Time Nick Message 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 it's installed to a read only directory 00:14 MTDiscord Program Files and it's x86 cousin are read only to users 00:15 MTDiscord Minetest is expecting to write there 00:15 MTDiscord this will also go for the conf afaik 00:28 MTDiscord implemented minetest's scale, offset and spread 04:07 MTDiscord ah right perlin doesn't like integers 04:15 MTDiscord more research required 07:14 MTDiscord 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 09:14 MTDiscord 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 09:50 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 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 sfan5 interesting 10:12 * rubenwardy hopes this is the spark that gets x2048 to implement particle batching 10:21 MTDiscord 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 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 15:49 MTDiscord Is there any hints on how to run a development debug session on VS Code? 15:52 MTDiscord gdb and valgrind are that way 15:52 MTDiscord If you’re on windows then use MSVC itself as a debugger 15:54 MTDiscord got it - I'll try to run it from Linux with gdb 16:06 Zughy[m] nice, looks like we're basically ready for 5.6 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 16:31 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 16:45 Toadally 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 since you are both doing work on the camera, maybe you two should collaborate... 17:37 MTDiscord @rubenwardy that is awesome ? glad to hear it is almost working on steam deck 18:39 MTDiscord @Ronoaldo I use cpptools extension and almost default launch.json https://gist.github.com/x2048/e6fdc526126a997c8b9d708f54375eee 18:42 MTDiscord @x2048 thanks for sharing!!! I'll test it out 18:43 MTDiscord One caveat is that it does not build on run, I build from console, then F5 to debug. 18:45 MTDiscord oh - that is where I made a mistake then - I just hit Debug assuming it would magically build lol 18:45 MTDiscord what flags you build with? 18:46 mrkubax10 x2048: you can create build task to compile and then specify "preLaunchTask" in launch.json 18:49 MTDiscord I know I can configure magic in VSCode, I just don't care. ^R make in bash does its job. 18:52 MTDiscord @Ronoaldo I configured with cmake as described in README.md, and then make -j$(nproc) 18:53 MTDiscord To enable debugging you need to configure with cmake -DCMAKE_BUILD_TYPE=Debug . It does the rest. 18:59 MTDiscord tks! 19:00 MTDiscord @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 Just make, no need to reconfigure all the time 19:01 MTDiscord thank you 19:03 MTDiscord Just to make sure I got the correct plugin, this is the one, right? https://code.visualstudio.com/docs/languages/cpp 19:05 MTDiscord 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 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 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 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 yay! ? 20:03 MTDiscord unit tests are executed as a make target, or are compiled into the program itself? 20:04 MTDiscord nevermind, just found at the main.cpp file! 20:21 MTDiscord 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 I got this right after a recent merge 20:25 MTDiscord https://cdn.discordapp.com/attachments/747163566800633906/1004122730691559546/Screenshot_20220802_172450.png 20:27 MTDiscord 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? 20:29 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 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 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 Double-checking the flamegraph.... 20:42 MTDiscord 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 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 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 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 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 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 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 sfan5: Just compared 5.5.1 to 5.6.0, it's not the number of collisionMoveSimple(). 20:57 MTDiscord 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 no luck 21:13 sfan5 then I'd dump the paramters and compare between 5.5/5.6 21:13 MTDiscord https://github.com/minetest/minetest/issues/12621#issuecomment-1203219375 21:13 MTDiscord Logs of velocity and acceleration 21:14 sfan5 10**14 and infinity? 21:19 MTDiscord That's what is sees 21:19 MTDiscord *it sees 21:20 MTDiscord I'm exploring now whether drag and jitter may come too high 21:20 MTDiscord These are the new factors to velocity 21:33 MTDiscord Bounce 21:33 MTDiscord 2022-08-02 23:32:02: INFO[Main]: A_PARTICLES::max bounce . . . . . . . . . . 46x 2.62335e+28 21:33 MTDiscord 2022-08-02 23:32:02: INFO[Main]: A_PARTICLES::min bounce . . . . . . . . . . 46x 2.50153e+29 21:39 MTDiscord 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 21:45 MTDiscord This is a trivial fix, I'm pushing it directly to master in a few minutes 21:55 MTDiscord 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