Time |
Nick |
Message |
01:13 |
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01:16 |
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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... |
02:57 |
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03:02 |
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03:09 |
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03:10 |
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07:34 |
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10:28 |
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11:13 |
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11:13 |
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12:36 |
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13:20 |
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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 |
13:29 |
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13:29 |
sfan5 |
pushing revert of fb6f1fdcbe3ee2321cc33eb00f2c6da86744d00a in 10 minutes, to fix the breakage |
13:32 |
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13:33 |
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14:04 |
ANAND |
Thanks, sfan5 |
14:12 |
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14:18 |
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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. :) |
14:21 |
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14:21 |
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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 |
14:36 |
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15:22 |
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15:24 |
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15:40 |
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15:45 |
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16:24 |
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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 |
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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 |
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proller joined #minetest-dev |
16:45 |
DS-minetest |
and minetest is not so multithreaded |
16:57 |
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Fixer joined #minetest-dev |
17:07 |
Krock |
btw, the occlusion culling PR now ignores nearby mapblocks. It's now the same underground as master |
17:34 |
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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 |
17:58 |
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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 |
18:12 |
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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 |
? |
18:55 |
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twoelk|2 joined #minetest-dev |
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 |
19:25 |
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twoelk|2 left #minetest-dev |
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 |
20:16 |
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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 |
21:24 |
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21:26 |
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22:48 |
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23:13 |
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23:26 |
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23:59 |
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