Time |
Nick |
Message |
00:02 |
MTDiscord |
<Jordach> and some visual inspection reveals there's a period where it loops between day and night on the same frame |
00:03 |
MTDiscord |
<Jordach> despite that being where the dawn should be |
01:37 |
MTDiscord |
<Jordach> more in the what the actual fucks |
01:40 |
MTDiscord |
<Jordach> why is there so much BS trying to figure out cloud brightness |
01:46 |
MTDiscord |
<Jordach> i'm actually gaining framerate from removing unneeded assignemnts |
01:46 |
MTDiscord |
<Jordach> assignments and such |
02:20 |
MTDiscord |
<Benrob0329> No no, I think that Navy Blue would work. It's not a blocking change though, so it can wait, just not too long because the old paint is flaking off and might be lead-based. |
04:00 |
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12:19 |
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13:18 |
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13:25 |
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14:40 |
appguru |
The actual position of an attached entity is only known to the client, which knows about bones etc. Does the server use a reasonable approximation like the position of the parent entity? |
14:40 |
appguru |
Or is this left to the modder? `self.object:set_pos(self.object:get_attach():get_pos())` in on_step should do the job. |
14:43 |
appguru |
This might also explain a bunch of attachment issues. |
14:45 |
MTDiscord |
<Warr1024> Can you actually set the pos of an attached ent without breaking the attachment? Does that actually fix the problems, e.g. having ents left hanging when a player walks in/out of range? |
14:47 |
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14:47 |
sfan5 |
appguru: https://github.com/minetest/minetest/blob/3b842a7e021f61c119f060df5de035b71df1fe83/src/server/luaentity_sao.cpp#L147-L150 |
14:47 |
sfan5 |
set_pos does not even work when attached |
14:48 |
appguru |
yeah I'm reading this right now |
14:48 |
appguru |
it looks like the position is copied but not sent? |
14:48 |
sfan5 |
correct, doing that is a waste of traffic |
14:49 |
MTDiscord |
<Warr1024> what happens when the parent object leaves the client's viewing range though? It seems like then the attached objects are just detached and left where the parent object last was, but the server-side seems to think they're still attached and moving with the parent. |
14:50 |
sfan5 |
I believe that's handeled for players |
14:51 |
sfan5 |
for luaentities if the parent leaves the view range, the child would too |
14:51 |
MTDiscord |
<Warr1024> For players it seems to work like a majority of the time |
14:51 |
MTDiscord |
<Warr1024> The problem is that when it doesn't work, every now and then, it breaks rather badly and there isn't really a way to fix it other than relogging. |
15:06 |
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16:15 |
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16:22 |
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16:29 |
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16:31 |
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16:48 |
Krock |
@Warr1024 attachments are indeed no longer known to the client, but the player positions are still sent manually afterwards to work around this issue |
16:50 |
Krock |
https://github.com/minetest/minetest/blob/master/src/server.cpp#L792-L802 |
16:50 |
Krock |
the entire check is basically to reduce useless traffic, with the exception of out-of-range parents where the position of the player is still sent |
16:54 |
MTDiscord |
<Warr1024> What I've witnessed is that rarely, a player will travel into the distance, and then another player will try to follow after them later, but then encounter the ents that were attached to them just floating somwhere along the path. |
16:55 |
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16:55 |
sfan5 |
I don't we have anything handling that problem |
16:55 |
sfan5 |
since nobody had done that before |
16:59 |
MTDiscord |
<Warr1024> Is that a problem that would need to be addressed specifically? Should I put an issue report in for this? |
17:00 |
MTDiscord |
<Warr1024> Particularly annoying is that it's not reliably reproducible and I don't know what, if any, specific variables affect reproducibility. It's just basically one of the last of the heisenbugs that have always in at least some degree plagued attachments forever... |
17:00 |
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17:01 |
sfan5 |
regardless of how it'll need to be fixed so please open an issue |
17:04 |
Krock |
although without a way to reproduce it, it's just yet another open issue |
17:07 |
sfan5 |
I think it should be pretty easy: set low player transfer distance, player 1 observes, attach object to player 2, p2 goes away, once p2 disappears from p1 object will be stuck |
17:10 |
Krock |
ah. for vice-versa. where objects are unloaded after players |
17:22 |
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17:28 |
MTDiscord |
<Jordach> Seeing as I’m digging around in the sky again |
17:28 |
MTDiscord |
<Jordach> Anyone up for me to nuke the current way of setting sky colours and use a proper world time blending system as seen in atmos |
17:30 |
MTDiscord |
<Jordach> Because I can do some magic with this |
17:33 |
MTDiscord |
<Warr1024> I have no intention of using the default sky again, only the custom skyboxes, so I guess I don't have an opinion about things like time-of-day variations and such. I actually want my skybox to vary only based on player location. |
17:35 |
MTDiscord |
<Jordach> It means I can set blending to an hourly basis |
17:37 |
Krock |
sfan5: there's no log if the HUD ID does not exist |
17:37 |
Krock |
modifying /hudfonts (testhud in devtest) works |
17:38 |
Krock |
> 2021-08-19 19:36:30: WARNING[Server]: Unknown HUD stat type: Style (at <>/games/devtest/mods/testhud/init.lua:48) |
17:41 |
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17:57 |
sfan5 |
oh I see |
18:03 |
sfan5 |
minor thing -> #11557 |
18:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/11557 -- Allow lib/irrlichtmt to work for server builds (headers-only) by sfan5 |
18:03 |
sfan5 |
@Jordach is there any advantage to it that cannot be already done by server mods? |
18:05 |
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18:07 |
sfan5 |
merging #11511, #11472, #11384 in 5m |
18:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/11511 -- Validate staticdata and object property length limits by sfan5 |
18:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/11472 -- Fix scaled world-aligned textures being aligned inconsistently for non-normal drawtypes by Wuzzy2 |
18:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/11384 -- Add fwgettext util function by rubenwardy |
18:15 |
MTDiscord |
<Jordach> Network bandwidth and clogged packet queues |
18:16 |
MTDiscord |
<Jordach> sfan5, ^ |
18:23 |
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18:29 |
MTDiscord |
<Jordach> rather than updating client visuals every second or faster leaves much more room for server performance |
18:33 |
MTDiscord |
<Jordach> basically i want to remove the stopgap feature that was set_sky_color |
18:33 |
MTDiscord |
<Jordach> and replace it with a properly configurable 24 hour sky cycle |
18:34 |
MTDiscord |
<Jordach> which means you can have properly configured weather |
18:36 |
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18:36 |
sfan5 |
sounds useful |
18:42 |
MTDiscord |
<Jordach> instead of sending update packets once a step, i send it onceevery 20+ minutes |
18:42 |
MTDiscord |
<Jordach> i can also add some extra sky features such as aurora alongside the rotating galactic skybox |
18:42 |
sfan5 |
once a step is too often regardless, your fault if you do that |
18:42 |
MTDiscord |
<Jordach> how else am i supposed to get nice blending |
18:43 |
sfan5 |
well how nice does it need to be? what about every 250ms? |
18:44 |
MTDiscord |
<Jordach> nice enough that the engine can manage it |
18:45 |
MTDiscord |
<Jordach> even worse, is that current sky transitions are framerate dependant |
18:45 |
MTDiscord |
<Jordach> rather than dtime |
18:45 |
MTDiscord |
<Jordach> sky.cpp::update() is a fucking mess |
18:48 |
MTDiscord |
<Jordach> all i'm intending on doing is taking 0-24000 time and just using an array between 0-24 |
18:49 |
MTDiscord |
<Jordach> it would also mean sky blending dependant on time_speed rather than framerate |
18:49 |
MTDiscord |
<Jordach> since i run MT at 165fps |
18:49 |
MTDiscord |
<Jordach> the transition periods last about a few seconds |
18:50 |
sfan5 |
just make it somehow defaults to whatever sky colors we had before |
18:50 |
sfan5 |
or rather an approximation of it |
18:50 |
MTDiscord |
<Jordach> i was going to actually make a function that should it notice the presence of named sky variables |
18:50 |
MTDiscord |
<Jordach> it'll fill the array up as intended |
18:55 |
MTDiscord |
<Jordach> basically i'm removing all of the previously hardcoded sky features |
18:57 |
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19:00 |
MTDiscord |
<Jordach> if you use the current implementation, it'll just use the same six classic colours and the tints |
19:00 |
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19:00 |
MTDiscord |
<Jordach> the tints have had their colours moved to skyparams.h for consistency |
19:06 |
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19:07 |
macbuildguest |
Hello all, is someone out there like Jordash that can build a mac x86 dev mintest? |
19:08 |
macbuildguest |
@Jordash |
19:12 |
MTDiscord |
<Jordach> https://www.dropbox.com/sh/jt3el1tn6s1yc82/AADHR74Y1tEQDb9NKQh5Csu-a you mean these |
19:20 |
MTDiscord |
<Jordach> sfan5, my checklist for an upgraded sky is: |
19:21 |
MTDiscord |
<Jordach> user configurable aurora (including colour), rotating textured skybox (placed behind the regular one) |
19:21 |
MTDiscord |
<Jordach> and a seccond one for having a local area effect |
19:23 |
macbuildguest |
: ) I think so. Are these the latest? I have had changes to the mapgen settings kill a working worlds new generation (EG I think Installing and playing Hades game killed my new generation in Mineclone2)... I did a bit of reading and thought this may be a known bug and was hoping (though, I have no reason to be sure) that it has been addressed |
19:23 |
macbuildguest |
in the latest dev. |
19:24 |
MTDiscord |
<Jordach> current set the buildscript off |
19:24 |
MTDiscord |
<Jordach> this may take a few minutes to become visible |
19:27 |
MTDiscord |
<Jordach> linking AppleSilicon and x64 for BigSur+ |
19:27 |
MTDiscord |
<Jordach> now building x64 for Mavericks |
19:29 |
MTDiscord |
<Jordach> minetest-5.5.0-dev-e7b05beb7-Mavericks-Intel-LuaJIT now available |
19:30 |
macbuildguest |
Thank you! I am x64 on bigsur so I should use the universal? |
19:32 |
macbuildguest |
does that mean that universal is not using LuaJIT |
19:34 |
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19:37 |
MTDiscord |
<Jordach> if your machine is intel the mavericks one should be preferred |
19:37 |
MTDiscord |
<Jordach> Rosetta may be fast |
19:37 |
MTDiscord |
<Jordach> but it still loses to x64 JIT on an intel mac |
19:38 |
macbuildguest |
Thanks again!!!! Side question: Anyone know how to make an existing world stop generating chunks that have only stone? :) |
19:38 |
MTDiscord |
<Jordach> that's a mod problem that you may have installed from contentdb |
19:40 |
sfan5 |
or a configuration problem, check the world creation dialog |
19:52 |
macbuildguest |
Is the world creation dialog where you set parameters for a new world? How do I view that for an existing world? |
19:52 |
MTDiscord |
<Jordach> you don't |
19:54 |
macbuildguest |
:) That is what I thought... Is there a way to set/reset mapgen for existing world (editing text/lua?) |
19:54 |
macbuildguest |
The mac build is working btw. |
19:57 |
sfan5 |
map_meta.txt |
20:16 |
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20:27 |
MTDiscord |
<Jordach> you can find your minetest worlds in ~/Library/Application Support/minetest/worlds |
20:28 |
MTDiscord |
<Jordach> Library is hidden from finder by default so press command + shift + . to reveal them |
20:29 |
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