Time |
Nick |
Message |
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06:57 |
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07:42 |
VanessaE |
request: minimal first-press F5 display that ALL players get to see, without needing debug priv. should show the direction you're facing, your coords, and the node you're pointing at. the existing first-press-of-F5 that shows those things along with drawtime, map seed, RTT, and subsequent displays after that, should continue to need debug priv. |
07:45 |
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07:50 |
VanessaE |
https://github.com/minetest/minetest/issues/8472 |
08:26 |
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08:41 |
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09:45 |
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09:51 |
rubenwardy |
actual debug information shouldn't need any privilege |
09:51 |
rubenwardy |
only debug information which could use for cheating, such as the wireframe |
09:52 |
VanessaE |
rtight |
09:52 |
VanessaE |
right* |
10:01 |
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17:24 |
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18:30 |
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18:32 |
GreenDimond |
So my server logs are filled with "ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object" warnings. I have no idea where to start debugging this. |
18:32 |
GreenDimond |
I am wondering if this is caused by using set_properties() on a missing/deactivated entity |
18:43 |
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19:49 |
p_gimeno |
GreenDimond: isolating which mod is causing it would be a start |
19:49 |
GreenDimond |
Great |
19:50 |
GreenDimond |
I have 100 |
19:50 |
GreenDimond |
Isolating the mod was kind of a given |
19:50 |
GreenDimond |
The question is how can I do it faster |
19:50 |
p_gimeno |
bisection? |
19:51 |
GreenDimond |
Without restarting my server an inane amount of times |
19:51 |
sfan5 |
print the mod name when each callback runs |
19:52 |
sofar |
sounds almost like a leak |
19:52 |
p_gimeno |
it takes 7 attempts to bisect 100 mods |
19:52 |
sofar |
it takes 10 for 1000 |
19:52 |
GreenDimond |
sfan5: By adding a print statement to every single mod callback?..... |
19:52 |
sfan5 |
correct |
19:52 |
sfan5 |
you can do this programatically |
19:53 |
sofar |
in C++ |
19:53 |
sfan5 |
I was thinking of lua code that wraps each callback but just doing it in the C++ of callbacks is even simpler |
19:56 |
GreenDimond |
So I get to recompile Minetest |
19:56 |
GreenDimond |
yay |
19:59 |
sofar |
"you can do it" |
20:43 |
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20:53 |
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21:28 |
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21:52 |
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21:54 |
p_gimeno |
so in #8461, the emitter is now a scene node, so for attached particles, why not attach it to the object's scene node? |
21:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/8461 -- Reimplement particles using the Irrlicht particle system and improve collision handling by DTA7 |
21:55 |
p_gimeno |
also, vel is unused (there's no report from the compiler because of the call to rotateXZBy) |
22:04 |
p_gimeno |
and rotating p.pos by yaw makes no sense, even less if the scene node gets attached. At that point p.pos is just a random position within a cube, no point in rotating it. |
22:05 |
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22:09 |
sfan5 |
so basically, the PR still needs some work |
22:11 |
p_gimeno |
yes I think so |
22:22 |
p_gimeno |
is DTA7 on IRC? |
22:25 |
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