Time |
Nick |
Message |
00:22 |
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01:25 |
paramat |
will merge trivial #6906 later with #6838 |
01:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/6906 -- Various settings and docs improvements by paramat |
01:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/6838 -- Fix ambient occlusion and dark lines at mapblock borders by numberZero |
02:04 |
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02:14 |
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03:32 |
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03:48 |
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04:23 |
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04:44 |
paramat |
!tell lhofhansl see https://github.com/minetest/minetest/issues/6907 |
04:44 |
ShadowBot |
paramat: O.K. |
04:55 |
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05:00 |
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05:38 |
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05:41 |
paramat |
merging #6838 #6906 |
05:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/6838 -- Fix ambient occlusion and dark lines at mapblock borders by numberZero |
05:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/6906 -- Various settings and docs improvements by paramat |
06:01 |
paramat |
merged |
07:35 |
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07:35 |
nrzkt |
hello, pushing a tiny regression fix for #6897 |
07:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/6897 -- Build fails without freetype |
07:56 |
nrzkt |
i just pushed #6908, there is an interesting Calinou question here |
07:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/6908 -- Add a build step to test non freetype builds by nerzhul |
10:22 |
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11:14 |
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11:29 |
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11:39 |
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12:55 |
nerzhul |
hey sfan5 are you around ? |
12:56 |
sfan5 |
yes |
12:57 |
nerzhul |
can you take a little amount of time to review #6908 |
12:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/6908 -- Add a build step to test non freetype builds by nerzhul |
12:57 |
nerzhul |
pleaes |
12:57 |
sfan5 |
sure |
12:57 |
nerzhul |
please* |
12:58 |
sfan5 |
nerzhul: wasn't there some problem with clang-5.0 builds or is that fixed already? |
12:59 |
nerzhul |
sfan5, what do you mean ? clang build works, is there any runtime issue ? i hope it's not the case clang 5 is used everywhere in the world |
12:59 |
sfan5 |
no not at runtime |
13:00 |
nerzhul |
generally i do my own tests with clang on my machine and i never see any issue with that |
13:00 |
sfan5 |
https://travis-ci.org/minetest/minetest/jobs/326540973#L490 |
13:01 |
nerzhul |
sfan5, oh it's a provider issue |
13:02 |
nerzhul |
travis is not very stable these days |
13:02 |
nerzhul |
i think it's due to the meltdown problem and some AWS issues as travis runs on heroku, then it runs on AWS :) |
13:04 |
sfan5 |
possibly |
13:05 |
nerzhul |
sfan5, thanks i fixed the -n will merge after travis build pass |
13:06 |
sfan5 |
you forgot the quotes |
13:06 |
sfan5 |
they're not required I know... |
13:06 |
nerzhul |
you are right :) |
13:06 |
nerzhul |
i missed them and i agree it's better |
13:21 |
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13:22 |
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13:51 |
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14:18 |
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14:36 |
nerzhul |
merging #6908 (macosx build doesn't want to start) thanks sfan5 for the review |
14:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/6908 -- Add a build step to test non freetype builds by nerzhul |
15:48 |
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15:53 |
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15:55 |
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16:38 |
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16:40 |
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17:27 |
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18:13 |
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18:15 |
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18:15 |
lhofhansl |
I'm going to revert 9c66901. See #6907 |
18:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/6907 -- Vehicle acceleration and turn are slow and jerky |
18:16 |
lhofhansl |
A shame really since active objects are *very* heavy weight, and currently there's no way to reduce that load and keep responsiveness where needed. |
18:18 |
lhofhansl |
They can be heavy weight (such as in NSSM) |
18:29 |
Krock |
so there's no workaround? |
18:30 |
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18:34 |
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18:39 |
lhofhansl |
Krock: None that worked satisfactory. Without that change AsyncRunStep is essentially run at full speed - only slowed by retrieving packets from clients. In mob heavy setups (like nssm) that quickly renders the server useless... Put out a few a ice-salamanders and the world stops rendering since all the time is spent in the active objects. That's what this addressed. But now of course there *is* a time budget, and it increase lat |
18:39 |
lhofhansl |
cy. |
18:39 |
lhofhansl |
I tried handling both players and attached objects separately but that lead to other forms of jitter when a player is attached. |
18:40 |
rubenwardy |
can you prioritise by player proximity? Sorry, I haven't actually looked at the patches yet |
18:41 |
rubenwardy |
I guess that replies on the entity storage system being less shit and O(N^2) |
18:41 |
lhofhansl |
rubenwardy: won't help. Even when I prioritize all players and attached objects (and have a single player only) I see the jitter. |
18:42 |
rubenwardy |
is that rendering or server step jitter? |
18:42 |
lhofhansl |
Perhaps a less drastic way is to lower the active object internal to 0.01s (< 1/60s). That defeats some of the advantages but it will slow AOs down when they become too CPU intensive (and only then). Actually... Lemme try that. |
18:42 |
lhofhansl |
server step jitter |
18:46 |
pgimeno_ |
hmmm... does world generation only happen during idle time? |
18:46 |
lhofhansl |
nssm has a lot of Lua map gen hooks, those get slowed down to the point of being useless. |
18:47 |
lhofhansl |
perhaps I'm optimizing too much for nssm :) It just happens to be my test mod for mob heavy scenarios. |
18:49 |
rubenwardy |
does NSSM use the heightmap to find good locations, or does it scan for particular nodes? |
18:49 |
rubenwardy |
if the later, LVM or get_node? |
19:01 |
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19:01 |
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19:08 |
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19:08 |
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19:30 |
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19:31 |
lhofhansl |
rubenwardy: I am not entirely sure actually. |
19:32 |
lhofhansl |
As expected reducing active_object_interval to 0.01 negates the aim of that change. World rendering just stops with a bunch of mobs around. But responses for attached objects are fast again. Perhaps that would be the simplest change right now. |
19:43 |
lhofhansl |
OK... Best solution: active_object_interval to 0.01 and reducing moving average smoothing in ServerEnvironment... I'll create a PR. |
20:40 |
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20:50 |
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21:25 |
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22:33 |
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22:33 |
lhofhansl |
reverting is best for now. |
22:34 |
lhofhansl |
Do folks want PR for that or should I just go ahead and revert? |
22:34 |
lhofhansl |
re #6907 |
22:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/6907 -- Vehicle acceleration and turn are slow and jerky |
22:48 |
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23:09 |
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23:11 |
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23:11 |
lhofhansl |
rubenwardy: Looks like NSSM is using mobs_redo's spawn_specific, and all calls pass in neighbors, is that what you meant? |
23:13 |
lhofhansl |
But these register ABMs... So I guess I do not quite understand why exactly putting a time budget on active_objects helped anything. |
23:18 |
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