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IRC log for #minetest-dev, 2020-12-08

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All times shown according to UTC.

Time Nick Message
00:22 zughy[m] aaaaand... 1k issues
00:37 rubenwardy https://rwdy.uk/OZwDu.png
00:58 zughy[m] lol
00:58 zughy[m] the brainstorm I guess it could be closed, the PR containing the roadmap already exists. So it's 999 again ūü§∑
01:00 MTDiscord <J‚Äčonathon> rubenwardy: getting https://github.com/minetest/minetest/pull/10697 would close another issue, something you have laready commented on outside of github
01:00 MTDiscord <J‚Äčonathon> *already
01:05 zughy[m] also: I noticed a few days ago how 1/3 of those issues are labelled as "bug". Now, I don't want to tell anyone what to do, just curious: wouldn't be best focusing on those issues instead of working on new things? Like, I get they may sound boring to test and fix and people do want new features, but.. they won't go away either
01:06 zughy[m] in other words: shouldn't bugs have the priority?
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05:01 MTDiscord <L‚Äčone_Wolf> In addition to that what about letting bug reporter approvals count like a dev one? Just need a dev to check for unwanted side effects then.
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07:35 lhofhansl I have a half decent version now that compressed the block asynchronously. For a large viewing_range I get the following: 200-300ms collecting and cloning the mapblocks, about 8000-17000ms compression them (again large map), and 100-200ms writing to SQLite. The compression now longer blocks other threads.
07:36 lhofhansl Now, cloning MapBlocks is very tricky. You also have to clone the NodeMetadata, NodeTimers, StaticsObjects, etc. I do not trust this, yet, But the performance is pretty good!
07:37 lhofhansl You can now fly around the map and the annoying server side stutter (not blocks sent, no blocks generated, no objects, no ABMs, etc) are mostly gone.
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09:11 sfan5 !tell lhofhansl if you'd like to avoid cloning all the extra stuff you could serialize and store them but don't compress and handle that part in the thread
09:11 ShadowBot sfan5: O.K.
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16:54 m42uko Could someone (possibly with a gamepad) take a look at my PR #10624? It fixes some bugs that curently break various things (like eating) when using a gamepad.
16:54 ShadowBot https://github.com/minetest/minetest/issues/10624 -- Fix some more joystick issues by m42uko
16:54 m42uko It has one approval so far, and I'd love to get it merged as I there are some more improvements that I'd like to make that are based on this. Thanks!
16:56 sfan5 sure, will do later
16:59 m42uko Thanks sfan5!
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18:46 lhofhansl !tell sfan5 serializing under lock and just compressing asynchronously is a good idea. As is I am still seeing "correctBlockNodeIds(): IGNORING ERROR: B
18:46 ShadowBot lhofhansl: An error has occurred and has been logged. Please contact this bot's administrator for more information.
18:46 lhofhansl lock contains id 12 with no name mapping", so there is some race.
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19:35 sfan5 .
20:33 Krock not working?
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21:15 sfan5 merging game#2790 in 5 minutes
21:15 ShadowBot https://github.com/minetest/minetest_game/issues/2790 -- Don't replace protected liquids with bones. by auouymous
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21:39 sfan5 m42uko: is the default deadzone supposed to work
21:39 sfan5 because with my 360 controller the character never stands still
21:40 rubenwardy it works with my 360 controller
21:40 rubenwardy well, with the old code
21:40 rubenwardy the problem is that controller APIs very per platform
21:41 rubenwardy SDL has this API to allow you to query things like this (deadzone, and keys): https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt
21:41 rubenwardy s/API/database/
21:42 sfan5 the deadzone also doesn't seem to apply for forward walking
21:44 sfan5 also: holding the back button will constantly toggle the escape menu on and off, no idea if that's new
21:46 sfan5 the deadzone string is really strange, (with joystick_deadzone=30000) walking left or forward can happen without even touching the controller while right or backwards requires the pin pulled all the way
21:47 sfan5 s/string/thing/
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