Time |
Nick |
Message |
01:33 |
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06:35 |
nerzhul |
mergng #9813 |
06:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/9813 -- Fix small typo by oilboi |
06:36 |
nerzhul |
and #9812 |
06:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/9812 -- [NO SQUASH] Script API: Rename fields for consistency by SmallJoker |
06:38 |
nerzhul |
and #9804 |
06:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/9804 -- Fix broken client if openal cannot be opened by nerzhul |
06:42 |
nerzhul |
and #9740 |
06:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/9740 -- Add MSVC build by adrido |
06:43 |
ANAND |
lol |
06:43 |
ANAND |
Inputs required regarding #9662. Thanks in advance! |
06:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/9662 -- Low-level HUD element to allow mods to "draw" elements on the screen |
06:43 |
nerzhul |
it's the breakfast merging party, when i read reviewed PR and either merge the one which are, or the one which miss approval :D |
06:44 |
nerzhul |
hard to stay under 160 PR these weeks (and i'm also one who have some opened PRs haha) |
06:46 |
ANAND |
Yeah, PR count is increasing faster than they can be merged (or maybe even rejected) |
06:46 |
ANAND |
Minetest is gaining popularity :) |
06:47 |
nerzhul |
to be honest it depends |
06:47 |
nerzhul |
2 years ago we got so many PR, and we found to lower it to ~100 |
06:47 |
nerzhul |
the only thing which always increase and never decrease is the issue amount |
06:48 |
nerzhul |
i don't know how we can cleanup those |
06:48 |
ANAND |
I'm seeing a lot of new faces. That and the increasing PR/issue count made me come to that conclusion. :) |
07:00 |
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14:16 |
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14:57 |
sfan5 |
merging #9820 in 5m |
14:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/9820 -- Server: Improve some log messages by sfan5 |
15:40 |
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16:04 |
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16:08 |
nerzhul |
sfan5, thanks for your comments permitting to enhance more the server split pr #9769. I fixed the PR and answer related comments, it should be okay now |
16:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/9769 -- Server class code cleanups by nerzhul |
16:08 |
nerzhul |
now we have a proper way to manage detached inventories, 2 layers of enhancements from you & me |
16:16 |
sfan5 |
I'll look at it later |
16:23 |
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16:38 |
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16:50 |
nerzhul |
sfan5: #9627 approved |
16:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/9627 -- Make Mapgen (mostly) work multithreaded again by sfan5 |
17:24 |
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17:26 |
nerzhul |
merging #9627 |
17:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/9627 -- Make Mapgen (mostly) work multithreaded again by sfan5 |
17:29 |
sfan5 |
thanks |
17:31 |
nerzhul |
thanks for this amazing return back |
17:34 |
nerzhul |
emerge multithread can now be useful |
17:35 |
sfan5 |
yeah, having only a single mapgen thread did seriously annoy me |
17:35 |
sfan5 |
when you have CPUs with e.g. 12 cores these days |
17:36 |
Lone_Wolf |
Does this mean I can use all of my 8 cores now? |
17:36 |
sfan5 |
for mapgen sure |
17:39 |
ANAND |
Wow, neato :) |
17:39 |
ANAND |
Would it make sense to engage multiple cores for mapgen by default? |
17:40 |
ANAND |
(Or does the PR already do that?) |
17:40 |
rubenwardy |
it's a setting, defaults to 1 |
17:40 |
sfan5 |
it doesn't and the "new" y=48 bug with mgv7 should be investigated before that is done |
17:40 |
Krock |
sorry what? one process is still limited to one CPU? |
17:41 |
ANAND |
Oh, ok. I thought the y=48 was fixed too. |
17:41 |
Krock |
more threads can fill NOP gaps better, but not use more than one core. Please correct me if I'm wrong there |
17:42 |
sfan5 |
depends on the kind of hyperthreading your cpu has (or doesn't) |
17:42 |
Krock |
Intel CPUs better have theirs turned off |
17:45 |
Krock |
#9177 likely won't see a nice RemotePlayer-handover from ServerEnv to ObjectRef like requested by rubenwardy |
17:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/9177 -- Add core.get_player_or_load by SmallJoker |
17:46 |
Krock |
problem is that the pointer might be used one, or twice. its origin being unclear |
17:46 |
Krock |
ServerEnv std::vector<std::shared_ptr<RemotePlayer>> m_players; could probably work around it, but I'm not sure whether that's actually a good approach |
17:46 |
rubenwardy |
I think invalidating refs when a player joins is perfectly fine |
17:46 |
sfan5 |
I just tried /emergeblocks and it apparently only runs singlethreaded |
17:47 |
sfan5 |
uh oh MT is eating all my ram |
17:47 |
rubenwardy |
mods shouldn't care about keeping player data in memory using their reference |
17:47 |
Krock |
rubenwardy: thing is, ServerEnv does not know about ObjectRefs at all |
17:47 |
rubenwardy |
which makes sense |
17:47 |
Krock |
ObjectRefs are handled in Lua, ServerEnv by Minetest |
17:49 |
Krock |
I could try linking them with the shared_ptr approach, but I'd say syncing those two areas could be quite dangerous |
17:49 |
rubenwardy |
are you referring to updating or invalidating the objectrefs? |
17:49 |
Krock |
both |
17:50 |
Krock |
ensuring that the hand-over works well (i.e. all data is kept and re-used in both places) and invalidating (so that it's really deleted) |
17:51 |
Krock |
former would directly conflict what you wanted to avoid in the "kick ghost players" PR: >it feels like it would be easy to end up with networking bugs. I'd prefer a kick and rejoin |
17:52 |
Krock |
but kick&rejoin isn't an option here, because the player may join at any time, so data loss is not wanted |
17:52 |
sfan5 |
Lone_Wolf, ANAND: here's a demonstration https://0x0.st/i2YK.mp4 |
17:52 |
Krock |
data loss being temporary changes from Lua, not saved yet. |
17:52 |
rubenwardy |
the kick ghost players PR is a state thing - you have to make sure to resend any HUDs / set up, and clear the known chunks for a player |
17:53 |
Krock |
sfan5: interesting. which CPU? |
17:53 |
sfan5 |
Ryzen 5 2600 |
17:53 |
rubenwardy |
the update ObjectRef could be equivalent to a close and then update to point to the online object ref |
17:53 |
rubenwardy |
invalidation is perfectly fine as well |
17:53 |
ANAND |
Nice! |
17:53 |
Lone_Wolf |
Neat |
17:53 |
Krock |
so far only seen results from Intel. AMD's threading really seems to make use of all cores. lovely. |
17:54 |
rubenwardy |
I just don't like the idea of mods having so much control over how long player info is in memory, and whether a player is blocked from joining |
17:56 |
rubenwardy |
sfan5: the decrease in CPU usage all at the same time is suspicious to me - is there a shared lock when writing back? |
17:56 |
sfan5 |
sqlite has locking yes |
17:56 |
rubenwardy |
oh, each thread map gens straight to sqlite? |
17:57 |
sfan5 |
I think so yes |
17:57 |
rubenwardy |
fair enough |
17:57 |
sfan5 |
emergethreads are also responsible for loading blocks from the map |
17:57 |
sfan5 |
even though that doesn't make too much sense multi-threaded |
17:58 |
sfan5 |
at least not with sqlite |
18:17 |
Lone_Wolf |
For #9792 do I add docs on everythink you listed or just the ones you have to do with pure lua? @Krock |
18:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/9792 -- Add note to docs on how to override privileges by LoneWolfHT |
18:17 |
Lone_Wolf |
Chatcommands have override_chatcommand() |
18:20 |
sfan5 |
pushing http://sprunge.us/8Erg2S?diff in 5m |
18:23 |
Krock |
Lone_Wolf: tbh I do neither know what's the preferred way of modifying those tables, nor the best way to document it |
18:25 |
Krock |
the tables can be modified in various ways, thus I'd rather only put notes for those that cannot be modified on Load-Time and add a description about what's generally possible with the other tablse |
18:25 |
Krock |
*those that can only be modified on Load-Time |
18:27 |
sfan5 |
rubenwardy: minimal really needs a formspec you can go through to ensure everything looks as expected |
18:27 |
rubenwardy |
sfan5: /formspec |
18:27 |
sfan5 |
... |
18:27 |
sfan5 |
does that have everything? |
18:27 |
rubenwardy |
not everything |
18:27 |
rubenwardy |
but I've been asking for examples to be added in every formspec PR since 5.1 |
18:28 |
Lone_Wolf |
Would like Wuzzy's devtest to be merged |
18:28 |
rubenwardy |
well, /formspec was added when I did StyleSpecs |
18:28 |
rubenwardy |
since then is when it's been maintained |
18:28 |
rubenwardy |
it does contain a lot though |
18:28 |
Lone_Wolf |
^ |
18:29 |
rubenwardy |
sfan5: I also have 2 PRs open which will automate formspec testing by comparing before and after |
18:29 |
Krock |
the devtest game is nice, but not well usable in my setup |
18:29 |
rubenwardy |
Krock: how come? |
18:29 |
Krock |
rubenwardy: mainly lack of "default". broken testing worlds |
18:30 |
rubenwardy |
it's for engine testing |
18:30 |
rubenwardy |
default is a MTG thing |
18:30 |
sfan5 |
...is this the expected rendering? https://a.uguu.se/OF6kh4iao5sK_.png |
18:30 |
rubenwardy |
yes |
18:30 |
sfan5 |
good to know |
18:30 |
rubenwardy |
it's loads of off placement to test clipping in the scroll container |
18:34 |
rubenwardy |
#9188 and #9189 |
18:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/9188 -- Add standalone formspec renderer by rubenwardy |
18:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/9189 -- WIP: Add formspec rendering tests by rubenwardy |
18:39 |
Lone_Wolf |
Hmmmm, I can't switch into third person anymore |
18:40 |
Krock |
change key |
18:40 |
Lone_Wolf |
Where is that? I can't find it |
18:41 |
Lone_Wolf |
OH |
18:41 |
rubenwardy |
same |
18:41 |
Krock |
keymap_camera_mode = KEY_F7 |
18:41 |
rubenwardy |
why? |
18:41 |
Lone_Wolf |
It was set to C |
18:41 |
Lone_Wolf |
Which Cinematic mode overrode |
18:44 |
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18:46 |
nerzhul |
Krock, can't you just put a accessdeined to the previous session to drop it ? |
18:47 |
Krock |
yes, that's easy. Originally I wanted to recycle attachments |
19:08 |
Lone_Wolf |
ATM the only things I'll be adding to the docs are for entities and privileges. I feel like it'll be simpler to just say you can edit those, AFAIK the entities are the only case where there might be something semi-unexpected, and I've mentioned that |
19:10 |
Lone_Wolf |
From what I can see everything else either has a function for overriding or can't be overridden during runtime |
19:14 |
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20:02 |
nerzhul |
Krock not sure it's needed |
20:07 |
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20:08 |
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20:23 |
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20:26 |
Walker |
hi, i compiled old versions of minetest last time and found again that large core elements of minetest itself are implemented in lua "builtin" |
20:26 |
Walker |
and I just wanted to ask, are there any projects that not only create a subgame, but also reimplement builtin? |
20:27 |
Lone_Wolf |
Nodecore kinda does iirc |
20:28 |
Walker |
ok nice thx |
20:28 |
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20:30 |
Walker |
wait ... is nodecore not just a subgame ? |
20:30 |
Walker |
i already played it and dont replased "builtin" |
20:30 |
Lone_Wolf |
It modifies builtin functions |
20:31 |
sfan5 |
what falls under "large core elements" in your opinion, Walker? |
20:33 |
Walker |
thinks like the builtin/game folder ... |
20:34 |
Walker |
with that you can influence some basic behavior or not? |
20:35 |
Walker |
things like how voxel are treated |
20:36 |
Walker |
I have to say: I don't know exactly what the builtin directory contains ... is there a wiki somewhere? |
20:36 |
Walker |
dont find much abaout it in the /doc folder |
20:36 |
sfan5 |
half of the builtin/game folder are lua parts of basic engine functionality, the other half could possibly be removed if you wanted the engine to do nothing out of the box |
20:37 |
sfan5 |
there isn't because the organization of builtin isn't even relevant for modders |
20:40 |
Walker |
well, I'm going to play around a bit and see what I can learn from the structure ^^ |
20:43 |
sfan5 |
rubenwardy: did you just review your own PR https://a.uguu.se/Z5lrfDj5iNNh_.png |
20:43 |
rubenwardy |
I added notes for later |
20:43 |
rubenwardy |
:D |
20:44 |
sfan5 |
ok sounded a lot like you reviewed the PR without knowing it was your own code |
20:44 |
rubenwardy |
it hasn't been _that_ long |
20:44 |
sfan5 |
which would be a quite an accomplishment |
20:44 |
rubenwardy |
not saying that isn't something I would do |
20:53 |
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21:01 |
Wuzzy |
how is a translated represented internally, when sent over the net? |
21:01 |
Wuzzy |
translated string* |
21:03 |
sfan5 |
https://github.com/minetest/minetest/blob/master/builtin/common/misc_helpers.lua#L603 |
21:04 |
Wuzzy |
thank you |
21:14 |
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