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IRC log for #minetest-dev, 2019-08-21

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All times shown according to UTC.

Time Nick Message
01:13 SteveT joined #minetest-dev
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01:25 ANAND Re #8817 - Windows builds pass, but non-Windows Travis builds fail with a SettingNotFoundException.
01:25 ShadowBot https://github.com/minetest/minetest/issues/8817 -- All Settings: Prevent unnecessary writes by checking for modification by ClobberXD
01:26 ANAND Gotta rename the PR first...
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13:22 ANAND WIP PR: #8834
13:23 ShadowBot https://github.com/minetest/minetest/issues/8834 -- Fix LocalPlayer::isDead always returning false if player is immortal by ClobberXD
13:23 ANAND IcyDiamond: See ^ :)
13:24 ANAND Unfortunately it isn't complete, and requires some substantial changes in another area before it works.
13:24 ANAND Here goes another "NO SQUASH" PR... :'(
13:25 IcyDiamond :(
13:26 IcyDiamond Simple fix turned into a nightmare, huh
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13:29 sfan5 pushing revert of fb6f1fdcbe3ee2321cc33eb00f2c6da86744d00a in 10 minutes, to fix the breakage
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14:04 ANAND Thanks, sfan5
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14:18 ANAND Does our code-style allow inlined function defs in a single line?
14:18 ANAND e.g. bool func() const { return boolean; }
14:19 ANAND ... in class declarations
14:20 sfan5 i don't know about the style guide but the existing code does it plenty
14:20 ANAND Yea, exactly. Wanted to know if I'm allowed to define new functions that way. :)
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14:29 ANAND Rebased #8271, one more approval required.
14:29 ShadowBot https://github.com/minetest/minetest/issues/8271 -- Fix breath statbar scaling; defer breath_bar hiding by one second by ClobberXD
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16:25 pmp-p what luajit function one would use in lua server/client context to do precise timing of function execution ?
16:27 pmp-p nvn i guess it's implemented by minetest.get_us_time
16:40 Krock joined #minetest-dev
16:40 ANAND Just curious, is there an automated way of adding the "Rebase needed" label?
16:41 Krock ask a dev
16:41 Krock automated from your perspective
16:42 ANAND No, lol. I mean I never notice merge conflicts in my PR and yet, the label is added (if applicable) even to the oldest of my PRs.
16:42 Krock conflicts are listed on the very bottom of the page
16:42 ANAND But you'd still have to open each PR page to know that
16:43 ANAND Do you guys check all open PRs for merge conflicts, every single day?
16:43 Krock yet no way to sort or show PRs that need rebase
16:43 ANAND True
16:44 Krock DS-minetest: while (true) check();
16:45 proller joined #minetest-dev
16:45 DS-minetest and minetest is not so multithreaded
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17:07 Krock btw, the occlusion culling PR now ignores nearby mapblocks. It's now the same underground as master
17:34 twoelk joined #minetest-dev
17:35 pmp-p i wonder why execution times in client/server lua code are closer to lua5.1 than luajit2
17:40 pmp-p could be wrong but that means a sandboxed wasm vm client side would only be 2x slower, not 20x as expected
17:45 sfan5 Krock: well not exactly https://a.uguu.se/tMuvHSvjMZ4O_D4KxSsc.png
17:46 sfan5 oh wrong screenshot
17:46 Krock was about to say
17:46 Krock because they look way too similar to me
17:46 sfan5 here https://a.uguu.se/QqLrmCp5Gapi_uRK03Pq.png
17:47 Krock hmm
17:50 Krock it's entirely broken
17:52 * Krock is haunted by stupid errors
17:53 sfan5 what is broken this time?
17:56 Krock dunno what's the cause yet. map stops loading, player respawns always at the same position and /status shows that the server is still working
17:56 Krock s/working/responding/
17:56 * twoelk has spent a week of making more complicated stupid errors while trying to avoid simple stupid errors when calculating materials quantities needed for a building job
17:57 Krock even happens without occlusion culling. what the heck is going on
17:57 Krock never mind me. outdated branch that includes a recent bug
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17:58 twoelk still damaged dead players issue?
17:58 Krock twoelk: yeah, no outdated branches
17:58 Krock *on
17:59 Krock *happy entire-minetest-source-recompiling noises*
18:02 * BuckarooBanzai just pulled the latest updates and regrets it now after reading the last few messages... :/
18:03 Krock BuckarooBanzai: no probs if it's baked fresh
18:04 Krock i.e. < 5 hours or > 1 day
18:04 BuckarooBanzai i'm at https://github.com/minetest/minetest/commit/bf22184d6e16f21b9001322aad1bf8f6dbaa372b (8 days old, just checked:)
18:06 Krock safe
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18:17 Krock #8832 could also help to implement #8818 due to light source positions being always given
18:17 ShadowBot https://github.com/minetest/minetest/issues/8832 -- Mapgen: Run light spread algorithm iteratively by sfan5
18:17 ShadowBot https://github.com/minetest/minetest/issues/8818 -- Approximate spherical lighting
18:19 Krock misleading conclusion. light might be occluded by nodes
18:21 twoelk missleading lights with irrlicht? sounds legit
18:54 sfan5 i have debug output that shows isOccluded returns false, yet the mapblock is not being drawn
18:54 sfan5 ?
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19:20 sfan5 https://github.com/minetest/minetest/blob/master/src/mapblock.h#L231
19:20 sfan5 http://irrlicht.sourceforge.net/docu/aabbox3d_8h_source.html#l00201
19:20 sfan5 Krock: am i correct that getBox() is incorrectly implemented since aabbox3d uses inclusive coordinates?
19:20 sfan5 or wait
19:20 sfan5 no nvm it's correct
19:21 sfan5 now only if I had realized earlier so I wouldn't have bothered you
19:21 Krock heh no problem
19:25 sfan5 gah why can't c++ do three way comparisons
19:25 sfan5 this just cost me 30 minutes
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19:29 sfan5 Krock: ok here's my solution the problem with narrow tunnels https://0x0.st/zWpp.txt
19:30 sfan5 it even improves the situation over minetest without the pr https://a.uguu.se/BVPGSbzLK0aV_ephlgQw.png
19:32 sfan5 basically this ensures any block the camera can see with a straight line will be occlusion checked using exactly that straight line
19:34 Krock so basically optimizing it for x/z corridors
19:34 sfan5 yea
19:35 Krock I also thought about doing so, but it didn't seem consistent for mapgen tunnels that go diagonally down
19:35 Krock well, those tend to be rather short but still
19:37 Krock and diagonal corridors aren't that uncommon since advtrains
19:38 sfan5 how about finding the node in the mapblock that's closest to the camera and doing the occlusion check for that?
19:39 sfan5 the x/z corridor optimization is essentially that principle but simplified
19:42 Krock vector intersection with a pane given by the mapblock
19:45 Krock I'll need to sketch that to work out the formula to calculate that
19:45 sfan5 hmm cmake is still looking for freetype with -DBUILD_CLIENT=0
19:45 sfan5 ?
19:45 Krock set(ENABLE_FREETYPE ${BUILD_CLIENT})
19:47 sfan5 updated the lightSpread PR btw
19:48 pmp-p why the hell is irrlicht still grabbing mouse+kbd events when X11 focus is lost when not in the game menu ?
19:48 Krock how about light == 1?
19:50 sfan5 it was like that before so ¯\_(ツ)_/¯
19:51 Krock mhm yes
19:51 sfan5 it is correct though, light will be decremented first so if light == 1 then n.param1 would be set to MYMAX(0, <existing param1>)
19:51 sfan5 which is a no-op
19:52 Krock right
19:52 Krock will test tomorrow
20:04 Krock using weighted average of light-propagating nodes to calculate a possible pointable corridor to the target mapblock
20:05 Krock 1) get nodes in a range of 4m at 5m away from player
20:05 Krock 2) sum all nodes that propagate light. divide by results
20:05 Krock 3) use that as new shootline
20:05 * Krock cries in node lookup counts
20:06 Krock BUT it would work
20:07 sfan5 dunno about using light levels, should occlusion culling work in entirely dark areas?
20:07 Krock only if there's no sunlight calculation
20:07 Krock because gray borders look awful
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20:20 pmp-p meh USE_LUAJIT=0 i guess that is very bad
20:20 sfan5 is it?
20:21 pmp-p well it would explain why luajit2 is performing faster in terminal than in minetest
20:21 sfan5 it would, yes
20:21 pmp-p i knew i should not have installed all possible lua flavour from synaptic
20:22 sfan5 you really just need the dev package for luajit
20:22 pmp-p pfff liblua5.1-0-dev:amd64 *not the good one*
20:38 pmp-p yeah now i have full speed on rpc execution <3 luajit
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