Time |
Nick |
Message |
00:33 |
erlehmann |
pgimeno do you think this helps development? https://github.com/minetest/minetest/issues/11631#issuecomment-947170934 |
00:34 |
erlehmann |
i ask because all i did was figure out that biome generation is more broken than i thought |
00:34 |
erlehmann |
but i have no solution :( |
00:34 |
MTDiscord |
<josiah_wi> erlehmann, I think people are looking for solutions, not more issues, haha |
00:35 |
erlehmann |
so i guess biome generation depends on optimization level and compiler version and possibly CPU architecture |
00:35 |
erlehmann |
i mean, the mapgen is not reproducible anyway, but was it ever intended to be? is it a goal? |
00:35 |
erlehmann |
if it is not a goal to get the same map with the same seed it is only a minor issue |
00:36 |
erlehmann |
if it should be reproducible though, i'd suggest to make it a major one |
00:36 |
MTDiscord |
<josiah_wi> Apparently mapgen stuff that breaks reproducibility isn't wanted... so I spy a conflict of interest here. |
00:36 |
erlehmann |
this could explain some strange artifacts we have encountered |
00:37 |
erlehmann |
josiah_wi where is the conflict of interest, it is already not reproducible |
00:37 |
MTDiscord |
<josiah_wi> That's what I meant. If we can start PRing fixes for stuff that's another matter. I still need to write unit tests for my PR to fix the noise UB. |
00:38 |
MTDiscord |
<josiah_wi> And #11656 is higher priority. |
00:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/11656 -- Add variable to use existing IrrlichtMt build by JosiahWI |
00:38 |
erlehmann |
yeah so for the noise UB i want to talk to you |
00:38 |
erlehmann |
the thing is, there is probably one major configuration |
00:38 |
MTDiscord |
<josiah_wi> Oops that's the issues; meant to link the PR. |
00:39 |
erlehmann |
i would assume that many ppl have servers on x86_64 using gcc of a specific version etc. pp. |
00:39 |
erlehmann |
which *might* have predictable results |
00:40 |
MTDiscord |
<josiah_wi> It isn't guaranteed be predictable if the configuration changes. But it seems to generally be predictable, hence why it's low priority. |
00:40 |
erlehmann |
josiah_wi how are you approaching the unit tests – there are a limited amount of u16, so we can test them all? |
00:40 |
erlehmann |
“it seems to generally be predictable”, uh no, it is not |
00:41 |
erlehmann |
i have had encountered maps that generated slightly different on the same machine, same binary |
00:41 |
erlehmann |
i never managed to reproduce it |
00:41 |
erlehmann |
but now it makes sense |
00:41 |
MTDiscord |
<josiah_wi> Well the core devs aren't freaking out so it's probably ok to be patient. |
00:42 |
erlehmann |
if they do not freak out then ig the map should only be largely similar, not exactly |
00:42 |
erlehmann |
but i would prefer exact |
00:42 |
erlehmann |
josiah_wi can i help you in any way with the noise UB fix? |
00:42 |
MTDiscord |
<josiah_wi> I was going to try unit tests that would test edge cases and check against a precomputed result. |
00:43 |
MTDiscord |
<josiah_wi> If you want to write unit tests I recommend reading the PR (don't have link; I can find it later) which discusses the tests. |
00:43 |
erlehmann |
i was not joking when i meant there are a limited amount of u16 or float or whatever |
00:43 |
erlehmann |
ok! |
00:43 |
erlehmann |
thank you for your effort |
00:43 |
erlehmann |
oh btw |
00:48 |
erlehmann |
i think if you use ubsan or a debugger it might change the values you observe ;) |
00:49 |
pgimeno |
well, spamming 5 tests in 5 different posts is not helpful. People who subscribe to issues will receive as many emails as messages you post. They won't be happy about that. |
00:52 |
erlehmann |
oh sorry |
00:53 |
erlehmann |
it was not intended to annoy |
00:53 |
MTDiscord |
<josiah_wi> As much as I want to get into doing some C++ stuff, I've found a niche for myself in the build system and I trust myself there more because I have a little experience now and got critique. |
00:54 |
MTDiscord |
<josiah_wi> Fixing the CMake deps is something I believe I can do better than fixing UB. |
00:55 |
MTDiscord |
<josiah_wi> And if anyone wants to help with that, I'll at least have some process in mind for how to move forward with that. xD |
00:58 |
erlehmann |
i believe that you can only fix the cmake deps though if you eliminate all non-existence dependencies, as make can not handle them. |
00:59 |
erlehmann |
embedded devs often do that, for the most part by ensuring there are no fallback paths for any includes |
01:00 |
erlehmann |
josiah_wi do i need to elaborate? |
01:02 |
erlehmann |
https://stackoverflow.com/questions/16875664/preventing-cmake-from-finding-installed-libraries-instead-of-local-libraries |
01:02 |
erlehmann |
> By default, find_path (or find_library, etc.) first checks for files in the system standard locations, before searching in the values provided in PATH. That's why "installed" libraries are always found first on Linux (but not on Windows, that doesn't have standard locations for installed libraries). |
01:02 |
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01:03 |
erlehmann |
i believe that option helps, i have not tested it |
01:04 |
MTDiscord |
<josiah_wi> We have variables for setting explicit library paths. That won't fall back to system paths, though. |
01:05 |
erlehmann |
well if you have no fallback paths ever in the build, you are good |
01:05 |
MTDiscord |
<josiah_wi> Now that you mention it I still disable system paths for IRRLICHTMT_BUILD_DIR. Thank you for bringing that up. |
01:06 |
MTDiscord |
<josiah_wi> I should* |
01:06 |
erlehmann |
but any fallback path will be an issue |
01:06 |
erlehmann |
because the not-found-headers or not-found-libraries are non-existence dependencies |
01:06 |
MTDiscord |
<josiah_wi> CMake is designed to have fallback paths. Working against the design is usually messy, so there better be a good reason. |
01:07 |
erlehmann |
ok, i explain: cmake looks for a header or library at location A, location B, location C, in that order |
01:07 |
MTDiscord |
<josiah_wi> erlehmann, the fix for that is to make them required deps or not link them if they aren't found. |
01:07 |
erlehmann |
it finds the thing at location C |
01:08 |
erlehmann |
now you invoke make, build, everything works. C is the path of the dependency. |
01:08 |
erlehmann |
but A and B are paths of non-existence dependencies. if in the future a header or library shows up there, the binary needs to be rebuilt. |
01:08 |
erlehmann |
otherwise you get a different result in an incremental build than a clean build |
01:08 |
erlehmann |
which would be at least a bit weird |
01:09 |
MTDiscord |
<josiah_wi> Correct. And CMake will not change the dependency path after it's been found. |
01:09 |
erlehmann |
long story short, last i checked cmake could not handle this case and it would be a waste of time to make it handle it. |
01:09 |
erlehmann |
because make can not handle it AND architecture-wise can not be fixed to handle it. |
01:10 |
MTDiscord |
<josiah_wi> CMake deals in absolutes. Paths passed to make should be absolute paths. If they aren't that's a bug. |
01:10 |
erlehmann |
yeah but that means that the compiler also needs to know that |
01:11 |
MTDiscord |
<josiah_wi> The compiler is given the paths explicitly when it's invoked. You can observe this by building in verbose mode. |
01:11 |
erlehmann |
non-trivial C++ projects usually have hundreds of thousands of non-existence dependencies, which usually means that the build system looks at absolute paths, but the compiler, preprocessor, etc. have fallback paths |
01:11 |
erlehmann |
good! |
01:12 |
MTDiscord |
<josiah_wi> As I said, CMake uses absolute paths. Library paths are passed to the compiler with options. Now I'll bet the compiler has fallbacks. |
01:12 |
erlehmann |
josiah_wi i gather this means that headers are only ever included from the location given to cmake? |
01:12 |
erlehmann |
otherwise there is a problem |
01:13 |
MTDiscord |
<josiah_wi> I am not sure what the search order is for the compilers. |
01:13 |
erlehmann |
i have made the build scripts for the game liberation circuit years ago, i actually straced the compiler there |
01:13 |
erlehmann |
so now comes the funny part |
01:14 |
MTDiscord |
<josiah_wi> What exactly is the issue that arises due to these fallbacks? |
01:14 |
erlehmann |
if you have *any* kind of fallback path mechanism in your build process *anywhere*, the only build systems that can build it reliably are the ones which produce a list of deps and ne deps as side effect of the build. all other ones will sometimes genrate a binary not corresponding to the source, usually without ppl noticing. |
01:14 |
erlehmann |
it is very funny to show ppl this issue in their own projects |
01:15 |
MTDiscord |
<josiah_wi> I don't understand the issue yet. |
01:15 |
erlehmann |
they first go “oh, that is never an issue”, then “maybe sometimes” |
01:15 |
erlehmann |
wait i have a writeup |
01:17 |
MTDiscord |
<josiah_wi> It seems like you shouldn't care which library binary is used as long as it works and doesn't introduce bugs. |
01:17 |
erlehmann |
josiah_wi https://web.archive.org/web/20170326021857/http://news.dieweltistgarnichtso.net/posts/redo-gcc-automatic-dependencies.html |
01:17 |
MTDiscord |
<josiah_wi> By that logic fallbacks are an excellent idea, and if you need a specific version of the library you specify that. |
01:17 |
erlehmann |
all the dotted lines in the graphic represent stuff that make can not handle, in a simple hello world |
01:19 |
MTDiscord |
<josiah_wi> Ah, I see now. |
01:19 |
erlehmann |
you will probably go from “oh this is not an issue” to “oof this is everywhere” now, within several minutes or hours |
01:20 |
erlehmann |
but ppl who work on build systems usually try to solve this |
01:21 |
erlehmann |
just don't try to fix cmake or make, please. it will waste several hours of your life to figure out that you can not fix them and keep existing behaviour. |
01:22 |
MTDiscord |
<josiah_wi> CMake does work this way, but I wouldn't say it's an issue. Accidentally including the wrong library is a programmer mistake, not a build system bug. |
01:22 |
erlehmann |
it is though |
01:22 |
erlehmann |
since the build system can not represent this relation |
01:22 |
MTDiscord |
<josiah_wi> In fact I'd argue the current behavior of CMake is desirable. |
01:22 |
erlehmann |
only if you have no fallback paths! |
01:23 |
erlehmann |
in the compiler |
01:23 |
MTDiscord |
<josiah_wi> I don't understand. |
01:23 |
MTDiscord |
<josiah_wi> IrrlichtMt.so should always be included from the path you passed to CMake. |
01:23 |
MTDiscord |
<josiah_wi> If it's included from anywhere else, that's a bug, |
01:23 |
erlehmann |
yes i think for libraries this might work |
01:23 |
erlehmann |
but for headers it will certainly not |
01:24 |
erlehmann |
and with libraries it will be a programmer bug i guess? |
01:24 |
MTDiscord |
<josiah_wi> Headers should be included from the directory CMake determines, and nowhere else. |
01:24 |
erlehmann |
yes! |
01:24 |
erlehmann |
i agree |
01:24 |
erlehmann |
but you need to verify that somehow |
01:25 |
MTDiscord |
<josiah_wi> CMake might not error if headers get deleted; I'm not sure how that would go. |
01:25 |
erlehmann |
so the dot thingy, i do not know how to make it with cmake. if you find it, please tell me. |
01:25 |
erlehmann |
if a header is deleted that is not a problem |
01:25 |
erlehmann |
after all that is a dependency, the build will fail |
01:25 |
MTDiscord |
<josiah_wi> If CMake does not error out then fallbacks will be a problem. |
01:26 |
MTDiscord |
<josiah_wi> Otherwise I believe everything should be fine assuming proper precedence of compiler options. |
01:26 |
erlehmann |
the error class i want to highlight here is not rebuilding all the parts you should rebuild. |
01:26 |
erlehmann |
i hope it is so |
01:26 |
erlehmann |
now that you are aware of this and explained to me all is well i feel better :) |
01:26 |
MTDiscord |
<josiah_wi> CMake won't rebuild if you create a dependency it already found on a different path. |
01:27 |
erlehmann |
yeah that is a big problem if the compiler, preprocessor etc. uses that thing then |
01:27 |
MTDiscord |
<josiah_wi> There might be an option to change that but if there is I do not think it should be changed. |
01:27 |
erlehmann |
as i said, if you use cmake or make, the only way to be sure is to rebuild everything from scratch every time |
01:28 |
erlehmann |
in fact, debian does that and has tools to check reproducibility |
01:28 |
MTDiscord |
<josiah_wi> If you change the library path you have to mirror that in CMake. And that can be done without regenerating cache. |
01:29 |
MTDiscord |
<josiah_wi> Although in my PR I explicitly said to rm the cache and rebuild if you change the IrrlichtMt path. |
01:29 |
erlehmann |
yes, rather rebuild too much than too little! |
01:29 |
erlehmann |
building too much only costs time |
01:29 |
erlehmann |
building to little gets you the wrong binary |
01:30 |
MTDiscord |
<josiah_wi> CMake shouldn't rebuild too little. |
01:30 |
MTDiscord |
<josiah_wi> From the compile times this should be obvious hehe. |
01:30 |
erlehmann |
have you tried my git timestamp thingy? |
01:31 |
MTDiscord |
<josiah_wi> I have not. |
01:31 |
MTDiscord |
<josiah_wi> If CMake is rebuilding too little that's probably a bug in our CMakeListse |
01:32 |
MTDiscord |
<josiah_wi> And that's what I'm asking about. |
01:33 |
erlehmann |
josiah_wi i will tell you once i encounter it again |
01:35 |
MTDiscord |
<josiah_wi> There's probably way more important changes that can be made to the CMake, such as organizing dependencies with targets to improve build system quality. |
02:03 |
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08:53 |
sfan5 |
rubenwardy: might be that google wants you to use app bundles these days (they're deprecating support for that too in Nov. IIRC) |
08:53 |
sfan5 |
you can manually do it using apksigner still |
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13:20 |
rubenwardy |
This Android update is likely to be a bit risky |
13:20 |
rubenwardy |
I wonder if there should be an option to copy rather than move, and if there should be a confirmation dialog |
13:20 |
rubenwardy |
If you uninstall the app now, it'll delete any saved worlds |
13:22 |
sfan5 |
https://developer.android.com/guide/topics/manifest/application-element#fragileuserdata btw |
13:23 |
rubenwardy |
oooh |
13:25 |
sfan5 |
also can't the user use their file manager to interact with /sdcard/Android/data/net.minetest.minetest? |
13:25 |
sfan5 |
the ZIP thing would ofc be useful but is not strictly necessary |
13:26 |
rubenwardy |
hm, I can't see MT in the Apps section of my file manager |
13:26 |
rubenwardy |
(pixel 4a) |
13:26 |
rubenwardy |
oh it's not alphabetically sorted |
13:27 |
rubenwardy |
that opens up app info, rather than the files |
13:28 |
rubenwardy |
I can't see a way using Pixel's Files app |
13:28 |
rubenwardy |
it might be possible using adb, which is not very user friendly but neither was using the file manager |
13:29 |
rubenwardy |
InternalStorage > Android/data is empty for me |
13:30 |
sfan5 |
let me reinstall minetest and check |
13:30 |
MTDiscord |
<Sublayer plank> I'm able to access /sdcard/Android/data/net.minetest.minetest/ with total commander, I just need to do a minor slight of hand with permissions which it shows how to do |
13:32 |
sfan5 |
huh yeah it shows as empty, must be some permission thing |
13:37 |
rubenwardy |
Should we start using app bundles? I'm not familiar with them |
13:37 |
rubenwardy |
hmm, we still need apks for github releases and testing |
13:38 |
sfan5 |
you can build both |
13:38 |
rubenwardy |
yeah, makes sense |
13:39 |
sfan5 |
I remember reading that Google wanted to force bundles for existing apps too but can't find a timeline |
13:39 |
rubenwardy |
https://developer.android.com/distribute/play-policies |
13:39 |
rubenwardy |
only appears to be for new apps |
13:39 |
rubenwardy |
but still worth doing |
13:40 |
rubenwardy |
maybe we won't need to +2 for each release with this? If it's clever enough to create 32/64 as needed |
13:50 |
rubenwardy |
OHHH |
13:50 |
rubenwardy |
the signed APKs are going to a different directory |
13:52 |
rubenwardy |
https://github.com/rubenwardy/minetest/releases/tag/5.4.2-rc1 |
13:52 |
rubenwardy |
(eh, "rc1" maybe isn't right, as it's not an official release candidate) |
13:53 |
sfan5 |
I suggest '5.4.2-android' |
13:53 |
rubenwardy |
for the actual tag? sure |
13:53 |
sfan5 |
yea |
13:54 |
rubenwardy |
probably won't break anything |
13:55 |
rubenwardy |
hmm, I'll probably need to bump the release properly rather than updating the code manually |
14:03 |
rubenwardy |
Loading is noticably faster on 5.4.2 |
14:03 |
rubenwardy |
he says, as the bar stops moving |
14:04 |
rubenwardy |
errr.. |
14:04 |
rubenwardy |
my camera is upside down |
14:04 |
sfan5 |
what |
14:05 |
rubenwardy |
https://i.rubenwardy.com/qZyy5.jpeg |
14:06 |
sfan5 |
? |
14:06 |
rubenwardy |
singleplayer is the same |
14:06 |
rubenwardy |
it's definitely worked before |
14:06 |
sfan5 |
maybe you backported too much |
14:07 |
MTDiscord |
<Jonathon> its a feature ™️ |
14:10 |
rubenwardy |
grr |
14:11 |
rubenwardy |
my phone is unable to open .conf files |
14:12 |
MTDiscord |
<josiah_wi> Total Commander has a built-in editor that I assume should be able to do that. |
14:12 |
rubenwardy |
Android Studio has a file manager I can use |
14:12 |
rubenwardy |
is annoying though |
14:12 |
rubenwardy |
> Important note: This app does NOT contain any ads. However, it contains a link "Add plugins (download)" in the home folder. This is treated as an ad by the Play Store because it links to our other apps (plugins). |
14:12 |
rubenwardy |
que |
14:13 |
rubenwardy |
disabling undersampling fixes it |
14:15 |
sfan5 |
not a new bug then |
14:24 |
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14:27 |
rubenwardy |
ok, it looks fine to me |
14:28 |
rubenwardy |
what do you think about adding a warning dialog? Is it necessary? |
14:28 |
rubenwardy |
Any changes now increase the risk of issues, and we won't be able to release updates for a while after 1 nov |
14:29 |
rubenwardy |
warning dialog probably isn't necessary if we can find ways to extract the worlds currently (ie: using Total Commander / adb) |
14:29 |
rubenwardy |
and with the uninstall hasFragileUserData |
14:29 |
sfan5 |
yeah |
14:30 |
rubenwardy |
adb pull /sdcard/Android/data/net.minetest.minetest/files/Minetest/worlds |
14:30 |
rubenwardy |
simple as that |
14:30 |
rubenwardy |
well, plus setting up adb and developer mode |
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15:33 |
erlehmann |
<rubenwardy> disabling undersampling fixes it |
15:33 |
erlehmann |
<sfan5> not a new bug then |
15:33 |
erlehmann |
is this only on android? |
15:35 |
sfan5 |
so far nobody has reproduced it on desktop |
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16:20 |
ShadowNinja |
Have you tried with an OGLES2 build on desktop? |
16:22 |
sfan5 |
I have |
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MTDiscord |
<Jordach> Are you sure it’s not corresponding to the upright position of the phone |
16:51 |
MTDiscord |
<Jordach> For which it would be in landscape |
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18:42 |
MTDiscord |
<josiah_wi> Do I need both ogles 1 and 2 to compile on Android? |
18:43 |
sfan5 |
yes, but why are you asking? |
18:43 |
MTDiscord |
<josiah_wi> Because I'm doing something stupid. |
18:44 |
MTDiscord |
<josiah_wi> I'm trying to compile Minetest with Termux out of curiosity. |
18:48 |
MTDiscord |
<josiah_wi> Minetest from the app store works so I must have GLES 2? CMake can only find OGLES1, ouch. |
18:48 |
MTDiscord |
<josiah_wi> Actually it didn't find either. |
18:49 |
sfan5 |
do you want to build it for the system inside termux (which doesn't even run graphical apps) or for Android as an APK? |
18:49 |
sfan5 |
the former makes no sense and the latter is not possible |
18:51 |
MTDiscord |
<josiah_wi> I was trying the former, and I can't find a gles library so I guess it won't even work. |
18:52 |
MTDiscord |
<josiah_wi> I could compile the headless server, I suppose. xD |
18:53 |
MTDiscord |
<Sublayer plank> I actually tried to compile a headless minetest server in termux for funsies a while back, but it kept thinking I wanted to compile it as a native library for an APK and would throw errors |
18:54 |
erlehmann |
sfan5 do the ntfs extraction problems you encountered on windows go away if you disable 8dot3 names? https://www.neowin.net/forum/topic/1366224-tweak-win-10-ntfs-by-disabling-8dot3-and-stripping-8dot3-huge-per-gain/ |
18:54 |
erlehmann |
sfan5 i think windows makes a short DOS name for every file by default, so i hope this helps you |
18:54 |
sfan5 |
I don't know but I doubt it, number of files per directory isn't the issue |
18:55 |
erlehmann |
the 8dot3thing is reported to make windows file handling slower at about 1000 files or so |
18:55 |
erlehmann |
no idea if that is still the case |
18:56 |
MTDiscord |
<josiah_wi> @ROllerozxa Alright, I'm doing this. I think I can tell CMake I'm cross compiling for Linux or something. |
18:57 |
MTDiscord |
<Sublayer plank> yeah, that would probably be the best way of going about it |
18:58 |
erlehmann |
sfan5, btw i appreciate the link to https://www.sqlite.org/fasterthanfs.html – but what i meant with benchmarking was pitting the actual file handling code vs db blob handling code. the article even mentions that itself, you have to measure the actual code you have, not their test cases. |
18:59 |
erlehmann |
i bet a lot of the cases where someone was like “nice, i'll just use a relational db” were relying on those benchmarks but had different usage of the storage backend or different things than only tiny blobs |
19:00 |
erlehmann |
sfan5 celeron55 regarding the UB in the noise, is “same seed should generate same map regardless of compiler version or optimization level or CPU architecture” a hard or soft goal of minetest? |
19:01 |
erlehmann |
hard as in, important |
19:01 |
erlehmann |
soft as in, well, nice to have |
19:01 |
sfan5 |
didn't someone already figure out a way to get an identical calculation without UB? |
19:03 |
erlehmann |
i mainly asked bc of the negative-float-into-unsigned-int test case i unintentionally spammed everyone with |
19:03 |
erlehmann |
because there is no “identical calculation” unless you say this compiler, this optimization level, this platform, this architecture |
19:04 |
erlehmann |
it would be good to know what the canonical minetest binaries are compiled with to figure out what the most common behaviour is |
19:04 |
MTDiscord |
<josiah_wi> Compilation started. ETA: a very long time |
19:04 |
MTDiscord |
<josiah_wi> nvmnd it still thisks it's Android. |
19:04 |
erlehmann |
if there is such a thing as a canonical minetest binary |
19:05 |
erlehmann |
the mapgen UB might explain basically all artifacts i have seen btw – stone map blocks hanging in the sky, jarring discontinuities in biomes, maybe even the 1 block high “stone clouds” |
19:06 |
erlehmann |
appguru do you have an idea if the view bobbing affects head bone with playerplus? bc if so, that is packet spam |
19:06 |
erlehmann |
cora already found that the player bones seem to never really come to rest |
19:06 |
erlehmann |
there is some small movement |
19:07 |
erlehmann |
even without idle anim or so |
19:07 |
MTDiscord |
<luatic> Bobbing is entirely clientside. I'm pretty sure playerplus (assuming it's a mod) doesn't implement it at all. |
19:09 |
erlehmann |
luatic so it does not send the view direction ig? |
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19:23 |
MTDiscord |
<luatic> The client does send the view direction |
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19:39 |
sfan5 |
merging #11429, #11695 in 10m |
19:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/11429 -- Add no_texture.png as fallback for unspecified textures by Wuzzy2 |
19:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/11695 -- Fix view bobbing not resetting when resting by appgurueu |
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