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07:56 |
ANAND |
Trivial bug-fix PR: #8155 |
07:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/8155 -- Content Store: Fix overlapping labels displayed when store.packages_full == 0 by ClobberXD |
08:12 |
nerzhul |
approved |
08:22 |
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08:26 |
ANAND |
Thanks :) |
09:00 |
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09:35 |
nore |
~tell paramat you might want to get a look at #8152 |
09:35 |
ShadowBot |
nore: O.K. |
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21:14 |
nore |
#8156 |
21:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/8156 -- Move missing translations warnings to verbosestream. by Ekdohibs |
21:19 |
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21:25 |
p_gimeno |
how long is a server tick? |
21:29 |
p_gimeno |
in other words, what's the minimum delta time between on_step calls? I suppose there's a minimum, lest the server uses 100% CPU constantly |
21:36 |
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21:38 |
stujones11 |
p_gimeno, it _should_ be this https://github.com/minetest/minetest/blob/master/minetest.conf.example#L1408 |
21:39 |
stujones11 |
however, I have noticed that dtime passed to on_step is terribly inaccurate as compared to get_time_us() |
21:39 |
p_gimeno |
ah thanks |
21:40 |
p_gimeno |
I'm not concerned about dtime, more about how often on_step() is called compared to the client FPS, in relation to the test in #8019 |
21:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/8019 -- Use true pitch/yaw/roll rotations without loss of precision by pgimeno by pauloue |
21:40 |
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21:41 |
paramat |
entity on_step()? |
21:41 |
p_gimeno |
yes, according to the docs it's called every server tick |
21:43 |
paramat |
somehow i seem to remember someone telling me it's run more often in singleplayer, but not sure |
21:44 |
p_gimeno |
thanks, the test won't be in singleplayer so that factor is off the table :) |
21:56 |
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21:57 |
stujones11 |
paramat, I generally get around a 0.03 step in singleplayer so that does seem quite likely |
22:03 |
paramat |
hmm see commit message https://github.com/minetest/minetest_game/commit/5c8bd349577f3967ab541a5da7f3a5f6f2ff5971#diff-3050cdd0c1278550063b3fac05a028c6 |
22:03 |
paramat |
that suggests it too |
22:11 |
paramat |
boats used to not take dtime into account, so behaved well in singleplayer but sluggish in multiplayer |
22:12 |
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22:37 |
stujones11 |
in practice, I found that using a fixed step actually behaves better, though perhaps not so smoothly |
22:38 |
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22:38 |
stujones11 |
if you do account for delta time then use get_time_use() instead, that doesn't seem to lie so much! |
22:47 |
stujones11 |
-e |
23:13 |
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