Time |
Nick |
Message |
00:28 |
Calinou |
https://0x0.st/zH8w.txt |
00:28 |
Calinou |
does anyone know if those global moreblocks functions are being relied upon in other mods? |
00:28 |
Calinou |
I'd like to make them local to make luacheck pass |
00:28 |
Calinou |
(so I can add Travis CI to moreblocks without adding more ignored functions :P) |
00:28 |
Calinou |
VanessaE: ^ |
00:30 |
VanessaE |
I don't think any of my mods use those |
00:30 |
VanessaE |
(too lazy to check ;) ) |
00:30 |
sofar |
+1 for luachekc |
00:39 |
Calinou |
it's complaining about the function being unused if I make it local :| |
00:42 |
rubenwardy |
!book luacheck |
00:42 |
MinetestBot |
rubenwardy: Automatic Error Checking - https://rubenwardy.com/minetest_modding_book//en/quality/luacheck.html |
00:42 |
rubenwardy |
(doesn't answer your question |
00:47 |
Calinou |
I could add "-- luacheck: ignore" above every function considered unused but that's meh |
00:48 |
Calinou |
how does one typically declare local functions that will be used in other files/by other mods? |
00:48 |
sofar |
through a table |
00:48 |
sofar |
but I usually don't |
00:50 |
Calinou |
I forgot how modname: prefixes even work for functions too |
00:55 |
Calinou |
anyway, I added `-- luacheck: no unused` to various functions fix the issue for now |
01:03 |
Calinou |
there, Travis CI is set up on More Blocks now :) |
01:14 |
VanessaE |
CI... on a Lua mod. |
01:14 |
VanessaE |
something just sounds wrong about that. |
01:14 |
VanessaE |
:) |
01:17 |
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01:25 |
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01:48 |
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01:50 |
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01:58 |
kaeza |
luacheck++ |
02:00 |
kaeza |
~karma c |
02:00 |
ShadowBot |
kaeza: Karma for "c" has been increased 4 times and decreased 0 times for a total karma of 4. |
02:45 |
kaeza |
Reposting from #lua : [20:24] <leafo> For those using luarocks.org, there was a security vulnerability reported that could potentially compromise the integrity of all packages on the site. We don't see any evidence of someon exploiting it, but I've just added bunch of security and audit tools so people check over their packages: https://luarocks.org/security-incident-march-2019 |
02:46 |
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02:50 |
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03:21 |
GreenDimond |
a lot |
03:22 |
GreenDimond |
they pull from the same repos debian does |
03:22 |
GreenDimond |
context: I keep forgetting to [off] |
04:01 |
sofar |
Try ClearLinux! :D |
04:01 |
sofar |
</spam> |
04:02 |
VanessaE |
debian or gtfo. :) |
04:02 |
sofar |
they don't pay me to use debian |
04:02 |
VanessaE |
heh |
04:02 |
sofar |
money or gtho |
04:03 |
VanessaE |
eh, money isn't everything :) |
04:03 |
* sofar |
sits in dry, warm house |
04:04 |
sofar |
more snow outside today |
04:04 |
sofar |
*g* |
04:04 |
VanessaE |
yeach... that ugly, cold, white shit? no thanks. you can have your snow and you can KEEP it. :) |
04:07 |
Emerald2 |
lmao sofar |
04:08 |
sofar |
we had 8 inches in the last 3 days, enough to make me have to use chains again once |
04:09 |
rubenwardy |
( ͡° ͜ʖ ͡°) |
04:31 |
* kaeza |
hasn't seen snow, ever. |
04:33 |
kaeza |
Well, not in person. |
04:34 |
sofar |
I can see snow every day of the year (clouds permitting) |
04:53 |
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04:55 |
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05:42 |
benrob0329 |
sofar: I'm about ready to complain to management about the unruly amount of advertisements in the channel :P |
05:44 |
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06:12 |
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07:30 |
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07:33 |
paramat |
IhrFussel i replied here http://irc.minetest.net/minetest/2019-03-09#i_5508357 |
07:33 |
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07:35 |
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07:36 |
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08:33 |
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08:33 |
Krock |
o/ |
08:37 |
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09:11 |
IhrFussel |
I will reply to paramat later...too early in the morning for that now... is damage completely server side? |
09:11 |
IhrFussel |
Or can modified clients ignore all damage? |
09:15 |
IhrFussel |
One of my staff members told me they saw a player who apparently ignored damage by mobs and fall damage |
09:18 |
ANAND |
I've seen hacked clients that ignore fall damage |
09:18 |
ANAND |
I've no idea why fall damage is client-side (or is it?) |
09:20 |
IhrFussel |
Fall damage is client side cause you can easily 'cheat' it with sneak at the right moment |
09:20 |
IhrFussel |
(depends on physics mode on server) |
09:20 |
IhrFussel |
AKA new move code vs old move code |
09:28 |
IcyDiamond |
minetest's autojump is way better than minecraft's |
09:28 |
IcyDiamond |
XD |
09:41 |
ANAND |
Ah, good point... |
09:42 |
ANAND |
I guess this is better than having it server-side - at least players will have to use a hacked client now. :) |
09:42 |
Calinou |
I remember when you could sometimes avoid fall damage just by sneaking and jumping anywhere |
09:42 |
Calinou |
(when landing) |
09:42 |
Calinou |
that was in 0.3.x era |
09:42 |
ANAND |
:O |
09:43 |
ANAND |
Tried that once and my brain splattered all over the floor :| |
10:22 |
IhrFussel |
Does set_hp() on players call 'on_punchplayer()' ? |
10:22 |
IcyDiamond |
is there a way to make entities not go black when inside a node? |
10:23 |
IcyDiamond |
i want it to behave with a nodebox |
10:23 |
IcyDiamond |
but the entity is just rendered as a black model "inside" it |
10:25 |
IcyDiamond |
also no way to use animated textures for entity? |
10:26 |
IcyDiamond |
yeah ok that was the problem |
10:26 |
Krock |
IhrFussel: no, because there's no punch action |
10:27 |
Krock |
call it manually |
10:27 |
Krock |
IcyDiamond: set their glow to 15 |
10:27 |
Krock |
or set a Y light position offset, if that's merged already |
10:29 |
IhrFussel |
Krock, so set_hp() only calls on_hpchange() right? |
10:30 |
IhrFussel |
I'm trying to find a bug in my mod code that's why I wonder |
10:31 |
Krock |
yes |
10:33 |
IcyDiamond |
setting texture on entity does nothing |
10:34 |
IhrFussel |
Then it must be somewhere in that callback... thanks |
10:36 |
IcyDiamond |
sigh i hate working with entities, i can never get them to work the way i want |
10:41 |
Emerald2 |
Is there more info about how the noise params in mapgen effect the generated terrain? (already looked at the lua_api) |
11:21 |
IcyDiamond |
https://i.lunasqu.ee/2019-03-09_13-20-05.mp4 |
11:25 |
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11:26 |
Emerald2 |
What's that Icy? |
11:39 |
IcyDiamond |
https://i.lunasqu.ee/2019-03-09_13-38-29.mp4 |
11:42 |
Emerald2 |
Oh hey that's a cool thing you're working on. |
11:49 |
Krock |
nice fluids |
12:21 |
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12:24 |
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12:24 |
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12:24 |
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12:43 |
IcyDiamond |
The goddamn torch keeps crashing my game |
12:44 |
IcyDiamond |
I don't know what to do about it |
12:44 |
IcyDiamond |
s/game/server/ |
12:48 |
IcyDiamond |
Ok protectors is crashing it |
12:49 |
IcyDiamond |
When you place a torch in a protected area the torch causes a crash |
12:50 |
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12:59 |
IcyDiamond |
https://github.com/minetest/minetest_game/issues/2330 |
13:12 |
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13:27 |
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13:28 |
Krock |
IcyDiamond: gdb |
13:59 |
* Krock |
opens email |
13:59 |
* Krock |
sees first player offset complain emails |
14:14 |
Fixer |
Krock: closes email |
14:16 |
Krock |
Fixer: got a directory for that. 95 emails so far |
14:16 |
Krock |
sorry, 106 |
14:26 |
Fixer |
Sokomine: usually it is someone who used that google engine to display some maps, so I can't switch anything |
14:35 |
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14:48 |
IhrFussel |
Either I'm dumb or player:set_hp() DOES call on_punchplayer() |
14:49 |
IhrFussel |
In my case I want a node to hurt a player when they dig it... I do that via set_hp() but punchplayer() seems to log this event |
14:51 |
IcyDiamond |
does anyone else have this issue with hbsprint where it doesnt regenerate? |
15:01 |
IhrFussel |
Either (my version of) lucky_block mod has a critical bug or set_hp() calls punchplayer() but ONLY if it gets called from a on_dignode() |
15:11 |
IhrFussel |
This happens when I dig a lucky block and the random function that runs is explosion (note there is not a single :punch() call in the entire lucky block file) |
15:11 |
IhrFussel |
2019-03-09 16:09:18: ACTION[Server]: punchplayer(): IhrFussel tries to punch IhrFussel |
15:11 |
IhrFussel |
2019-03-09 16:09:18: ACTION[Server]: hp_change: IhrFussel -> -23 |
15:25 |
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15:25 |
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15:26 |
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15:28 |
Fixer |
Krock: just two more years and then you will be haaaaappppyyy |
15:31 |
IhrFussel |
Okay I'm completely confused...if I call set_hp() directly inside the on_dig() callback it works as expected without punchplayer() |
15:33 |
Krock |
Fixer, IhrFussel, TommyTreasure: DO you have any input on #8282 ? |
15:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/8282 -- Key settings: Clear with backspace or delete by SmallJoker |
15:34 |
Krock |
delete and backspace will now erase the assigned key |
15:37 |
Fixer |
Krock: i guess it makes sense... |
15:37 |
Fixer |
Krock: it will be nice to have it |
15:46 |
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15:47 |
TommyTreasure |
personally, i've only used key assignments twice. to move 'drop items' and to turn on 'cinematic view'. sounds good though |
15:50 |
IhrFussel |
I only use default controls but the idea sounds good |
15:53 |
benrob0329 |
Inventory -> Tab |
15:58 |
Fixer |
Krock: "I extended that request to remove all default values from the config file" now that's nice, config will look much slimmer, if it affects all values... |
16:01 |
Krock |
affects all key settings |
16:02 |
Krock |
not keen on doing the same for all settings |
16:04 |
Krock |
thanks for the feedbacks |
16:05 |
Krock |
IhrFussel: I cannot reproduce the u_i performance issue with a debug build |
16:06 |
Krock |
peak execution time 9ms |
16:09 |
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16:11 |
IhrFussel |
Krock, are you sure that you did it exactly like in my videos? |
16:11 |
IhrFussel |
You need to remove a few slots of items first before pressing the button again |
16:13 |
xerox123 |
o/ |
16:44 |
Krock |
IhrFussel: yes, I even wrote statistics for it. start/stop measuring |
16:48 |
Krock |
IhrFussel: https://krock-works.uk.to/u/u_i_speed-2019-03-09_17.45.56.mp4 |
16:50 |
Krock |
the first action (fills all fields) took nearly 12ms |
16:51 |
Krock |
and each stack movement took in average 65ms |
16:51 |
Krock |
* 65us |
16:55 |
Krock |
IhrFussel: https://krock-works.uk.to/u/patches/unified_inventory_speed_measure.diff |
16:55 |
Krock |
rudimentary measuring but it works |
17:00 |
IhrFussel |
Krock, you don't use the button at the bottom to switch to the craft grid...maybe that's it about? |
17:01 |
Krock |
it's the same functionality |
17:02 |
IhrFussel |
Is it about the network then? |
17:27 |
Krock |
I don't think so. The network should not affect Lua execution |
17:56 |
IhrFussel |
Did you use 0.4.17.1? |
17:58 |
Krock |
5.0.0-dev |
17:58 |
Krock |
* 5.1.0-dev |
17:59 |
Krock |
testing in 0.4.17.1 now |
18:00 |
Krock |
initial copy: 8ms |
18:01 |
Krock |
two books removed: 5ms |
18:04 |
IhrFussel |
Try to remove all but 1 |
18:04 |
IhrFussel |
For example only leave the top center item in |
18:08 |
Krock |
IhrFussel: https://krock-works.uk.to/u/u_i_test04171-2019-03-09_19.07.12.mp4 |
18:09 |
Krock |
same result when keeping the middle item |
18:13 |
IhrFussel |
2019-03-09 19:12:45: ACTION[Server]: CRAFT TIMER: IhrFussel moved 1 default:bookshelf to craft grid (239781 µs) |
18:13 |
IhrFussel |
When I only leave the center item in (very center) |
18:14 |
IhrFussel |
And note I only press the '1' button |
18:14 |
IhrFussel |
And that button causes 0.2 secs lag ... how is that possible then? |
18:16 |
IhrFussel |
Another note: The lag does not happen if I either leave the very first slot or very last slot in |
18:17 |
IhrFussel |
Wait...testing some more |
18:17 |
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18:18 |
Krock |
did you also test the PR locally, without any glibberish modifications around it? |
18:18 |
Krock |
I cannot debug your code |
18:20 |
IhrFussel |
I didn't change the file in any other way after applying it to my u_i version |
18:21 |
IhrFussel |
Only added minetest.log() |
18:21 |
IhrFussel |
I can download it to my local PC and test |
18:30 |
IhrFussel |
Welp... I can't reproduce it locally with my server version of u_i either |
18:30 |
IhrFussel |
Then the question is WHAT can make itemstack moving lag so much |
18:30 |
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18:30 |
Krock |
*shrug* |
18:30 |
IhrFussel |
lua is singlethreaded so that should mean nothing can run while the button loops through the inventory of a player |
18:31 |
Krock |
hello kaeza :D |
18:31 |
IhrFussel |
So...nothing should be able to bother the loop |
18:31 |
IhrFussel |
Right? |
18:31 |
Krock |
IhrFussel: right |
18:31 |
Krock |
the network however is threaded afaik. quite complicated structure there |
18:36 |
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18:37 |
IhrFussel |
Krock, could you change your server step? |
18:37 |
IhrFussel |
To 0.15 (that's the value on my server) |
18:37 |
IhrFussel |
I cannot do that somehow...it won't accept my SP server step value |
18:38 |
Krock |
singleplayer does not use the server step |
18:39 |
Krock |
needs [x] Host Server to be checked |
18:40 |
Krock |
full craft grid copy: 7552us @ step 0.3 |
18:41 |
Krock |
although that does not matter at all |
18:41 |
Krock |
those Lua callbacks are run async to the server step |
18:42 |
IhrFussel |
Do the callbacks wait for the network? |
18:42 |
IhrFussel |
That would mean something kinda slows down the execution |
18:43 |
Krock |
I hope not.. those packets are usually sent through a queue which is then processed independently |
18:47 |
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19:19 |
Sokomine |
any speakers of other languages than english or german present (and willing to add translations for my travelnet mod?) |
19:21 |
sofar |
yes (no) |
19:21 |
Sokomine |
maybe french, (brazilian?) portugese and russian might be most urgent |
19:23 |
kaeza |
Sokomine: I can do Spanish. |
19:23 |
Sokomine |
that would be great, keaza |
19:26 |
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19:59 |
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20:00 |
Krock |
Sokomine: https://github.com/Sokomine/travelnet/pull/35 |
20:18 |
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20:19 |
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20:21 |
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20:26 |
IhrFussel |
Krock, any idea what could cause it on my server then? |
20:27 |
Krock |
*shrug* I guess you'll have to debug it yourself |
20:27 |
Krock |
I don't know |
20:28 |
Krock |
although.. you could try to compare the bookshelf recipe with one that does not have any groups inside |
20:28 |
Krock |
if the no-groups-recipe does not suffer from the performance issues, then it would be a clear case |
20:28 |
Krock |
otherwise it might be network/C++ related |
20:32 |
IhrFussel |
It happens with carpets too which only require 6x green wool |
20:32 |
IhrFussel |
But it only happens when the craft grid was not empty before |
20:34 |
scr267 |
There is a bug in skinsdb which cause textures to appear 50% below the player. I've openned an issue at https://github.com/minetest-mods/skinsdb/issues/23 |
20:34 |
IhrFussel |
Maybe I could check if the entire craft grid is empty and otherwise abort the moving and display a message to the user? |
20:34 |
scr267 |
But if someone could point me in the correct direction, perhaps I might be able to push a patch to it |
20:39 |
Krock |
scr267: already reported a year ago https://github.com/minetest-mods/skinsdb/issues/12 |
20:39 |
Krock |
update minetest_game and use the 5.0.0 branch |
20:39 |
scr267 |
Oops, ill close the issue i openned then. |
20:39 |
scr267 |
I did update minetest_game and am using the 5.0.0 branch |
20:40 |
Krock |
also update 3d_armor if you've got that |
20:40 |
IhrFussel |
Krock, could this 'fix' the lag for now? If I add before the moving loop 'if not player_inv:is_empty("craft") then return end' |
20:40 |
Krock |
IhrFussel: well yes, but then you'd skip the entire filling function |
20:41 |
Krock |
and if you still experience lags, then it's not a problem of u_i |
20:41 |
IhrFussel |
Well I don't want the server to lag |
20:41 |
Krock |
or at least not of my code |
20:41 |
IhrFussel |
Like I said if the craft grid is EMPTY before I press the moving buttons the lag is less than 10ms |
20:41 |
IhrFussel |
But if it#s non-empty the lag can go up to 300ms |
20:46 |
IhrFussel |
It happens with recipes that contain groups and ones that only require single items |
20:46 |
IhrFussel |
I'm not sure but I feel like the lag gets more the more slots are missing |
20:46 |
IhrFussel |
So if I take only 1 item slot from the craft grid it still executes faster than when I take 8 out |
20:47 |
IhrFussel |
But if I take all 9 out the execution time is almost instant |
20:48 |
scr267 |
Krock: Thanks for the info. As per the issue I'm trying out the dev branch by bell07... seems to work :) |
20:51 |
Krock |
i.e. the opposite of the execution time which should actually happen |
20:53 |
* Sokomine |
stares angrily at always changing doors |
20:58 |
IhrFussel |
My temp hack works |
20:59 |
IhrFussel |
You can only move things if your grid is empty else error |
20:59 |
IhrFussel |
And with that method even moving 10 takes only ~ 5ms |
21:30 |
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22:34 |
sofar |
wow, no mt 5.0.0 builds for centos yet |
22:38 |
benrob0329 |
People game on centos? |
22:38 |
sofar |
oh great gcc-4.8.5 |
22:38 |
sofar |
no, run the server |
22:38 |
benrob0329 |
Then they can probably compile it :P |
22:38 |
sofar |
CMake Error at CMakeLists.txt:217 (message): |
22:38 |
sofar |
Insufficient gcc version, found 4.8.5. Version 4.9 or higher is required. |
22:38 |
sofar |
nope |
22:39 |
benrob0329 |
Or..they can't because Centos is ancient |
22:40 |
sofar |
I'm very tempted to swupd take over this system |
22:40 |
sofar |
since, screw RH |
22:45 |
sofar |
# ./ld-linux-x86-64.so.2 ./swupd |
22:45 |
sofar |
FATAL: kernel too old |
22:45 |
sofar |
argh, fail |
22:46 |
Emerald2 |
rip |
22:48 |
sofar |
so no gcc-4.9, and no clearlinux |
22:48 |
sofar |
5.0.0 is going to be annoying on this system |
23:05 |
sofar |
compiling a compiler |
23:05 |
sofar |
what a flashback |
23:10 |
sofar |
-g -O2 -O2 -g -O2 |
23:11 |
sofar |
maybe I need to add -g -O2 some more to make sure it's compiled correctly |
23:16 |
Sokomine |
finally anaged to update my travelnet mod |
23:16 |
* Sokomine |
hides because it took so long and many good PRs accumulated |
23:17 |
Sokomine |
sofar: good luck! hope compiling won't take too long |
23:26 |
Calinou |
compiling GCC on an high-end system takes about 40-50 minutes IIRC |
23:27 |
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23:30 |
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23:30 |
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23:36 |
Fixer |
Calinou: by all the cores |
23:36 |
Fixer |
o/ o/ o/ |
23:42 |
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