Time |
Nick |
Message |
00:09 |
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00:23 |
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00:24 |
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00:42 |
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01:44 |
QwertyCool |
aaaaaand crashed on entering game |
01:46 |
QwertyCool |
maybe because it was a special server? |
01:46 |
QwertyCool |
hmmm |
02:01 |
paramat |
Shara i finished review of fireflies |
02:01 |
Shara |
paramat: Thank you |
02:04 |
Shara |
Heh, I'll admit I didn't use dig_immediate because I simply dislike it. I like things to be more sturdy, but can easily change it if you prefer. :) |
02:20 |
Shara |
paramat: updated |
02:21 |
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02:23 |
paramat |
yes i prefer dig immediate, partly for consistency |
02:25 |
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02:25 |
Shara |
Already done :) |
02:25 |
paramat |
+1 |
02:25 |
Shara |
Awesome :) |
02:27 |
paramat |
i might as well merge it later with the other PRs, i can see rubenwardy has thumbed-up |
02:28 |
Shara |
I know he was looking at it, but he didn't comment there |
02:28 |
Shara |
Given this is adding a whole mod, it would really be nice if any of the others looked at it |
02:29 |
Shara |
But it's also sat there for five days, and the issue even longer with no real objections from anyone :) |
02:30 |
paramat |
it has 2 approvals, can always tweak later. anyway back in an hour to merge stuff |
02:30 |
Shara |
Sure :) |
02:50 |
QwertyCool |
krock if youre around could you help walk me through getting into a debugger on windows |
02:50 |
QwertyCool |
or anyone really |
02:51 |
QwertyCool |
please* |
03:01 |
rubenwardy |
QwertyCool: fixing the scaling would be nice |
03:01 |
rubenwardy |
although painful with the current formspec design - no responsive nex |
03:01 |
rubenwardy |
the best you can do is make the dialog fit the window well, and everything scale proportionally |
03:02 |
rubenwardy |
currently text doesn't scale with it (it should), and icons in table views don't either |
03:02 |
rubenwardy |
also, and icon needs to be quite large to work on high densities to not be pixellated |
03:03 |
rubenwardy |
a mipmap would be nice for that (basically the same image at multiple sizes, it should automagically resize the image to be the right size for an element) |
03:04 |
rubenwardy |
but given that these have been problems since formspecs were introduced, the fix is messy |
03:04 |
rubenwardy |
I also have never used a debugger on windows, sorry |
03:07 |
QwertyCool |
thanks for the input rubenwardy!! |
03:07 |
QwertyCool |
i'll keep that in mind |
03:08 |
QwertyCool |
first i gotta get debugging to work so i can move forward |
03:09 |
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03:11 |
QwertyCool |
might just have to run this all from my ubuntu boot |
03:36 |
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03:41 |
paramat |
will merge game#2030 game#2034 game#2039 in a few mins |
03:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2030 -- Intersects_protection(): Remove from Minetest Game by paramat |
03:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2034 -- Add fireflies by Ezhh |
03:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2039 -- Doors: Avoid crash on nil player in 'can dig door' by paramat |
03:47 |
QwertyCool |
dope! got debugging working |
03:54 |
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03:56 |
paramat |
merging |
04:00 |
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04:04 |
paramat |
there are the mobs! |
04:04 |
paramat |
^ celeron55 |
04:04 |
paramat |
merged |
04:05 |
Shara |
I think players will want more than just fireflies :D |
04:09 |
paramat |
i'm quite keen to work on adding oerkki, never coded a mobs mod before |
04:12 |
Shara |
Yes, would be good to get something in. |
04:12 |
Shara |
Need to think about what I'll work on next now. |
04:14 |
Shara |
But will try and look at the flower spread PR tomorrow. I want to test that out to see how it feels in game |
04:18 |
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04:29 |
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04:34 |
QwertyCool |
stack tracing got me like @.@ |
05:22 |
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08:13 |
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08:37 |
celeron55 |
lol |
09:00 |
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09:18 |
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09:19 |
fireglow |
Hi. Got some got on my server that is able to glitch through walls. |
09:19 |
fireglow |
should I try to capture its traffic? |
09:23 |
Krock |
IP ban. done. |
09:23 |
fireglow |
sure :> |
09:23 |
fireglow |
but I'm wondering who's doing that |
09:50 |
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10:34 |
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10:39 |
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11:04 |
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11:17 |
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11:33 |
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11:41 |
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11:41 |
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11:42 |
juhdanad |
I had another idea: the node definition manager is implemented in three classes: INodeDefManager (read-only), IWritableNodeDefManager and CNodeDefManager (implementation in the cpp file) |
11:42 |
juhdanad |
So it is possible to convert them to one class: |
11:42 |
juhdanad |
*INodeDefManager -> const *NodeDefManager |
11:42 |
juhdanad |
*IWritableNodeDefManager -> *NodeDefManager |
11:42 |
juhdanad |
This way all virtual method calls can be eliminated. |
11:44 |
juhdanad |
So I implemented that, but there is no significant increase in performance for some reason. |
11:49 |
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11:49 |
nerzhul |
hello |
11:50 |
nerzhul |
juhdanad you want to remove the interface to have just the object because we never use polymorphism ? |
11:51 |
juhdanad |
Yes, the node definition manager is accessed many times, and there is only one implementation. |
11:53 |
nerzhul |
no problem for me to simplify this, but some old core dev can cry :p |
11:53 |
nerzhul |
all of theses are basically singletons and the interface has no interest |
11:53 |
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11:53 |
juhdanad |
The implementation is done, I can make a PR, if you want. |
11:53 |
juhdanad |
But I expected performance increase too. |
11:54 |
juhdanad |
And it turns out that performance is unchanged. |
11:54 |
juhdanad |
(on my compiler) |
11:54 |
nerzhul |
it's logical |
11:54 |
nerzhul |
a cast is free |
11:54 |
nerzhul |
polymorphism doesn't have cost if correctly used |
11:55 |
juhdanad |
I mean, the get() method was pure virtual in INodeDefManager. |
11:55 |
nerzhul |
yes, because if must be implemeted |
11:56 |
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11:56 |
nerzhul |
it* |
11:56 |
juhdanad |
I just read that virtual functions are slower to call than plain member functions. |
11:57 |
nerzhul |
in which book ? C++03 spec alpha on PIII ? :p |
11:58 |
juhdanad |
Just a web search on "c++ virtual function performance". Maybe I overreacted this. |
11:59 |
nerzhul |
compilers are pretty intelligent, and maybe because one have only 1 child class they just merge both and there is no performance penalty |
12:00 |
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12:13 |
juhdanad |
Now I found difference! The liquid scan of map blocks became faster: 71 ms/mapblock -> 49 ms/mapblock. |
12:13 |
nerzhul |
interesting if it's really that |
12:14 |
juhdanad |
But mesh generation and light update didn't change. Let me test again... |
12:15 |
nerzhul |
maybe we should switch to go to not have any polymorphism haha |
12:15 |
nerzhul |
or pure C :p |
12:16 |
sfan5 |
rewrite it in rust |
12:16 |
nerzhul |
heh |
12:49 |
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14:35 |
exio4 |
nerzhul: eh, this ain't polymorphism, this is inheritance if anything :p |
15:56 |
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15:57 |
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16:05 |
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16:06 |
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16:17 |
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16:25 |
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16:30 |
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16:32 |
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17:18 |
QwertyCool |
https://github.com/minetest/minetest/pull/7007 woop |
17:25 |
Megaf |
#7007 |
17:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/7007 -- improving error message in src/map.cpp - closes #6977 by QwertyCoolMT |
17:25 |
Megaf |
you have my curiosity |
17:26 |
Megaf |
QwertyCool: any chance you can add screenshot of before and after? |
17:26 |
Megaf |
or just copy and paste will do |
17:26 |
juhdanad |
Screenshot of terminal output? |
17:26 |
Megaf |
yep |
17:27 |
Megaf |
it says, improving, so, show how |
17:27 |
juhdanad |
Now it prints param0, param1 and param2 of the node that is unknown. |
17:28 |
QwertyCool |
one moment. |
17:29 |
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paramat joined #minetest-dev |
17:31 |
paramat |
#6999 is a simple bugfix that stops item entities moving in 'ignore', as the code intended to do but didn't, can anyone approve? sfan5 |
17:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/6999 -- Item entity: Prevent motion in ignore nodes by paramat |
17:36 |
QwertyCool |
https://imgur.com/a/9L0kk |
17:36 |
QwertyCool |
@megaf |
17:37 |
Krock |
paramat, "local node = core.get_node_or_nil" |
17:37 |
Krock |
why do you even check for the name being "ignore" then? |
17:37 |
Krock |
node and node.name ~= "ignore" shortens to node |
17:38 |
Megaf |
QwertyCool: LGTM |
17:38 |
paramat |
'unloaded world' is different to 'loaded but ignore', that was the mistake the previous code made |
17:38 |
paramat |
get node or nil is not nil for loaded ignore |
17:38 |
paramat |
hmm actually |
17:39 |
paramat |
it doesn't matter |
17:39 |
paramat |
because is_moving = (def and ..) OR vel ~= 0 |
17:39 |
paramat |
if it's moving then checking def has no effect |
17:41 |
paramat |
even if def is nil in ignore that doesn't stop motion (tests confirm) |
17:42 |
Krock |
I see, however it's a pity that get_node_or_nil may also return ignore |
17:43 |
paramat |
i'll check that |
17:44 |
Krock |
you're right about that ignore check. the logic looks good |
17:47 |
paramat |
i'll check the behaviour of 'node or nil' again to be sure |
17:47 |
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17:49 |
QwertyCool |
worth fixing node_or_nil in this case? |
17:49 |
paramat |
no because much will rely on that behaviour |
17:50 |
paramat |
a new function would be needed, if needed |
17:50 |
sfan5 |
people rely on get_node_or_nil being able to return ignore? |
17:50 |
sfan5 |
i doubt that |
17:52 |
paramat |
well code will be written based on that behaviour, so changing it will break stuff |
17:53 |
rubenwardy |
the whole point of _or_nil is that it returns nil if the block isn't loaded |
17:53 |
sfan5 |
^ |
17:53 |
Lord_Buckethead |
^ |
17:53 |
paramat |
docs are "Same as `get_node` but returns `nil` for unloaded areas." |
17:53 |
rubenwardy |
returning ignore is fine if it's somehow placed in a loaded area |
17:53 |
Lord_Buckethead |
so return nil for ignore |
17:53 |
rubenwardy |
can you even place ignore? |
17:53 |
Lord_Buckethead |
no |
17:53 |
paramat |
a loaded area can have ignore, at the edge of the world, seems useful as it is |
17:53 |
sfan5 |
oh well |
17:53 |
Lord_Buckethead |
I don't think you can even with vm |
17:55 |
rubenwardy |
maybe in the case you mention, it should return ignore as the map isn't loaded even if the block is |
17:55 |
rubenwardy |
heh |
17:55 |
paramat |
also when reducing mapgen limit all around the generated world outside the limit there is ignore |
17:56 |
paramat |
i think it does return 'ignore' for loaded 'ignore', will check again |
17:58 |
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17:58 |
QwertyCool |
what is the proper way to update a pull request code? |
18:00 |
juhdanad |
I think push a new commit to your branch. |
18:01 |
QwertyCool |
sfan5: nix the params alltogether? or keep param1? or? example of not all 0's https://imgur.com/a/9L0kk |
18:05 |
QwertyCool |
sfan: wouldn't it be param0 = whatever id the mod tried to place? or is it somewhere converted to a ignore node id? |
18:05 |
paramat |
yes push a commit to the PR branch |
18:06 |
QwertyCool |
ok thank you paramat & juhdanad |
18:06 |
paramat |
you can merge the new commit with the previous commit in the branch with 'git commit --amend' |
18:06 |
juhdanad |
Thank you for contributing to the project. |
18:07 |
juhdanad |
--amend is not recommended, because reviewers have to check the whole changeset again! |
18:11 |
QwertyCool |
perfect, will do. |
18:13 |
rubenwardy |
don't worry about squashing |
18:13 |
rubenwardy |
paramat: there's no need to ask someone to squash, it can be done on merge |
18:15 |
nerzhul |
rubenwardy yes, it's just good when then changesets have more than 5-6 commits for a single medium change :p |
18:18 |
QwertyCool |
anyone know wherew scaling is handled in mt-game? |
18:18 |
rubenwardy |
it's not |
18:18 |
rubenwardy |
it's in the engine |
18:19 |
QwertyCool |
doooope |
18:19 |
rubenwardy |
GUIFormspec.cpp |
18:19 |
QwertyCool |
bless your soul. |
18:19 |
QwertyCool |
didnt wanna have to deal with lua just yuet |
18:27 |
paramat |
re: --amend, i agree |
18:39 |
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18:40 |
paramat |
Krock sfan5 confirmed 'get node or nil' returns 'ignore' in 'ignore' nodes, so my PR code seems ok. once i remove the testing code can i merge it? |
18:43 |
nerzhul |
we really need unittests on the lua API to test all cases easily without problems... |
18:43 |
nerzhul |
nobody seems to care about it except me lol :( |
18:45 |
sfan5 |
paramat: fine by me |
18:48 |
paramat |
thanks |
18:49 |
juhdanad |
nerzhul: could you please remove your change request from #6304? I think there is no bug to fix. |
18:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/6304 -- Raycast: export exact pointing location by juhdanad |
19:09 |
paramat |
i'll also merge #6978 later +1 |
19:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/6978 -- Remove unused light updating code by juhdanad |
19:11 |
QwertyCool |
paramat: just cut out the params then and push update to branch? |
19:18 |
paramat |
yes |
19:20 |
QwertyCool |
done |
20:15 |
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20:15 |
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20:15 |
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20:17 |
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21:19 |
Krock |
lisac, could you please also add the "size" HUD field? |
21:20 |
Krock |
that's btw also what the linked issue describes |
22:10 |
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22:11 |
paramat |
Shara game#2038 is ready |
22:11 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2038 -- Coniferous litter: Improve textures, greyer and lighter by paramat |
22:12 |
QwertyCool |
is someone already working on HUD scaling? |
22:13 |
Shara |
paramat: nice timing. I am the minute or so it takes a kettle to boil away from starting to review things :) |
22:13 |
lisac |
Krock: updated |
22:14 |
QwertyCool |
lisac link? |
22:14 |
lisac |
#7006 |
22:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/7006 -- Make hud_get return aligment, offset and size. by lisacvuk |
22:14 |
lisac |
as for HUD scaling, I don't know |
22:16 |
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22:19 |
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22:31 |
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22:32 |
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23:50 |
paramat |
updated marram grass texture game#2027 new screenshot |
23:50 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2027 -- Add marram grass for coastal sand dunes by paramat |
23:51 |
QwertyCool |
hey paramat are you aware of whether scaling works on linux ? |
23:51 |
QwertyCool |
or is it just not a thing |
23:51 |
QwertyCool |
across the board |
23:52 |
sfan5 |
scaling? what scaling? |
23:54 |
QwertyCool |
scaling of GUI/HUD |
23:54 |
QwertyCool |
on large screens |
23:58 |
paramat |
erm, works in what way? |
23:59 |
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