heavy shaders won't work on any mobile GPU anyway |
16:04 |
paramat |
and they're Java |
16:04 |
rubenwardy |
algorithms translate across languages though |
16:05 |
paramat |
yes, i was referring to Android |
16:05 |
rubenwardy |
oh ah |
16:05 |
rubenwardy |
well, our Java part is very very thin |
16:05 |
rubenwardy |
it's an NDK application, so most of the Android features are in C++ |
16:05 |
paramat |
now the author is attacking me, good grief |
16:07 |
paramat |
kilbith joining in, unsurprisingly |
16:10 |
sfan5 |
paramat: shaders are not written in java |
16:11 |
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Krock joined #minetest-dev |
16:11 |
sfan5 |
not that it matters any for interoperability |
16:11 |
paramat |
anyway, i guess it could be left open for a while, but it seems like a waste of time, if a dev of either project wants to work with the other project they will, it can't be forced, discussion seems pointless |
16:12 |
paramat |
ruben me too, but we're doing ok |
16:13 |
rubenwardy |
I agree it's mostly pointless, but immediately closing does give a bad impression. The guy is trying to help |
16:13 |
sfan5 |
^ this |
16:13 |
rubenwardy |
one of the big worries I have about Minetest is us becoming stagnated - lots of good developers have left recently (hmmmm, est31, T4im, etc) |
16:14 |
rubenwardy |
so I feel that there is a need to make development easier by cleaning, simplifying, and decouplying code |
16:14 |
rubenwardy |
and also documenting more |
16:15 |
rubenwardy |
but as always, there's too much to balance |
16:18 |
paramat |
i agree |
16:18 |
paramat |
i'm ok with it being open for a while :] |
16:19 |
celeron55 |
i've never worried whether minetest will do well or not; it's simply not a goal or a non-goal to me |
16:19 |
celeron55 |
it's kind of superficial |
16:19 |
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16:20 |
paramat |
it's doing very well, better than ever |
16:20 |
paramat |
we just don't have a large number of devs, so stuff moves slowly |
16:22 |
rubenwardy |
the project is currently doing pretty well |
16:22 |
Krock |
merging #5445 and #6318 in 10 mins |
16:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/5445 -- lua API for deregistering single biomes by zeuner |
16:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/6318 -- core.get_objects_inside_radius: Omit removed objects by HybridDog |
16:22 |
rubenwardy |
but that's mostly due to paramat and nerzhul |
16:23 |
paramat |
i'm concerned about T4im, there was a sudden stop in his Github activity while he was enthusiastically involved, hope he's ok |
16:24 |
nore |
can someone review almost-trivial #6324 btw? |
16:24 |
rubenwardy |
i noticed that too |
16:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/6324 -- Statbars: fix incorrect half-images in non-standard orientations by Ekdohibs |
16:26 |
celeron55 |
developers leaving isn't strictly a bad thing, it gives a lot of flex to development in a loosely lead project like this and it's much easier to set new directions... like 0.5.0 |
16:26 |
paramat |
i asked lhofhansl if he was still ok for being a dev but have not had a response |
16:26 |
rubenwardy |
devs leaving isn't a problem as long as it's not due to a "bad" reason |
16:26 |
paramat |
and juhdanad is another one to keep in mind |
16:26 |
rubenwardy |
bad meaning our fault |
16:26 |
rubenwardy |
paramat, either of those are fine by me |
16:27 |
nore |
paramat: hmm btw are you still against #5687 now since we are breaking backwards compatibility for 0.5? |
16:27 |
celeron55 |
it's worth trying to understand why each person left of course |
16:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/5687 -- Artificial bank by juhdanad |
16:27 |
paramat |
lhof said he was ok with it at one point before, i just wnated to check again |
16:27 |
Krock |
nore, will test. |
16:27 |
nore |
Krock: thanks |
16:27 |
paramat |
i still don't like 5687 |
16:28 |
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16:28 |
celeron55 |
rubenwardy: do you suppose there was a big fault from MT's part? |
16:28 |
paramat |
such a change in map format needs more justification |
16:28 |
rubenwardy |
I'm not sure, celeron55 |
16:28 |
juhdanad |
5687 has a critical bug: conversion from old to new format sometimes creates dark map blocks. I don't know the cause, any help is appreciated. |
16:29 |
celeron55 |
OC mixed things so much that i'm not sure i could pinpoint anything for this year |
16:29 |
paramat |
it wasn't MTs fault for hmmmm, est or zeno |
16:29 |
juhdanad |
I tried to document my functions well, that should help. |
16:29 |
rubenwardy |
I think hmmmm was getting disillusioned with code quality etc |
16:29 |
rubenwardy |
but predominately it was due to lack of time, I believe |
16:29 |
nore |
juhdanad: hmm, will look |
16:30 |
paramat |
hmmmm lost interest, didn't play the game, he said he felt 'the rug was being pulled out from under him' |
16:30 |
celeron55 |
i think hmmmm just learned to be lazy after being a bit young and naive at first |
16:31 |
paramat |
i recall he said he has his own ideas of how to code a voxel game, bu tsaid he has no time to start his own |
16:31 |
paramat |
he also said he didn't enjoy dev anymore |
16:32 |
paramat |
i suspect my presence in a small way made it easier for him to leave because i can (just) keep mapgen going |
16:36 |
paramat |
also i don't think 0.5.0 makes 5687 any more acceptable, because we are not breaking map format |
16:38 |
nore |
paramat: but we are breaking backwards compatibility anyway |
16:38 |
paramat |
it's just that the stated advantages seem a bit 'meh' to me, useful but not enough for such a fundamental change :] |
16:38 |
paramat |
not for map format |
16:38 |
nore |
well, you know how much light updates are costly though |
16:39 |
nore |
they'll get half as costly in some cases |
16:39 |
paramat |
yes that's the most useful point |
16:39 |
nore |
and it also provides a lot of advantages, both for modding and for visuals |
16:39 |
rubenwardy |
is there a convertor? |
16:39 |
nore |
rubenwardy: yep |
16:40 |
nore |
basically it recomputes the lighting |
16:40 |
paramat |
well, those other advantages are very minor |
16:40 |
juhdanad |
rubenwardy: If merged, Minetest will automatically convert and save the loaded map blocks in the new format. |
16:41 |
juhdanad |
paramat: think of it as maximising the information content of param1. |
16:42 |
paramat |
but, maybe i will be convinced, i just feel it needs more work and more consideration |
16:42 |
paramat |
with a map format change obviously we have to be super-cautious |
16:43 |
nore |
juhdanad: btw, is there a comment in the issue about the problem you're currently having with it? |
16:44 |
paramat |
btw juhdanad if asked would you be prepared to be a MT dev? |
16:46 |
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16:47 |
shivajiva |
for the record Zeno specifically expressed it wasn't OC that made him come to a decision... |
16:51 |
YuGiOhJCJ |
sfan5, GL is only used on the client side isn't it? so why it matters to run the server on a pi with gles/egl instead of GL driver? |
16:51 |
shivajiva |
like it or not how mt is developed and the behaviour of the people involved were factors. Not a single person but an accumalation of things |
16:51 |
paramat |
the graphics of 5687 need work too, which is intended to be done though, obviously this is not good https://github.com/minetest/minetest/pull/5687#issuecomment-298822185 |
16:52 |
rubenwardy |
shivajiva, did he express in IRC? Do you know the date? |
16:53 |
rubenwardy |
http://irc.minetest.ru/minetest-dev/2017-08-08 |
16:53 |
Krock |
s/ru/net/ |
16:53 |
sfan5 |
YuGiOhJCJ: i thought you were running the client on a pi |
16:54 |
YuGiOhJCJ |
oh ok that's not the case, I am running on desktop, the server is on a Raspberry Pi |
16:55 |
sfan5 |
the issue is quote hard to pinpoint without a `bt full`-style backtrace and a mt+irrlicht debug build |
16:55 |
nore |
btw http://irc.minetest.net/minetest-dev/2017-08-08#i_5036407 <-- do you know anything about that? never heard anything |
16:55 |
rubenwardy |
I think he means we're developing MT only for MultiCraft's gains |
16:55 |
rubenwardy |
ie: "hey he pays well" is sarcastic |
16:55 |
rubenwardy |
but unsure |
16:56 |
nore |
hmmm possible indeed |
16:56 |
YuGiOhJCJ |
sfan5, ok so I will not report this problem on GitHub until I get a better trace with debugging information |
16:56 |
sfan5 |
YuGiOhJCJ: sounds good |
16:57 |
celeron55 |
finally commented to #5687; should have done this much earlier but was lazy |
16:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/5687 -- Artificial bank by juhdanad |
16:58 |
sfan5 |
"should have done this much earlier but was lazy" |
16:58 |
sfan5 |
me irl |
16:58 |
Krock |
^ me, irl |
16:58 |
sfan5 |
i still want to rewrite the formspec system |
16:58 |
sfan5 |
but >effort |
16:58 |
rubenwardy |
agreed |
16:59 |
celeron55 |
you'll get a lot of fame for it |
16:59 |
celeron55 |
i mean, like a blog post |
16:59 |
celeron55 |
totally worth! |
16:59 |
Krock |
could be done using Json, which can be extended easily |
17:00 |
rubenwardy |
the problem isn't the format, but how it works |
17:00 |
paramat |
i disagree with what zeno wrote in dev on that day, however there is this which gives a different impression http://irc.minetest.ru/minetest-hub/2017-08-08#i_5036596 that seems a better explanation of why he left |
17:00 |
sfan5 |
Krock: what with the love for json? are lua tables not good enough |
17:00 |
rubenwardy |
ie: not responsive, doesn't scale well, co-ordinates are inconsistent, basically no client-side prediction support, no containers |
17:00 |
sfan5 |
what's* |
17:01 |
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17:01 |
Krock |
sfan5, well, surely you could serialize Lua tables but JSON offers the feature to bring it into a nice readable text form |
17:02 |
rubenwardy |
they're basically identical, except for the fact that Lua doesn't differentiate between dicts and arrays |
17:04 |
sfan5 |
rubenwardy: how would you design containers in formspecs? |
17:04 |
rubenwardy |
you can't very well, which is why you also need a new format to support it |
17:04 |
rubenwardy |
but we do have face containers |
17:04 |
rubenwardy |
*fake |
17:04 |
sfan5 |
i dont mean with the existing format, how would you approach it with an entirely new format |
17:05 |
nore |
merging #6324 now since the travis is ok |
17:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/6324 -- Statbars: fix incorrect half-images in non-standard orientations by Ekdohibs |
17:06 |
juhdanad |
paramat: I think I would like to become a developer, but I won't be able to put more time to the project than currently. |
17:08 |
rubenwardy |
similar to common graphics libraries. Components such as tabs can have children, one for each tab page. These children would be one of several types of containers: linear, tabs, canvas. But it's quite complicated, so it's worth investigating GUI libraries for this |
17:12 |
paramat |
juhdanad there's no time obligations, we have core devs who disappear for months or years :] |
17:12 |
paramat |
you just work when you feel like it here |
17:13 |
paramat |
often i feel someone has to be crazy to be a core dev, luckily crazy people exist :] |
17:13 |
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17:16 |
paramat |
i sometimes think, why do i do this? i must be crazy, then i remember i am crazy, so it's ok :} |
17:21 |
paramat |
i do think 5687 should be worked on and considered, because if it turns out to be worth it, before 0.5 would be the ideal time to do it. i'm not saying 'i will always oppose this', just that it needs work and more consideration of whether it is justified |
17:21 |
shivajiva |
rubenwardy: you seem to have the right points in the log |
17:23 |
paramat |
also, lighting should be visually identical to how it is now |
17:26 |
juhdanad |
I remember how you took care to keep visuals identical when I first introduced hardware colorization too. |
17:53 |
paramat |
yeah, i made a fuss :} |
18:49 |
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19:03 |
paramat |
closed #6321 |
19:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/6321 -- On systems with lower ram, minetest lags going large distances in flat mapgen, uses up most of the system ram and swap space |
19:08 |
paramat |
wow issues + PRs down to 950, less than 1000 again |
19:09 |
Krock |
thanks to rubenwardy |
19:13 |
paramat |
for 0.5 we could aim for < 100 PRs and < 1000 total |
19:16 |
rubenwardy |
my aim was < 100 PRs by the end of august |
19:16 |
rubenwardy |
may be pushing it now |
19:16 |
rubenwardy |
mid september ? |
19:17 |
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19:17 |
rubenwardy |
as for #6321, I reckon maybe the "solution" is to detect how much RAM there is left, and drop some blocks if so |
19:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/6321 -- On systems with lower ram, minetest lags going large distances in flat mapgen, uses up most of the system ram and swap space |
19:19 |
rubenwardy |
then again, they seem to be moving in a straight line, so blocks should be unloaded |
19:20 |
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19:21 |
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19:22 |
celeron55 |
hmm |
19:23 |
celeron55 |
the farmap-without-farmap branch has a feature that is able to unload blocks very fast, accurately and efficiently in situations like that |
19:24 |
celeron55 |
i guess i need to turn it to a PR and rebase for 0.5 |
19:24 |
rubenwardy |
please do :) |
19:25 |
celeron55 |
i mean... not really "a feature" but it just swaps the old system out and puts a new system in |
19:25 |
rubenwardy |
Does it improve view range / chunk sending at all? |
19:25 |
celeron55 |
it manages those better |
19:26 |
celeron55 |
rendering speed doesn't change |
19:28 |
celeron55 |
altough, more accurate block sending _is_ a prerequisite for rendering improvements that focus on range |
19:28 |
celeron55 |
and also for saving memory |
19:29 |
celeron55 |
hmm... accurate might be a bad term; maybe more like systematic |
19:30 |
rubenwardy |
I wonder how easy it would be to put together a benchmarking tool for Minetest |
19:30 |
rubenwardy |
so we can objectively check whether performance has reduced during a release cycle |
19:31 |
rubenwardy |
rendering / graphics is hardly my area though. It's all black magic |
19:32 |
celeron55 |
well the only thing you can really do (and should?) is to load up a world with the player in the same position, wait for it to be loaded and check fps |
19:33 |
celeron55 |
that could be automated |
19:33 |
rubenwardy |
if CSM could access the client's FPS and jitter, you could automate that |
19:33 |
rubenwardy |
well |
19:34 |
rubenwardy |
that would be the easiest way, in C++ is also possible |
19:34 |
celeron55 |
C++ patches are kind of a pain as the code changes all the time |
19:35 |
celeron55 |
CSM would be a backwards compatible interface so it would work well for the purpose |
19:35 |
rubenwardy |
yeah, that's why I suggest CSM |
19:37 |
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19:38 |
celeron55 |
if there's some way in config or on the command line to force loading a client-side mod, it's just a matter of writing a mod that runs the test, outputs the result somewhere and closes the game, and writing a script that builds many minetest versions and runs them with the mod and the same world |
19:38 |
celeron55 |
https://github.com/celeron55/minetest-worldtest |
19:39 |
celeron55 |
this was a similar test for testing minetest world compatibility between versions |
19:40 |
celeron55 |
that would probably still work just fine if patches for new versions where written in rules.d/ |
19:40 |
celeron55 |
maybe it should still be used? |
19:54 |
rubenwardy |
could be good. Means that if you change the benchmark script, you don't need to manually run all previous versions |
19:54 |
rubenwardy |
and in the right place in game.cpp, a patch could be easily port able |
19:59 |
paramat |
celeron55 this might interest you https://forum.minetest.net/viewtopic.php?f=50&t=18355 a subgame remaking MT 0.2 |
20:03 |
celeron55 |
lol, it sounds like this guy hates what he's doing |
20:03 |
celeron55 |
junglegrass not turning grass to dirt? heresy! |
20:03 |
celeron55 |
it's the result of my careful and artful design |
20:05 |
celeron55 |
i think the 0.2.20110922 actually already differs from my original stuff a bit too much |
20:05 |
celeron55 |
something earlier from that year is better |
20:06 |
celeron55 |
like, before github |
20:08 |
celeron55 |
i think 2011-07-23 is pretty much the pinnacle of minetest-c55 |
20:15 |
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20:17 |
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20:58 |
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21:05 |
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21:08 |
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21:43 |
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21:43 |
Lone-Star |
when i build from source, how can i make a deb from it? |
21:50 |
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21:50 |
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21:57 |
paramat |
closed #2205 |
21:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/2205 -- Android - Drowning bubbles don't always show. |
22:15 |
paramat |
any support for me adding a setting for #6101 ? before i start work |
22:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/6101 -- Do not use signed integer for registering nodes to allow more than 32768 registered nodes |
23:02 |
paramat |
long overdue #6326 |
23:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/6326 -- Advanced settings: Make 'controls', 'graphics', 'sound' more accessible by paramat |
23:12 |
paramat |
luckily settingtypes makes it easy and quick to move stuff around, far better than messing around with formspecs |
23:25 |
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23:47 |
YuGiOhJCJ |
sfan5, I now have a full trace of the problem: https://pastebin.com/m5G5016n (irrlicht and minetest are built with debugging information) |
23:47 |
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23:48 |
YuGiOhJCJ |
do you see something useful? |
23:48 |
YuGiOhJCJ |
in this output? |