Time |
Nick |
Message |
00:02 |
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00:04 |
paramat |
what i mean is that he can't maintain it yet (although i hope he learns more about core mapgen) if i partly assumed that it was my mistake |
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13:52 |
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14:31 |
JDCodeIt |
Working on #7235 some more today - any ideas which areas to look into to see what may be holding up the memory between menu-game cycles? Some are probably intended (allocating a Driver object, etc). Also, there is clearly something continuing to add to the memory allocation each cycle. Not quite sure how t find this one. |
14:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/7235 -- Memory is not freed when exiting a world back to the main menu |
14:36 |
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16:14 |
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16:24 |
JDCodeIt |
Yow, the hard part about tracking the allocation made in Irrlicht is that almost every ::get*() function in the library has an implicit grab() which increases the reference count. So matching get() and grab()'s with drop()'s is difficult at best. |
16:27 |
JDCodeIt |
This line of code increments the ref counts on two objects (scene manager and IAttribute) - but if we don't save the pointer, we have no chance to drop() later. RenderingEngine::get_scene_manager()->getParameters()->setAttribute(...) |
16:34 |
rubenwardy |
not very RAII |
16:44 |
JDCodeIt |
True - I guess was some sort of efficiency thing to only try to allocate it once in Irrlicht, the dispose it only when everybody was done with it. |
16:50 |
JDCodeIt |
In principle would you say that if a class takes a copy of a pointer from Irrlicht (reference counted), it should be responsible to drop() it on destruction? There are some caching objects outside the class, which could be exempt. |
16:50 |
JDCodeIt |
or let's say on or before destruction |
17:06 |
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17:12 |
JDCodeIt |
There are instances where member variables don't start with m_ - should we aim to clean these up, or is there some other naming convention in play? |
17:13 |
rubenwardy |
opposite |
17:13 |
rubenwardy |
http://dev.minetest.net/Code_style_guidelines#Miscellaneous |
17:14 |
rubenwardy |
huh, misread |
17:14 |
rubenwardy |
" Use of Hungarian notation is very limited. Scope specifiers such as g_ for globals, s_ for statics, or m_ for members are allowed. The prefix m_ is discouraged for public members in newer code as it is a part of the class' interface, but sometimes needed for consistency when adding a member to older code. " |
17:21 |
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17:58 |
JDCodeIt |
OMG... Irrlicht increases the ref count on only _some_ get*() functions. This is going to be fun to figure out. |
18:42 |
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19:21 |
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19:37 |
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19:45 |
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19:52 |
paramat |
rubenwardy sorry i misread your comment, i agree with you (and Shara) we need mapgen warnings in menu :] |
19:55 |
Shara |
paramat: yes. Just some indicator of which are stable and which are not. |
19:57 |
Shara |
You just cannot expect most users to have read things on the forum |
19:57 |
paramat |
i'm not volunteering though, busy enough and not my speciality (no idea how to do it) |
19:57 |
rubenwardy |
it'll be a one line change - if the selector already supports titles |
19:58 |
paramat |
yeah it's another example of poor docs |
19:58 |
rubenwardy |
overwise you'll have to add titles |
19:58 |
rubenwardy |
well no, it's not documentation |
19:58 |
Shara |
I'd even offer to look but free time is feeling like a myth right now |
19:58 |
rubenwardy |
Valleys [Unstable] |
19:58 |
Shara |
Yes |
19:58 |
paramat |
i mean, poor informing |
19:59 |
paramat |
ok i'll do it i can, will look |
19:59 |
Shara |
I'd have had serious thoughts about using the mapgen if I had know the main feature of it (for me anyway) would get changed |
19:59 |
rubenwardy |
how bad will the breakeage be? |
19:59 |
Shara |
But only realised a couple months after starting the server |
20:00 |
paramat |
yeah =/ |
20:00 |
paramat |
a few flat walls in giant caverns, no more (rare) liquid sources in tunnels |
20:01 |
rubenwardy |
that's less bad than surface breakage |
20:01 |
rubenwardy |
like what has happened in v6 a few times |
20:01 |
Shara |
paramat: are the valleys caves and the new giant caves in other mapgens really the same? |
20:01 |
Shara |
(apart from location obviously) |
20:01 |
rubenwardy |
also, don't caves over generate? So would it affect existing caves? |
20:02 |
Shara |
I'm just asking because I've never yet seen v7 produce something that looks like the valleys caves |
20:02 |
rubenwardy |
or is it just v5/6/7 that do that |
20:02 |
paramat |
same generation, same squashed 3D noise |
20:02 |
paramat |
the giant caverns don't overgen |
20:03 |
paramat |
the valleys caverns were an exact copy of my lua mod, then the new caverns added to v5, v7 etc. were also a copy of that mod |
20:04 |
Shara |
The valleys giant caves have a certain kind of structure that I can't seem to find in v7. Maybe it's just random luck though |
20:05 |
paramat |
v7 has very similar caverns, but they're just smaller due to parameters. in that PR i have maintained the scale of previous mgvalleys caverns |
20:08 |
paramat |
so, in PR 7244 the new caverns have the same xyz noise spreads as before, so size and shape character will be identical, just not location for half of the caverns (due to an added abs()). a half of caverns will be in identical locations an d almost seamless |
20:10 |
paramat |
hehe 2013 #1033 |
20:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/1033 -- Mapgen selection needs info text |
20:11 |
paramat |
typical |
20:33 |
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21:34 |
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22:03 |
ashtrayoz3 |
If people like documentation, then perhaps a review of #7231 is in order :-) |
22:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/7231 -- Add "not tool" function to extended drop tables, document how extended drop tables work. by ashtrayoz |
22:03 |
sfan5 |
people like documentation, but nobody likes reviewing PRs |
22:05 |
ashtrayoz3 |
Well, less of a review actually, more of a comment on a question. I have proposed syntax, if people agree on the syntax, then I will write the code. |
22:13 |
JDCodeIt |
Renderer question - how can we call getMaterialRenderer (in clinet map) if we never called addMaterialRenderer? How do the renderers get created? |
22:14 |
JDCodeIt |
Reason I ask, is that this renderer count is growing with each successive game-menu cycle. In my small test, it goes up by 20 each cycle. |
22:15 |
Shara |
ashtrayoz3: I started looking at it this morning, but been a bit low on time and it's not something I'm familiar with |
22:20 |
Shara |
From skimming, and keep in mind I might have missed something, it almost seems like you're making a case for being able to use a group for a tool type |
22:20 |
ashtrayoz3 |
Groups would be a possible feature. The code already has string.find expressions, which in most cases is as good as groups. |
22:21 |
ashtrayoz3 |
What the code currently lacks is negative expressions. Mainly because Lua does not have negative expressions. |
22:21 |
Shara |
If I want any one of a certain thing to work in a recipe I'd put group:thing. So when I see you listing all those shovels I just want to see group:shovel |
22:23 |
Shara |
if you start trying to match strings, well, what if someone named it a spade? |
22:23 |
paramat |
testing maps posted here https://github.com/minetest/minetest/pull/7244#issuecomment-381768542 looks like i unknowingly fixed a bug too |
22:24 |
ashtrayoz3 |
I think that horse has already bolted. The current code allows you to match lua patterns. |
22:25 |
ashtrayoz3 |
There are good things and bad things about groups. For example, there is no shovel in default which is a member of group:shovel. |
22:25 |
ashtrayoz3 |
But every shovel in default matches "default:shovel_". |
22:26 |
ashtrayoz3 |
On the other hand, no shovel in amg_tools matches "default:shovel_", so then you get into pattern golf. |
22:26 |
Shara |
ashtrayoz3: adding a group to MTG for it would be easy |
22:27 |
ashtrayoz3 |
Perhaps you want ":shovel_", but perhaps that will match things that you do not want. So groups make sense. |
22:27 |
Shara |
Food groups were recently added to MTG because a valid use was identified for it, for example |
22:27 |
ashtrayoz3 |
Well, adding groups for lots of tools is a feature that I would support. |
22:27 |
Shara |
If you go "shovel_", what if a mod named something "super_shovel"? |
22:28 |
ashtrayoz3 |
But as I said, the pattern matching code is already master, and has been for years. The largest part of this pull request is actually documenting current behaviour (as SmallJoker had to point out to me :-) |
22:28 |
Shara |
I doesn't seem like you really reached the point of this being just about documentation yet though :) |
22:29 |
ashtrayoz3 |
This is currently a documentation only pull request, with a comment at the bottom about "but what should we do next?" |
22:29 |
ashtrayoz3 |
So, based on feedback, I can go one of two ways: |
22:29 |
Shara |
Reading the actual doc PR this morning made my head hurt in all honesty |
22:30 |
Shara |
But that's not your fault |
22:31 |
ashtrayoz3 |
1: add changes to item.lua to implement the "negative match" items in my last comment |
22:31 |
ashtrayoz3 |
2: leave the "negative match" stuff as a comment in the discussion and change the name of the pull request back to what it was |
22:33 |
ashtrayoz3 |
If I do 2, then I would start another pull request with changes to item.lua to implement whatever syntax was decided upon (should it be "?" or "^" even "<" ?) |
22:33 |
ashtrayoz3 |
Along with documentation of that, of course :-) |
22:34 |
ashtrayoz3 |
Investigating this has led me to find another "missing feature", as well as a bug. |
22:34 |
ashtrayoz3 |
The new feature is in #7242, and is just rearranging existing code. |
22:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/7242 -- Make extended drop table code available for mods to use for craftitems and tools. by ashtrayoz |
22:35 |
ashtrayoz3 |
I have written a fix for the bug, but it modifies the code in 7242, so I am not starting a pull request for the bug fix until that is dealt with. |
22:35 |
Shara |
Checking the PR |
22:36 |
Shara |
Advance warning: I'm a fussy proof-reader when it comes to docs :P |
22:38 |
ashtrayoz3 |
And I tend to be an optimist, so I hope your fussiness improves my documentation ;P |
22:43 |
Shara |
Hmm, so inside drop = {} we have items ={}, inside which we again have items = {}? |
22:44 |
ashtrayoz3 |
Yes. I find it confusing, but that is the way that the current code works. |
22:44 |
Shara |
No wonder my head hurt this morning |
22:47 |
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22:53 |
Shara |
Made some comments for you anyway. I hope it helps a bit |
22:54 |
ashtrayoz3 |
I will check them out. |
22:55 |
ashtrayoz3 |
At first glance, the comments look good. I will update the pull request later today. |
22:56 |
ashtrayoz3 |
Do you have any opinion on what the syntax for "not" should be? |
22:58 |
Shara |
Unsure what's best there. |
23:00 |
ashtrayoz3 |
Well, if nobody expresses an opinion, then I get to choose :-) |
23:03 |
rubenwardy |
don't bundle unrelated changes into PRs |
23:03 |
rubenwardy |
as much as you can avoid that |
23:19 |
ashtrayoz3 |
rubenwardy: I am thinking of moving the "add a NOT operation" into a separate pull request. SmallJoker has suggested doing two different ways. If the issue of syntax can be settled, I will probably revert this pull request back to "document the current behaviour" |
23:29 |
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23:45 |
ashtrayoz3 |
Updated #7231. |
23:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/7231 -- Add "not tool" function to extended drop tables, document how extended drop tables work. by ashtrayoz |