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IRC log for #minetest-dev, 2020-11-26

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All times shown according to UTC.

Time Nick Message
01:09 MTDiscord <e​xe_virus> Ronaldo, right there with you:)
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01:34 lhofhansl Perhaps a dumb question... Do we need to save generated blocks at all, until someone actually modifies them? As is we save a block as soon as it is generated.
01:36 lhofhansl If they are not save they'll just be generated again. That is (currently) slower than loading them back, but it avoids storing stuff.
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07:44 MTDiscord <I​hrFussel> Just my 2 cents: If generated areas would regenerate all the time servers would lag horribly...it'a a huge difference between generation and loading from DB even on my server's SSD and I only use 2 of the most common mods that trigger on mapgen (caverealms, nether)...there are servers that rely on much heavier lua mapgens
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16:28 Fleckenstein What are the core dev's opinions about dual wielding?
16:43 sfan5 sounds fine to me as a concept
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17:10 specing How does one use the other item?
17:10 specing how would* one use it
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17:26 MTDiscord <L​one_Wolf> Depends on the item
17:55 MTDiscord <J​ordach> on_use_alt_hand on_punch_alt_hand etc
17:55 MTDiscord <J​ordach> Same type of calls for the main hand
18:12 MTDiscord <L​one_Wolf> Oh, that's a thought
18:12 Krock yeah sure why not
18:13 specing I mean
18:13 specing How would a player use it?
18:13 Krock I suppose the other item is just used as placeholder for shields?
18:13 Krock I've seen that on some Minecraft videos, so that might be the idea
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19:38 lhofhansl Merging #10670. The one where sfan5 had done a lot of thinking :)
19:38 ShadowBot https://github.com/minetest/minetest/issues/10670 -- Avoid marking map blocks dirty upon deserialization. by lhofhansl
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19:43 lhofhansl Can we merge #10660?
19:43 ShadowBot https://github.com/minetest/minetest/issues/10660 -- Improve sky rendering performance by numberZero
19:45 rubenwardy yes, it has two approvals and no objections
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20:48 lhofhansl Krock: Hopefully that re-loading of blocks already generated will go away after my fix.
20:48 lhofhansl Ok... Merging #10660
20:48 ShadowBot https://github.com/minetest/minetest/issues/10660 -- Improve sky rendering performance by numberZero
20:49 Krock why no squash?
20:50 lhofhansl whoa... Did I do it the wrong way?
20:50 Krock you did the rebase merge. unless that's the way you wanted it
20:50 lhofhansl I did.
20:50 lhofhansl Didn't want that.
20:51 lhofhansl I can force push the squash.
20:51 lhofhansl Or we can leave it.
20:51 sfan5 yeah that'd be good
20:51 Krock git rebase -i HEAD~10  for manual squash
20:51 Krock dunno whether there's "git squash" tbh
20:53 rubenwardy I mean, at least the commits largely make sense
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20:54 Krock what's more worrying is that we're approaching open issue N°1000
20:56 lhofhansl Not a fan of force pushes. Lemme know. Sorry I didn't squash before merging.
20:57 sfan5 leaving it is also okay
20:57 rubenwardy yeah, I think it's fine to leave it
20:58 lhofhansl Meh.. Sorry about that folks.
20:59 Krock more commits = more gooder
20:59 lhofhansl I always amend my commits on my branch, so I forgot about it here.
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21:02 kilbith stars are much clearer than before, normal?
21:03 kilbith I mean brighter
21:05 Krock feature
21:05 sfan5 I did notice that too but didn't investiage it
21:05 sfan5 investigate*
21:06 sfan5 I'm pretty sure it still respects the star color
21:08 kilbith maybe a ARGB->RGBA confusing
21:08 kilbith since gl_FragColor is RGBA and SColor is ARGB
21:10 Krock how can there be a segfault in "no code"? https://github.com/minetest/minetest/pull/10661#issuecomment-733948983
21:10 rubenwardy try building with debug info, to get the line
21:11 rubenwardy also, end of function sounds like a destructor
21:11 sfan5 0x000000000000007e surely won't have debug info
21:11 sfan5 Krock: did you try my suggestion with -fsanitize=address?
21:12 Krock sfan5: no sorry. did I mess this message earlier?
21:12 Krock *miss
21:12 sfan5 <sfan5> Krock: for 10661 I suggest testing your code compiled with -fsanitize=address
21:12 sfan5 <sfan5> because the segfault you have looks like a buffer overflow or similar
21:12 Krock oh!
21:21 sfan5 pushing http://sprunge.us/rzvY6s?diff (two commits!) in 10 minutes
21:28 Krock L111  } ;
21:32 Krock heap-use-after-free.. the struct contains a pointer which is then double-freed.. oh no.
21:37 Krock thank you, sfan5. issue solved
21:41 sfan5 oops long 10 minutes
21:42 sfan5 pushed
21:56 sfan5 lhofhansl: what was the purpose of blockpos_requested in struct BlockMakeData?
21:59 lhofhansl There wasn't any. :)
22:05 sfan5 ah so the removal is not related to the other change
22:17 sfan5 I wonder what those awful lack spikes are when you fly through lots of terrain
22:17 sfan5 please dont tell me it's the VBO clearing
22:22 sfan5 hmm now it's not as bad as before
22:23 sfan5 nah that's not it
22:25 sfan5 anyway: when there's lots of blocks loaded(?) and you have infinite view range enabled there are frametime spikes every few seconds, this doesn't coincide with HW buffer clearing
22:25 sfan5 I guess it's doing something to all loaded blocks since culling is disable with infinite view range (is it?)
22:26 sfan5 also relevant: I'm moving fast in the direction of unexplored land (so none of those whatever thousand blocks in memory are visible)
22:26 sfan5 well whatever
22:29 celeron55 is transfer of blocks continuous and not coincidentally spiky with that behavior?
22:37 sfan5 sometimes? maybe?
22:43 lhofhansl Sorry... Cooking dinner on the side :)
22:44 sfan5 I don't see any obvious correlation of the debug graphs here -> https://0x0.st/iRlW.mp4
22:44 lhofhansl I do not know what these spikes are, but when I tried, pretty sure that they are not due to the HW buffer clearing.
22:45 sfan5 the errorstream is not visible there, but hw buffer clearing only happens every 10 seconds
22:45 lhofhansl The lag is (still) mostly due to meshing, I think (not all meshes come from the mesh generator thread)
22:45 lhofhansl But it
22:45 lhofhansl 's so much better than before.
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23:54 lhofhansl I'm going to merge #10637 soon'ish.
23:54 ShadowBot https://github.com/minetest/minetest/issues/10637 -- Avoid generating the same chunk more than once with multiple emerge threads by lhofhansl
23:54 lhofhansl (Thanksgiving fun)

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