Time |
Nick |
Message |
00:02 |
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00:10 |
Zughy[m] |
also, anyone with Windows 11, if you can test this (it takes 20 seconds) #12627 |
00:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/12627 -- Crash when trying to change font while clicking the browse button (VIDEO) |
00:14 |
MTDiscord |
<Jordach> it's installed to a read only directory |
00:14 |
MTDiscord |
<Jordach> Program Files and it's x86 cousin are read only to users |
00:15 |
MTDiscord |
<Jordach> Minetest is expecting to write there |
00:15 |
MTDiscord |
<Jordach> this will also go for the conf afaik |
00:28 |
MTDiscord |
<Jordach> implemented minetest's scale, offset and spread |
00:33 |
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04:00 |
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04:07 |
MTDiscord |
<Jordach> ah right perlin doesn't like integers |
04:15 |
MTDiscord |
<Jordach> more research required |
05:37 |
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07:14 |
MTDiscord |
<ROllerozxa> there should be some kind of check in minetest.register_node if the tiles key is a string instead of a table, since some new modders think that will work for a single texture node and wonder why it's not showing up |
07:35 |
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09:05 |
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09:14 |
MTDiscord |
<luatic> rubenwardy: Current pattern for readable name is "%(([^%)]*)%)" -- readable name, so the answer is that they may have open, but not closing brackets :P; to allow for matching brackets, you'd have to simply replace this mess with (%b()) |
09:15 |
rubenwardy |
Context? |
09:15 |
rubenwardy |
Oh setting types |
09:44 |
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09:50 |
sfan5 |
merging #12622, #12131 in 5m |
09:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/12622 -- MeshUpdateQueue fixes by sfan5 |
09:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/12131 -- Add `minetest.settings` to CSM API and allow CSMs to provide `settingtypes.txt` by AFCMS |
10:00 |
MTDiscord |
<x2048> I've narrowed down #12621 to particles - https://user-images.githubusercontent.com/4933697/182347310-4eb74743-d958-4699-b5b5-43e71b4a86a5.png |
10:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/12621 -- Random freezes in Mineclone 2 0.77 |
10:02 |
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10:02 |
sfan5 |
interesting |
10:12 |
* rubenwardy |
hopes this is the spark that gets x2048 to implement particle batching |
10:21 |
MTDiscord |
<x2048> From what I see the problem is collision detection |
11:26 |
Zughy[m] |
Again, I need more powers on GH to properly manage all the issues and PRs. Practical example: renaming #12633 |
11:26 |
Zughy[m] |
I'm kind of tired of having to ask every time to some core dev to do this and that |
11:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/12633 -- FPS on Android works great, but linux, not so great |
11:31 |
MTDiscord |
<ROllerozxa> that issue could just be closed altogether. first part mostly likely would be a duplicate of some other issue talking about mouse support on Android, second part is an upstream issue about how chrome os's Linux container has subpar graphics rendering |
11:44 |
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15:49 |
MTDiscord |
<Ronoaldo> Is there any hints on how to run a development debug session on VS Code? |
15:49 |
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15:52 |
MTDiscord |
<Jordach> gdb and valgrind are that way |
15:52 |
MTDiscord |
<Jordach> If you’re on windows then use MSVC itself as a debugger |
15:54 |
MTDiscord |
<Ronoaldo> got it - I'll try to run it from Linux with gdb |
15:55 |
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16:06 |
Zughy[m] |
nice, looks like we're basically ready for 5.6 |
16:27 |
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16:27 |
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16:29 |
rubenwardy |
!title https://twitter.com/rubenwardy/status/1554502669955436544 |
16:29 |
ShadowBot |
rubenwardy: Error: That URL appears to have no HTML title. |
16:29 |
rubenwardy |
Minetest on the steam deck |
16:29 |
rubenwardy |
Once joysticks are enabled, moving, rotating, digging, and placing all work. It's not possible to open the pause menu, inventory, or close from the main menu when in fullscreen |
16:30 |
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16:31 |
Toadally |
@kilbith hey, I heard you're working on a Camera API. There's some functionality I wanted to add to the camera/other objects displaying on the screen, what's the status on that for you, and will I be able to fork it to add on? |
16:33 |
kilbith |
it has been delayed by my hierarchy due to more urgent stuff, but the development will resume mid or end of August. |
16:34 |
kilbith |
I'd say I'm midway with this API |
16:34 |
kilbith |
diff is circa +500-3 |
16:38 |
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16:45 |
Toadally |
<kilbith> where can I fork it? assuming that's probably the best way to do it right now |
16:47 |
kilbith |
? |
16:47 |
kilbith |
why do you want to fork it? |
16:48 |
kilbith |
the code is not even submitted to MT |
16:48 |
Toadally |
I was told to refer to you since i'm looking into making some camera changes |
17:00 |
MTDiscord |
<MisterE> since you are both doing work on the camera, maybe you two should collaborate... |
17:34 |
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17:37 |
MTDiscord |
<Ronoaldo> @rubenwardy that is awesome ? glad to hear it is almost working on steam deck |
18:10 |
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18:39 |
MTDiscord |
<x2048> @Ronoaldo I use cpptools extension and almost default launch.json https://gist.github.com/x2048/e6fdc526126a997c8b9d708f54375eee |
18:42 |
MTDiscord |
<Ronoaldo> @x2048 thanks for sharing!!! I'll test it out |
18:43 |
MTDiscord |
<x2048> One caveat is that it does not build on run, I build from console, then F5 to debug. |
18:45 |
MTDiscord |
<Ronoaldo> oh - that is where I made a mistake then - I just hit Debug assuming it would magically build lol |
18:45 |
MTDiscord |
<Ronoaldo> what flags you build with? |
18:45 |
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18:46 |
mrkubax10 |
x2048: you can create build task to compile and then specify "preLaunchTask" in launch.json |
18:49 |
MTDiscord |
<x2048> I know I can configure magic in VSCode, I just don't care. ^R make in bash does its job. |
18:52 |
MTDiscord |
<x2048> @Ronoaldo I configured with cmake as described in README.md, and then make -j$(nproc) |
18:53 |
MTDiscord |
<x2048> To enable debugging you need to configure with cmake -DCMAKE_BUILD_TYPE=Debug . It does the rest. |
18:59 |
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18:59 |
MTDiscord |
<Ronoaldo> tks! |
19:00 |
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19:00 |
MTDiscord |
<Ronoaldo> @mrkubax10 that's what I was looking for - so I just need to cmake && make on preLaunchTask? |
19:01 |
mrkubax10 |
wait I will send example tasks.json and launch.json that I use |
19:01 |
MTDiscord |
<x2048> Just make, no need to reconfigure all the time |
19:01 |
MTDiscord |
<Ronoaldo> thank you |
19:03 |
MTDiscord |
<Ronoaldo> Just to make sure I got the correct plugin, this is the one, right? https://code.visualstudio.com/docs/languages/cpp |
19:05 |
MTDiscord |
<x2048> Looks correct |
19:06 |
mrkubax10 |
yes |
19:07 |
mrkubax10 |
launch.json: https://termbin.com/63ly tasks.json: https://termbin.com/4ql9 |
19:07 |
mrkubax10 |
this will require some configuration anyway |
19:07 |
MTDiscord |
<Ronoaldo> sup! thank you again |
19:18 |
Krock |
will merge #7629 in 15 minutes |
19:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/7629 -- Run Minetest update checker on startup by SmallJoker |
19:32 |
Krock |
merging |
19:34 |
Krock |
done |
19:38 |
ROllerozxa |
#12637 should probably be done for 5.6.0 |
19:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/12637 -- Disable dynamic shadow dropdown on OGLES2 by rollerozxa |
19:38 |
ROllerozxa |
since dynamic shadows won't be functional on OGLES2 |
19:42 |
MTDiscord |
<Ronoaldo> thanks @x2048 and @mrkubax10 - it is working now! I also added the CMake extension which seems to help intelisense to figure out some stuff |
19:42 |
mrkubax10 |
nice |
19:44 |
MTDiscord |
<Ronoaldo> ok, now that I have the stuff working - do we have a "beginner friendly" list of issues somewhere? |
19:45 |
rubenwardy |
there's a beginner friendly tah |
19:45 |
rubenwardy |
label |
19:47 |
Krock |
ROllerozxa: what about OGLES1? |
19:48 |
rubenwardy |
that doesn't have shaders |
19:48 |
ROllerozxa |
doesn't support shaders to begin with |
19:49 |
Krock |
ah I see. the check for that is just a few lines higher up |
19:49 |
Krock |
for safety reasons, I'd also disable the dynamic shadows setting in the else-case |
19:50 |
Krock |
so if they were enabled by accident, be sure to disable them. |
19:51 |
sfan5 |
release tomorrow then? |
19:52 |
sfan5 |
assuming we can agree how to credit people by then |
19:52 |
MTDiscord |
<Ronoaldo> yay! ? |
20:03 |
MTDiscord |
<Ronoaldo> unit tests are executed as a make target, or are compiled into the program itself? |
20:04 |
MTDiscord |
<Ronoaldo> nevermind, just found at the main.cpp file! |
20:11 |
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20:11 |
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20:17 |
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20:21 |
MTDiscord |
<x2048> sfan5: I think #12621 should be fixed before the release. MCL2 is unplayable. |
20:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/12621 -- Random freezes in Mineclone 2 0.77 |
20:25 |
MTDiscord |
<Ronoaldo> I got this right after a recent merge |
20:25 |
MTDiscord |
<Ronoaldo> https://cdn.discordapp.com/attachments/747163566800633906/1004122730691559546/Screenshot_20220802_172450.png |
20:27 |
MTDiscord |
<Ronoaldo> https://paste.debian.net/1249135/ |
20:27 |
sfan5 |
@x2048 if this is a case of "mcl2 spawns way too many particles because bad code" how are we supposed to fix it? |
20:28 |
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20:29 |
ROllerozxa |
Krock: Done. Although keep in mind you can still weasel your way through by setting the video driver to OpenGL and being able to set it while still being under OGLES2, this even works for shaders itself on OGLES1 and is the cause of #12613 |
20:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/12613 -- Shader failed to generate |
20:31 |
MTDiscord |
<x2048> sfan5: mcl2 works without freezes on 5.5.1 |
20:34 |
sfan5 |
I see |
20:34 |
sfan5 |
was the flamegraph not indicative of what's wrong? |
20:37 |
MTDiscord |
<x2048> there were gaps in the main thread during the freezes. I have narrowed down the issue to particle collision detection so far. |
20:42 |
MTDiscord |
<x2048> Double-checking the flamegraph.... |
20:42 |
MTDiscord |
<Warr1024> IIRC MCL2's particle abuse is a known issue, but even for games that use a pretty reasonable number of particles, there can be noticeable freezes because of the way MT handles particles. Improving particle efficiency in the engine would be at least a nice way to meet in the middle. |
20:43 |
MTDiscord |
<Warr1024> In NodeCore I've seen at least one case where I had a short (~100ms) animation, whose start coincided with a small burst of particles (like 20), but the lagspike caused by the particles was enough to mostly hide the animation. |
20:45 |
MTDiscord |
<x2048> Here's a flamegraph of the main thread during a freeze: https://user-images.githubusercontent.com/4933697/182469866-64aec3b3-f07b-4c82-b1c4-e1f861274b1c.png |
20:46 |
MTDiscord |
<Warr1024> Oooh, when you have particle collisions on, that forces the engine to constantly check whether there's a node there ... does that mean that by disabling particle collision checks we could get a big performance boost for stuff involving particles...? |
20:49 |
MTDiscord |
<x2048> It collects nodeboxes in a cube [prev_pos, new_pos] and checks against all of them. There's place for improvement here. |
20:51 |
sfan5 |
I'm sure there is but we don't want to rush in a collision detection refactor before release |
20:51 |
sfan5 |
what I think makes the difference is that the old particle code for some reason performed *less* collisionMoveSimple() calls |
20:51 |
sfan5 |
so that should be restored |
20:55 |
MTDiscord |
<Warr1024> It does feel like gamedevs could be advised that colliding particles are significantly more expensive than non-colliding ones, and they should think very carefully about whether they REALLY need this flag. I had been under the impression that particles were themselves fundamentally "slow" and hadn't realized that so much of it could be controlled by one flag. |
20:56 |
MTDiscord |
<Warr1024> At least in my use-case, a lot of my particles are short-lived bursts that never move that far from their starting positions, so just turning off collisions would probably have a pretty minimal impact on the appearance, but being able to improve performance so cheaply would be nice. |
20:57 |
MTDiscord |
<x2048> sfan5: Just compared 5.5.1 to 5.6.0, it's not the number of collisionMoveSimple(). |
20:57 |
MTDiscord |
<x2048> I suspect, it's the particle velocity/acceleration passed to collisionMoveSimple() |
21:01 |
sfan5 |
if there's no movement this check might do it https://github.com/minetest/minetest/blob/2d8eac4e0a609acf7a26e59141e6c684fdb546d0/src/collision.cpp#L254-L256 |
21:03 |
sfan5 |
try replacing it with core::equals(speed_f->getLength(), 0.0f) |
21:12 |
MTDiscord |
<x2048> no luck |
21:13 |
sfan5 |
then I'd dump the paramters and compare between 5.5/5.6 |
21:13 |
MTDiscord |
<x2048> https://github.com/minetest/minetest/issues/12621#issuecomment-1203219375 |
21:13 |
MTDiscord |
<x2048> Logs of velocity and acceleration |
21:14 |
sfan5 |
10**14 and infinity? |
21:19 |
MTDiscord |
<x2048> That's what is sees |
21:19 |
MTDiscord |
<x2048> *it sees |
21:20 |
MTDiscord |
<x2048> I'm exploring now whether drag and jitter may come too high |
21:20 |
MTDiscord |
<x2048> These are the new factors to velocity |
21:30 |
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21:33 |
MTDiscord |
<x2048> Bounce |
21:33 |
MTDiscord |
<x2048> 2022-08-02 23:32:02: INFO[Main]: A_PARTICLES::max bounce . . . . . . . . . . 46x 2.62335e+28 |
21:33 |
MTDiscord |
<x2048> 2022-08-02 23:32:02: INFO[Main]: A_PARTICLES::min bounce . . . . . . . . . . 46x 2.50153e+29 |
21:39 |
MTDiscord |
<x2048> sfan5: https://github.com/minetest/minetest/issues/12621#issuecomment-1203239464 |
21:40 |
rubenwardy |
static linting should be used to detect uninitialised values |
21:40 |
rubenwardy |
nice spot though |
21:41 |
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21:45 |
MTDiscord |
<x2048> This is a trivial fix, I'm pushing it directly to master in a few minutes |
21:55 |
MTDiscord |
<x2048> done |
22:07 |
Zughy[m] |
reminder that anyone wants to help us test some unconfirmed bugs, you can have fun here: https://github.com/minetest/minetest/issues?q=is%3Aissue+is%3Aopen+label%3A%22Unconfirmed+bug%22+-label%3A%22Action+%2F+change+needed%22+-label%3A%22Possible+close%22 |
22:08 |
Zughy[m] |
*that if anyone |
22:34 |
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