Time |
Nick |
Message |
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14:17 |
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14:39 |
rubenwardy |
I suggest that the aim of 5.4.0 be reducing code rot - both in PRs and in current code |
14:40 |
sfan5 |
how does that look in practice |
14:46 |
rubenwardy |
I'm not sure how to acceleration PR review other than brute effort |
14:49 |
sfan5 |
me neither |
14:49 |
sfan5 |
PR review is definitely an issue but I don't see a way to fix it other than throwing more people at the problem |
14:49 |
rubenwardy |
I probably only have time for a few hours a week on Minetest |
15:22 |
rubenwardy |
web#215 |
15:22 |
ShadowBot |
https://github.com/minetest/minetest.github.io/issues/215 -- Remove customize, link directly to ContentDB by rubenwardy |
15:24 |
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15:32 |
rubenwardy |
I think the meetings are helpful in encouraging PR review |
15:39 |
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15:47 |
rubenwardy |
there's a healthy balance of chat to action. A planned meeting discussing PRs/issues? Healthy. Bikeshedding over whatever? Not health |
16:03 |
sfan5 |
there seem to be a large amount of PRs that just require someone to say "yeah this looks sane" |
16:03 |
sfan5 |
(if you put the required trust into the submitter that is) |
16:09 |
sfan5 |
<Krock> https://github.com/minetest/minetest/pull/7924/files#diff-b5b39c3a29359759ac6f0293dc37a453R277 |
16:09 |
sfan5 |
<Krock> this should be joystick.getWasKeyDown(KeyType::MOUSE_L) |
16:09 |
sfan5 |
^ that's not fixed yet is it? |
16:19 |
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16:23 |
lhofhansl |
Hi all... There's a (perhaps) interesting discussion in #10422. |
16:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/10422 -- Mods for in-world-games are not displayed correctly in the Configuration tab |
16:24 |
lhofhansl |
Basically MT allows to place a game/mods folder into any world... i.e. .../worlds/<world_id>/game/mods. An in that case all other mods and configs, etc, are ignored. This is a nice feature, IMHO, as it allows shipping complete self-contained worlds. On the other hand it's confusing and not used much AFAIK. |
16:26 |
lhofhansl |
Sorry, meant: #10439 |
16:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/10439 -- Cannot select a world with game mods in the UI |
16:29 |
rubenwardy |
updated #10173 |
16:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/10173 -- Deprecate get_player_velocity and add_player_velocity by rubenwardy |
16:30 |
rubenwardy |
lhofhansl: I had no idea that this feature existed, but cool, I guess |
16:30 |
rubenwardy |
It would be good to have a single source of truth for mod and game locations, in src/content somewhere |
16:32 |
lhofhansl |
I didn't either. I was looking for a way to do that, and found this in the documentation :) |
16:33 |
rubenwardy |
the usual convention is to include worlds in the game, using schematics |
16:35 |
lhofhansl |
Yep. This is so much more powerful, though. You can just include the map and all the mods. Together with the read-only maps stuff, this is really flexible. |
16:48 |
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16:59 |
rubenwardy |
#10444 |
16:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/10444 -- Prevent games from setting secure settings by rubenwardy |
17:12 |
Krock |
whyIsItCamelCase |
17:23 |
Krock |
good job cleaning up old PRs btw |
17:24 |
Krock |
will merge #10441 and #10407 in 15 minutes |
17:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/10441 -- Update wording of game descriptions in installer by LoneWolfHT |
17:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/10407 -- Improve MSVC cmake and update vcpkg instruction by Adriankhl |
17:37 |
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17:39 |
Krock |
merging |
17:42 |
Sokomine |
just out of curiosity: does avx/avx2 play a role regarding mt? |
17:42 |
sfan5 |
not directly |
17:43 |
sfan5 |
in theory the compiler can optimize C++ code we have and emit avx(2) instructions |
17:44 |
Krock |
instruction stuff is up to the compiler. applications shouldn't need to deal with that |
17:45 |
Krock |
though the compiler options sometimes limit the instruction set to produce an executable that runs on almost all modern systems |
17:45 |
Sokomine |
seems reasonable. was just wondering. there doesn't seem to be much in mt that could profit from it i think |
17:48 |
Krock |
well, you could compare a binary with a special one that passes the "-mavx2" (or so) option to GCC |
17:48 |
Krock |
list here: https://gcc.gnu.org/onlinedocs/gcc/x86-Options.html |
17:49 |
Krock |
but I doubt it would change much |
17:49 |
Krock |
or "-march=tigerlake" if you happen to have a tigerlake CPU |
17:55 |
Sokomine |
no, just (still) wondering which cpu to buy. avx seems to produce more heat, so it's good if mt doesn't really need it |
17:57 |
Sokomine |
with my build no longer beeing a debug build and mostly just mtg with my mg_villages mod, it's nice how fast worlds start up now |
18:16 |
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18:46 |
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19:37 |
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19:37 |
MTDiscord |
<Jonathon> @GreenXenith ☝️ |
19:37 |
MTDiscord |
<GreenXenith> already back up |
19:53 |
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19:54 |
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20:11 |
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20:35 |
pgimeno |
<Krock> instruction stuff is up to the compiler. applications shouldn't need to deal with that <-- I disagree. If you want to take advantage of vectorization, you need to write vectorizable code. You need an understanding on what the compiler can optimize and what can't. Compilers don't do magic; e.g. they can't generally transform a slow O(n³) algorithm into a fast O(log log n) one. If you want to take advantage of the machine you're |
20:35 |
pgimeno |
running on, often you need to reflect that in the code. |
20:36 |
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20:41 |
pgimeno |
example: https://github.com/vnmakarov/mum-hash/blob/master/mum-prng.h#L64 |
20:46 |
pgimeno |
so a more correct answer here is: "if Minetest uses AVX[2], it's only by chance" |
20:46 |
pgimeno |
or maybe Irrlicht does, but I have my reservations :) |
20:51 |
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21:18 |
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21:21 |
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21:30 |
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21:59 |
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22:34 |
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22:35 |
paramat |
merging #10366 |
22:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/10366 -- Improve layout of main menu local tab by paramat |
22:38 |
paramat |
here's another simple PR #10247 . well tested, perhaps only needs a quick code review |
22:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/10247 -- Give unnamed world names incremental numbers. Format 'world<number>' by paramat |
22:49 |
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23:06 |
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