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IRC log for #minetest-dev, 2019-03-19

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All times shown according to UTC.

Time Nick Message
00:10 argyle77 joined #minetest-dev
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00:38 paramat i somewhat agree. tunnels under lakes have nice floods, as do tunnels passing through lava caves
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00:54 paramat anyway, the cavern flooding problem makes it not doable currently :)
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02:19 rubenwardy updated 5.0.1-dev
02:19 rubenwardy paramat: please check I have the right commits
02:19 rubenwardy also updated #8383
02:19 ShadowBot https://github.com/minetest/minetest/issues/8383 -- Add formspec styling using a style[] tag by rubenwardy
02:19 paramat checking
02:19 rubenwardy #8361
02:19 ShadowBot https://github.com/minetest/minetest/issues/8361 -- 5.0.1 by rubenwardy
02:22 paramat backport-5 and PR look fine
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04:31 paramat nerzhul yes that was a good move releasing android 5.0.0, as it was much wanted, and 5.0.1 didn't happen at the weekend
06:20 nerzhul paramat heh
06:20 nerzhul we really should release it asap, more fixes can be done later
06:24 nerzhul in the play store stats i see on sunday 55% of the users updated to 5.0.0
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10:31 p_gimeno sfan5: looked into it, your conclusion of #8401 seems correct to me
10:31 ShadowBot https://github.com/minetest/minetest/issues/8401 -- Fix texture rotation for wallmounted nodeboxes by sfan5
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20:22 VanessaE any chance we could get the "initializing nodes" part of the signon to be multi-threaded?
20:22 VanessaE (would be useful when using large/highrez textures)
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21:01 paramat please can #8401 be merged to both branches? i can't see a need to wait
21:01 ShadowBot https://github.com/minetest/minetest/issues/8401 -- Fix texture rotation for wallmounted nodeboxes by sfan5
21:09 paramat that would then clear all milestones and we can release 5.0.1, i suggest at the weekend at the latest
21:32 paramat sfan5 your MTG commit https://github.com/minetest/minetest_game/commit/02e2cab375a315eab310f64a4d3de6bee58ba61a makes lua check fail, what's a good way to 'do nothing' in lua?
21:32 sfan5 I don't know
21:33 p_gimeno do end ?
21:33 sfan5 `do end` would work I guess
21:33 sfan5 yeah
21:35 p_gimeno hm, nope
21:35 p_gimeno 541 An empty do end block.
21:35 p_gimeno that's a warning too
21:35 sofar should be possible to eliminate the need for it?
21:36 sfan5 you can nest all code in yet another if
21:36 paramat yes
21:36 sfan5 since lua does not support a "continue" statement
21:36 paramat ok
21:36 paramat i'll fix it
21:37 sfan5 paramat: merged my own PR, technically not allowed but the PR can be counted as "trivial"
21:38 rubenwardy --luacheck: ignore
21:38 paramat thanks. is allowed, it has support from 2 core devs, author counts
21:38 sfan5 I thought self-approval wasn't a thing?
21:39 paramat lol
21:40 paramat it is, we've been doing it all the time =)
21:40 paramat dev would be even slower if we didn't
21:43 paramat VanessaE #8358 should be fixed now, please could you test?
21:43 ShadowBot https://github.com/minetest/minetest/issues/8358 -- Nodebox facedir no longer rotates textures to follow it.
21:44 sfan5 apropos
21:45 VanessaE paramat: that's client-side, right?
21:45 sfan5 VanessaE: while you're at it, please check whether wallmounted/facedir meshes work correctly
21:45 VanessaE sure.
21:45 sfan5 yes, client-side
21:45 VanessaE gimme a min.,..
21:50 VanessaE yep, lgtm
21:51 VanessaE (both wallmounted nodeboxes and wallmounted meshes)
21:51 paramat thanks
21:52 VanessaE at least my test world looks correct.  it's got a bunch of both, and other similar stuff
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23:11 cheapie [15:22:39] <VanessaE> any chance we could get the "initializing nodes" part of the signon to be multi-threaded?
23:11 cheapie ^ Disabling the minimap helps a ton with that
23:12 cheapie As in not just hiding it, but disabling it in settings.
23:12 cheapie Calculating the average color for every single texture on the server takes for-fscking-ever.
23:14 VanessaE I don't use the minimap.
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23:19 cheapie VanessaE: Do you have it disabled *in the settings*?
23:19 paramat joined #minetest-dev
23:20 VanessaE yup.
23:20 VanessaE enable_minimap = false
23:20 cheapie Huh, weird it's taking so long then.
23:21 * cheapie tries joining VE-C and timing it
23:21 cheapie 8 seconds, about 4 of that was "Initializing nodes..."
23:22 VanessaE well, it's nothing significant on default textures on lightweight worlds, but say HDX 256 on VE-C, it's a slowpoke.  still, it's tons faster than it used to be some years ago
23:22 cheapie Oh, HDX. Yeah, that'll do it :P
23:24 p_gimeno wouldn't it make sense to cache the average colour by SHA-1?
23:24 cheapie Probably.
23:25 VanessaE maybe if the minimap were the reason for the time it takes :)
23:25 VanessaE afaik it's still the same old problem of the wield extruder taking a long time.  can't really be sped up, but I should think it would be easy to multithread it.
23:26 cheapie Wield extruder? Why is that done ahead-of-time?
23:26 VanessaE well I assume it is. :)
23:27 VanessaE I don't know for sure.
23:29 VanessaE MT just needs to use more cores where it can :)
23:30 VanessaE help us slowpoke-PC folks out, huh? ;)
23:33 cheapie Yeah! Make it run on my XO-1! ...wait, that only has one core anyway.
23:34 cheapie I mean, it would probably run, but I don't think those have any 3D acceleration at all and software rendering on a 433MHz Geode is... not going to be real fast.
23:36 VanessaE well I mean mine's an old box, as you know.  slow RAM, 2.8 GHz x 6 cores, etc.
23:36 VanessaE ain't exactly a speed demon on single-core jobs, but it hauls ass on multicore.
23:41 VanessaE it's on-topic :P

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