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IRC log for #luanti-dev, 2025-05-18

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Time Nick Message
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02:43 MTDiscord <exe_virus> Okay, afte 15 minutes I think I understand mapgen.  my initial question I had going in, was is a vmanip during mapgen actually pointing to the underlying map, or was it a copy. Answer: it's a copy, that is later written to the map.   This is good, my plan to tackle the multithreaded c++ mapgen issue, is to force all overgenerated +-1 on mapchunk bounds to always be content ignore at start. My thinking is, the first chunk always works,
02:43 MTDiscord so if they all think they're the first chunk, they will all work.   Now to try it 🙂
02:48 MTDiscord <josiah_wi> I wonder if anyone has run TSan on Luanti.
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03:14 MTDiscord <exe_virus> Interestingly, my solution had zero effect, I wonder if it's how we write blocks back or something
03:36 MTDiscord <josiah_wi> > after 15 minutes I understand mapgen
03:36 MTDiscord <josiah_wi> What did we learn today?
03:39 MTDiscord <nathan4220776> Nothing! :D
03:41 MTDiscord <exe_virus> well, we either read from the existing, generate, or do nothing. the chunk is generated separate from mapblock writing, which is done later in a big old queue, where the server env has a lock. Allowing our mapchunk emergeThreads to just go hog wild on generation.
03:42 MTDiscord <exe_virus> the vmanip during this process is a COPY of the map, not a pointer to the underlying map memory - thank goodness in this case.
03:43 MTDiscord <exe_virus> No solutions yet found to the +-Y overgeneration issue with multiple emerge threads. I can how this feature is both useful, and broken 😛
03:43 MTDiscord <exe_virus> can see* how
03:44 MTDiscord <exe_virus> What's especially interesting, is how consistent the issue is with multithreaded mapgen on the same seed, same mapgen, across different games.
03:44 MTDiscord <exe_virus> Like, I'm getting 100% repeatability so far, so IF a solution is devised, I'll be confident it's fixed
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07:18 nore just to make sure, will there be a dev meeting today?
07:38 [MatrxMT] <Zughy> nore: my bad, I forgot to create the reminder. Just done, so theoretically yes
07:45 nore ok thanks!
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08:45 sfan5 @y5nw works for me
08:46 sfan5 >my plan to tackle the multithreaded c++ mapgen issue, is to force all overgenerated +-1 on mapchunk bounds to always be content ignore at start.
08:46 sfan5 this should already be the case
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09:07 sfan5 anyway regarding the release we're basically blocked on #16141 (decision)
09:07 ShadowBot https://github.com/luanti-org/luanti/issues/16141 -- Fix handling of skinned meshes for nodes, second try by appgurueu
09:30 sfan5 planning to merge #16095, #16150, #16142 in 15m or more
09:30 ShadowBot https://github.com/luanti-org/luanti/issues/16095 -- Remove PrefersNonDefaultGPU from desktop file by Jan200101
09:30 ShadowBot https://github.com/luanti-org/luanti/issues/16150 -- Clean up menus properly on client exit by sfan5
09:30 ShadowBot https://github.com/luanti-org/luanti/issues/16142 -- Update credits for 5.12.0 by sfan5
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15:38 Desour @josiah_wi: I've run tsan before. and there are issues (after filtering out false (I assume false) positives in libs), some easy to fix, some not so much. but I was too lazy to fix or open an issue
15:39 Desour @luatic: or rename the label to CPCSM
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17:49 Krock Meeting in 11 minutes
18:00 Krock Pinging those who reacted to the meeting announcement. nore, sfan5, y5nw, @luatic, cx384
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18:00 nore Hi!
18:00 MTDiscord <luatic> hello
18:00 SFENCE_arch Hi
18:00 Krock hello there
18:01 sfan5 hello
18:01 Krock Today's topics: https://github.com/luanti-org/luanti/milestone/26  ---> towards a release
18:02 Krock Merging #16130 in 5 minutes while we're at it. Unless there are objections.
18:02 ShadowBot https://github.com/luanti-org/luanti/issues/16130 -- Mainmenu: Fix error after ESC in dialog windows by SmallJoker
18:03 Krock that would fix one of the open issues. The other being: #16063
18:03 ShadowBot https://github.com/luanti-org/luanti/issues/16063 -- Package with _game suffix not found after rename
18:03 nore I'm good with 16130
18:03 Krock I don't think this is a new issue and judging by the reactions it's not occurring too often
18:05 Krock Is there any other remaining topic? Shall we release today?
18:05 MTDiscord <luatic> i have not opened an issue for it yet but #16141 fixes two other regressions (rigidly animated gltf node meshes now being broken, the scaling factor for non-skeletally animated gltf meshes having changed) i would like to see fixed. see https://github.com/luanti-org/luanti/pull/16141#issuecomment-2883811012.
18:05 ShadowBot https://github.com/luanti-org/luanti/issues/16141 -- Fix handling of skinned meshes for nodes, second try by appgurueu
18:05 [MatrxMT] <grorp> It isn't new, but it will occur for everyone who has MTG installed from CDB, from before when it was moved to the Luanti account
18:05 sfan5 #16141
18:05 ShadowBot https://github.com/luanti-org/luanti/issues/16141 -- Fix handling of skinned meshes for nodes, second try by appgurueu
18:05 cx384 I'm here too
18:05 Krock grorp: I see. that explains why it didn't occur to me - it's a git clone.
18:06 [MatrxMT] <grorp> Fixable by manually installing MTG again and accepting to overwrite
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18:06 Krock but didn't this already happen one release ago, when the rename actually happened?
18:06 Krock or was the author changed afterwards?
18:08 [MatrxMT] <grorp> appgurueu: I suggest mentioning using visual_scale/size as a remedy where the scaling factor mess is documented for nodes/entities
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18:08 [MatrxMT] <grorp> (just a documentation nitpick)
18:08 nore I thought the repository name change wasn't done immediately after the annoucement/the release?
18:09 MTDiscord <luatic> grorp: sure. nore: yes, the repo rename, but the CDB user was probably renamed later (but i don't know).
18:09 Krock nore: yes, but in this case it depends on the "author" field of the game config
18:10 Krock https://github.com/luanti-org/minetest_game/commit/312a67b40c77395a6c1a791c1f9efaa803635925
18:10 [MatrxMT] <grorp> more specifically on the author on CDB, I think CDB might overwrite the author in game.conf
18:11 [MatrxMT] <grorp> Krock: I don't actually know when that move happened
18:12 Krock It's not blocking; there's a workaround, thus it could wait until after 5.12.0. Some LTS distros might be delayed by a few releases anyway
18:12 Krock unless you have a quick and easy solution I suppose we can ignore it for this release
18:13 [MatrxMT] <grorp> anyway, I don't have time to PR a fix soon. feel free to move ahead without a fix. a fix shouldn't be too hard to accomplish either, just have to handle _game in the alias code.
18:17 Krock okay thanks for the explanation.
18:18 Krock #16141 was mentioned too. Needs reviews, I suppose.
18:18 ShadowBot https://github.com/luanti-org/luanti/issues/16141 -- Fix handling of skinned meshes for nodes, second try by appgurueu
18:18 sfan5 reviews are good but more importantly we need to decide if we want this for the release or not
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18:20 Krock Okay. From what I understood so far, the situation doesn't get worse (as in functionality) if this PR is not merged into 5.12.0
18:20 MTDiscord <luatic> it does
18:20 MTDiscord <luatic> i can open an issue if you want, but the gist is: the scaling of gltf nodes has changed
18:21 sfan5 when did we add gltf again?
18:21 Krock when has it changed? in #16112?
18:21 ShadowBot https://github.com/luanti-org/luanti/issues/16112 -- [no squash] Fix handling of skinned meshes for nodes by appgurueu
18:21 MTDiscord <luatic> and gltf models which rely on transforms are now broken
18:21 Krock sfan5: 5.10.0
18:21 MTDiscord <luatic> it is not super problematic, i doubt many games use it; it will be tolerable if broken, but it will hurt gltf adoption
18:22 MTDiscord <luatic> Krock: it changed (unknowingly to me) when i took out the hack which implemented rigid animation via skeletal animation.
18:22 Krock > // Compatibility: Only apply BS scaling to static meshes (.obj). See #15811.
18:22 ShadowBot https://github.com/luanti-org/luanti/issues/15811 -- Mesh scaling factor madness
18:23 Krock most likely this section in the code
18:23 MTDiscord <luatic> because our code for node meshes did not handle the rigid default pose up until now. (this also affects x but i don't think anyone noticed)
18:23 MTDiscord <luatic> yes, what's responsible for much of the mess is the fact that skeletally animated models simply were not scaled
18:24 nore I have a quick commit to try to fix #16063 https://github.com/Ekdohibs/minetest/commit/4be8fc59a7f5260b4d3b5f465c5539c9cf437b68 if we want to test
18:24 ShadowBot https://github.com/luanti-org/luanti/issues/16063 -- Package with _game suffix not found after rename
18:24 MTDiscord <luatic> to summarize there are three issues:
18:25 MTDiscord <luatic> 1. visual_scale doesn't apply to skeletally animated models. this bug is old, we don't necessarily need to fix it now, but it's good if we do because visual_scale is essential for modders to cope with the visual scale being wrong.
18:25 MTDiscord <luatic> 2. models which rely on transforms are broken. this may affect x models. it affects gltf models. it used not to affect gltf models. this is a regression i introduced.
18:26 sfan5 ok sounds like we should have it then
18:28 MTDiscord <luatic> 3. similar to other models, BS scale now applies to non-skeletally-animated gltf models. this means e.g. wuzzy's eyeballs have a scale that's 10x too large now.
18:28 Krock I see that you've checked a few mods against compat. That's great to see. If you're certain that it does not break any existing (let's say) old mods, then I don't see much of an issue there.
18:28 Krock Assuming that these changes only target gltf models which are relatively new
18:29 MTDiscord <luatic> the fix for (1) also affects non-gltf models, that's what i analyzed in my survey of the server list.
18:29 MTDiscord <luatic> i looked at node defs for the whole server list. those few mods are just what's left after the filtering described in the comment.
18:30 MTDiscord <luatic> it shows that not many mods should be impacted by fixing (1). (and if a mod is impacted, the fix is trivial.)
18:31 sfan5 will this put any mods in a situation where they can't have a nodedef that's compatible with 5.10, 5.11 and 5.12?
18:31 MTDiscord <luatic> no
18:31 sfan5 ok, good
18:32 nore (@grorp if you can look at #16157 to see if that is the fix you had in mind)
18:32 ShadowBot https://github.com/luanti-org/luanti/issues/16157 -- Try to fix cdb aliases for games by Ekdohibs
18:37 sfan5 so if we need to get these PRs reviewed, when is the most likely release date?
18:40 Krock heh same day as they're merged I suppose :3
18:40 nore so these = #16157, #16130 and #16141?
18:40 ShadowBot https://github.com/luanti-org/luanti/issues/16157 -- Try to fix cdb aliases for games by Ekdohibs
18:40 ShadowBot https://github.com/luanti-org/luanti/issues/16130 -- Mainmenu: Fix error after ESC in dialog windows by SmallJoker
18:40 ShadowBot https://github.com/luanti-org/luanti/issues/16141 -- Fix handling of skinned meshes for nodes, second try by appgurueu
18:41 Krock yes, I'd say so
18:41 Krock merging my PR now. forgot about that.
18:41 nore 16157 should be very quick to review, I just don't see how to really test it fixes the problem -- I checked the alias is now correct, but that's all
18:43 nore 16141 is the hardest one to review, I think
18:45 Krock testing those PRs...
18:53 nore from what I read of the code of 16141 it appears to be good and to do what it says it does, but I don't know that part of the code well (and I haven't tested the PR yet)
18:59 rubenwardy there's no release candidate
18:59 [MatrxMT] <Zughy> Also keep in mind that we're having a fast release after this, in July (instead of August)
19:00 Krock Zughy: or skip one release such that the one for Game Jam is even greater :P
19:00 [MatrxMT] <Zughy> Krock: skip this and release in July?
19:01 Krock Zughy: that's not what I meant. We're almost done for 5.12.0. The following version is still far away, thus likely to early to plan anything.
19:02 rubenwardy better to release sooner than later
19:03 Krock we could argue about this all day long. every practice has its advantages and drabacks
19:04 [MatrxMT] <Zughy> rubenwardy: we should start not arriving last minute with issues still on the plate to do that. If I recall correctly I suggested a RC almost a month ago but there were things going on
19:04 rubenwardy we have an agreement to do more regular releases, every 3 months. If we're shifting by a month then it's better to release after 2 than wait for 5
19:05 [MatrxMT] <Zughy> +1
19:05 rubenwardy https://docs.luanti.org/for-engine-devs/releasing-luanti/
19:05 rubenwardy Release candidate is supposed to be done at the start of a freeze yet always gets forgotten
19:06 MTDiscord <greenxenith> do you mean release now and wait for 5?
19:06 rubenwardy that seems to be what Krock is suggesting by skip one release
19:07 MTDiscord <greenxenith> That doesnt make any sense
19:07 Krock always? The RC at least happened in the last two versions
19:07 rubenwardy with much delay
19:08 MTDiscord <greenxenith> The plan was to release 2 months after this one to shift the schedule and then continue as normal. Alternatively you could do this release and then wait 5.
19:09 [MatrxMT] <Zughy> Waiting 5 means more chances to have new bugs all at once
19:09 MTDiscord <greenxenith> Agree, so I would say stick to the original plan
19:13 rubenwardy Krock: are you planning on merging #16146
19:13 ShadowBot https://github.com/luanti-org/luanti/issues/16146 -- Formspec: make style bgimg_middle pixel-perfect by SmallJoker
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19:18 Krock rubenwardy: not planned for 5.12.0 but I wouldn't mind
19:18 Krock is it a regression? I don't think so.
19:18 rubenwardy it's a regression at some point
19:23 [MatrxMT] <y5nw> Looking at the calendar, there are 23 weeks (from now) up to 26 October; I suppose we can have two releases à 10 weeks then? (with three weeks of buffer space)
19:23 Krock rubenwardy: you approve; I merge :P
19:25 Krock I'll try to propose the initial writeup of the changelog tomorrow.
19:26 Krock oh nice. there's also this summary: https://github.com/luanti-org/docs.luanti.org/issues/214
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20:02 sfan5 can someone tell me a good reason why the engine reads {} as a valid position apparently equal to {x=0,y=0,z=0}
20:02 sfan5 ?
20:05 sfan5 or in other words, why does read_v3s16 vs. check_v3s16 exist at all?
20:08 sfan5 you could argue that {x="1", y="2", z="3"} should be allowed since tonumber works on them but nil values are really just a bug waiting to happen
20:11 Desour lua_tonumber returns 0 if not convertible to number, tonumber returns nil
20:13 Desour idk why we don't use check_vfoo everywhere. would make more sense to me
20:15 sfan5 immediate proposal: for read_v3s16 disallow nil values
20:16 sfan5 someone else can do the change to use check_* everywhere another day
20:51 sfan5 Desour: #16158
20:51 ShadowBot https://github.com/luanti-org/luanti/issues/16158 -- Do not allow vector components to be nil by sfan5
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