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18:24 |
nerzhul |
#9719 is ready for a first review. Remind the goal of this PR is not to implement all minetest metrics but to provide the basic framework + some first useful metrics. Anybody is free to add more metrics after that if it's useful :) |
18:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/9719 -- Add MetricsBackend with prometheus counter support by nerzhul |
18:28 |
nerzhul |
sfan5 or Krock when you get some time to review it |
18:28 |
nerzhul |
or rubenwardy |
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21:32 |
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21:41 |
Wuzzy |
sfan5: so, about #9462 |
21:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/9462 -- Add support for statbar “off state” icons by Wuzzy2 |
21:41 |
Wuzzy |
(hi) |
21:41 |
sfan5 |
yes |
21:42 |
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21:42 |
Wuzzy |
maybe i shoud just switch to RGBA. maybe minetest doesn't like indexed color pallete? |
21:42 |
Wuzzy |
weird that it only happens for one of us tho ? |
21:42 |
sfan5 |
uh I think you misunderstood my bug |
21:43 |
sfan5 |
I took heart.png and grayscale-converted it to heart_gone.png |
21:43 |
sfan5 |
but the problem it is shows up incorrectly |
21:43 |
sfan5 |
is that because it's 12x not 16x? |
21:43 |
sfan5 |
(while 12x works fine for heart.png) |
21:43 |
Wuzzy |
wait, wait |
21:44 |
Wuzzy |
lets start from the beginning, your bug report literally way the word "uh" ? |
21:44 |
sfan5 |
yes that was supposed to mean "it surely isn't supposed to render the heart_gone like this" |
21:44 |
Wuzzy |
did you touch heart.png? |
21:44 |
sfan5 |
no |
21:45 |
Wuzzy |
ah |
21:45 |
Wuzzy |
MTG's heart.png is 16×16 |
21:45 |
Wuzzy |
(for some reason...) |
21:45 |
Wuzzy |
so your heart_gone.png must also be 16×16 |
21:46 |
sfan5 |
oh |
21:46 |
sfan5 |
I went into textures/base/pack and converted the heart.png there |
21:47 |
Wuzzy |
? |
21:47 |
sfan5 |
ok it looks perfect in minimal |
21:48 |
Wuzzy |
hmmm actually the fact that MTG's heart/bubble is 16×16 is a bug. the heart looks distorted lately. but thats a different issue... |
21:49 |
Wuzzy |
so either fix the MTG textures, or overwrite builtin statbars in MTG. both solutions should fix it |
21:50 |
Wuzzy |
(anyway, thats unrelated) |
22:02 |
sfan5 |
Wuzzy: today someone reported this https://github.com/minetest/minetest/issues/9723 |
22:02 |
sfan5 |
you might want to fix this even if you don't support 5.3-dev for MCL |
22:03 |
Wuzzy |
oops |
22:03 |
Wuzzy |
argh, this new ObjectRef stuff will continue to haunt me for a while, i guess |
22:03 |
Wuzzy |
yes, its a legit bug in MCL2 when i disobey (haha!) the documentation |
22:04 |
Wuzzy |
thanks for alerting me |
22:04 |
sfan5 |
get_objects_inside_radius({x=0,y=0,z=0}, 99999) would be the documented way to do that |
22:04 |
Wuzzy |
O_O |
22:05 |
Wuzzy |
thats a little overkill, it seems |
22:05 |
Wuzzy |
or is efficnency not an issue even with such a range? |
22:06 |
sfan5 |
get_objects_inside_radius is O(n) no matter what you pass |
22:06 |
sfan5 |
(yes thats terrible) |
22:06 |
Wuzzy |
ooff |
22:06 |
Wuzzy |
the idea of mcl_void_damage is that is applies to all objects worldwide ? |
22:06 |
Wuzzy |
otherwise i would have to teach object indifidually to receive void damage :((( |
22:07 |
sfan5 |
even if it's less clean I'd have the objects call into mcl_void_damage themselves |
22:07 |
sfan5 |
no matter the get_objects_inside_radius performance, doing the latter is always better |
22:07 |
Wuzzy |
:((((((((((((((( |
22:07 |
Wuzzy |
oh man. sounds like a feature request then. "get_all_objects()" |
22:08 |
sfan5 |
that doesn't really make a difference |
22:09 |
Wuzzy |
objects as a whole seem to have a big impact on performance |
22:09 |
Wuzzy |
? |
22:09 |
Wuzzy |
is that the reason why MTG is refusing to add mobs? |
22:09 |
sfan5 |
no |
22:09 |
Wuzzy |
interesting... |
22:09 |
sfan5 |
the reason MTG doesn't have mobs is more like "nobody has come and presented the perfect set of mobs on a silver platter yet" |
22:10 |
Wuzzy |
so MTG is not strictly against mobs then |
22:10 |
Wuzzy |
but if mobs are added, they must be perfect |
22:10 |
Wuzzy |
? |
22:11 |
sfan5 |
I didn't mean every word of that literally |
22:11 |
Wuzzy |
Well most mob mods are quite shite, to be honest ... |
22:11 |
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22:11 |
sfan5 |
but most(?) existing mob mods appear to have some deficiencies one way or another |
22:11 |
sfan5 |
yes |
22:12 |
Wuzzy |
the most promising candidate seems to be mobkit. I wonder when it will be out of alpha |
22:12 |
Wuzzy |
I haven't played around with it, tho |
22:13 |
Wuzzy |
So you're basically saying, its a bad idea to iterate through all entities? |
22:13 |
sfan5 |
it's a bad idea to iterate through all entities on every step (do you do that?) to implement something that could be done differently |
22:14 |
sfan5 |
also the bug report showed that void damage affects raindrops |
22:14 |
sfan5 |
that's wasted cpu time, i'm sure you can avoid spawning drops in places where they can fall into the void |
22:14 |
Wuzzy |
ok I'm not THAT retarded. i dont iterate in every step. ? |
22:14 |
Wuzzy |
ah, thats a nice catch |
22:15 |
Wuzzy |
yes its pointless to spawn particles in The Void |
22:15 |
Wuzzy |
wait, void damage affects raindrops? that doesnt make sense |
22:15 |
Wuzzy |
raindrops are particles |
22:16 |
Wuzzy |
ah its the drippingwater! |
22:16 |
sfan5 |
close enough |
22:17 |
sfan5 |
dripping water in Minecraft is a nice touch, I was positively surprised that you implemented it |
22:17 |
Wuzzy |
drippingwater are decorative entities that spawn below nodes that are blow water or lava |
22:18 |
Wuzzy |
actually this is an ancient mod, created ages ago by someone else |
22:18 |
Wuzzy |
MC drippingwater is also just particles, no sound |
22:18 |
nerzhul |
i'm finishing some technical needed PR and i will take more time to look at mobkit. The main problem i see with it is it's pure lua, and few core calls, reinventing sometimes the wheel |
22:19 |
Wuzzy |
haha ok i just insta reproduced the crash. right on start. oops |
22:19 |
Wuzzy |
yeah i dont have an excuse for that ? |
22:20 |
sfan5 |
it doesn't happen in 5.2 so it's not like you could've known |
22:20 |
Wuzzy |
yeah normally i ignore -dev for MCL2 but crashes are an exception ... unless the crash was not my fault |
22:20 |
Wuzzy |
that is... when I am aware of the crash ? |
22:21 |
Wuzzy |
hmm so you recommend to manually add void damage in every entities on_step function? ooff ? |
22:21 |
sfan5 |
where it matters of course |
22:21 |
sfan5 |
that probably is: mob entities and some extra code to apply it to players |
22:21 |
Wuzzy |
well it matters for ALL entities |
22:22 |
Wuzzy |
all entities should either take damage or be removed in the void to clean up space |
22:22 |
Wuzzy |
players of course have special treatment already |
22:23 |
Wuzzy |
btw Minetest does the same thing already. when an entity manages to go outside the world, it is removed |
22:23 |
Wuzzy |
in MCL2, the void is considered to be "outside the world" in the same sense |
22:24 |
Wuzzy |
If i dont regularily remove entities in the void, it would quickly get littered with "zombie" entities that the player would normally not be able to get rid of |
22:24 |
Wuzzy |
so yeah, it really must affect *all* entities, not just a few select ones |
22:25 |
Wuzzy |
Any better ideas on how it could be done? :/ |
22:25 |
sfan5 |
register_on_mods_loaded and overwrite on_step of every entity |
22:26 |
sfan5 |
I don't know whether you could consider that "better" |
22:26 |
Wuzzy |
still hacky, but slightly better |
22:26 |
Wuzzy |
does it win me performance? |
22:27 |
Wuzzy |
(compared to iterating over all entities) |
22:28 |
Wuzzy |
nerzhul: what wheels are reinvented by mobkit? |
22:28 |
sfan5 |
Wuzzy: yes, you iterate over all entities one time less |
22:28 |
sfan5 |
since you "reuse" the iteration when the engine calls on_step |
22:28 |
Wuzzy |
haha |
22:30 |
Wuzzy |
ok lesson learned: dont trust minetest.object_refs |
22:30 |
Wuzzy |
sfan5: sadly, minetest.object_refs IS documented tho |
22:30 |
sfan5 |
oh I forgot |
22:30 |
Wuzzy |
yay, it's not my fault!! :D :D ? |
22:30 |
Wuzzy |
i can now ignore this bug. *walks_away_slowly* ? |
22:31 |
sfan5 |
the documentation doesn't say anything about the state of the contained object refs though |
22:31 |
sfan5 |
since this is engine internals the table also contains object refs that are no longer considered valid |
22:31 |
Wuzzy |
it's a trap! |
22:32 |
Wuzzy |
"Map of object references, indexed by active object id" |
22:32 |
Wuzzy |
the word "active" is highly suggestive ? |
22:34 |
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22:35 |
Wuzzy |
I think objects being weird and WTF to work with is the main reason why we have no decent mobs yet. and collision bugs |
22:36 |
sfan5 |
well just don't do stupid things |
22:36 |
sfan5 |
and collision issues were/will be fixed |
22:36 |
Wuzzy |
sfan5: but iterating over all players is safe, right? |
22:37 |
sfan5 |
iterating of all <anything> is safe as long as you don't touch minetest.object_refs or luaentities |
22:37 |
Wuzzy |
heh, ok |
22:37 |
Wuzzy |
Well, I *could* check validity of the refs, but that's illegal |
22:38 |
sfan5 |
doing that is just not recommend |