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IRC log for #luanti, 2025-10-26

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Time Nick Message
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01:51 osin_ hey, guys, is there buildbattle minigame somewhere? And does anyone play it?
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02:13 [MatrxMT] <Blockhead256> closest I can think of is quikbuild on A.E.S https://forum.luanti.org/viewtopic.php?t=26142
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09:19 [MatrxMT] <twrightsman> Hi all, is there a list of officially supported architectures? Based on GitHub actions this seems to be only amd64 and arm64. I can't upgrade Luanti to 5.14 in Debian until I either drop i386 or #16552 is fixed. If you don't really support i386 then I understand and that makes a strong case for dropping that architecture in Debian's Luanti build.
09:19 ShadowBot https://github.com/luanti-org/luanti/issues/16552 -- Matrix rotation unit test failing on i386
09:21 sfan5 we ship builds for 32-bit windows and 32-bit ARM (on Android)
09:22 sfan5 the failing unit test is probably an oversight but not a reason to drop i386
09:29 MinetestBot [git] corpserot -> luanti-org/luanti: Correct info about ObjectRef:set_attach() bones `""` default value f1c0f29 https://github.com/luanti-org/luanti/commit/f1c0f292fa63d7de645cabecf4ab3872a55cd499 (2025-10-26T09:28:30Z)
09:29 MinetestBot [git] sfan5 -> luanti-org/luanti: Guard new object from being added at shutdown (#16610) 4f8a847 https://github.com/luanti-org/luanti/commit/4f8a847085f909813b1c11b009ebe8c923f8bd63 (2025-10-26T09:28:41Z)
09:31 [MatrxMT] <twrightsman> sfan5: Got it, thank you for clarifying; then I'll be more patient, and if I find time to look into the issue I will send a patch
09:31 sfan5 can't you skip this unit test for debian?
09:31 sfan5 I don't expect us to prioritize looking into this
09:31 pgimeno_ sounds like it could be the same cause as #16365
09:31 ShadowBot https://github.com/luanti-org/luanti/issues/16365 -- Unittest `getRotationRadians` in `test_irr_matrix4.h` is flakey
09:32 [MatrxMT] <twrightsman> I could, but would prefer not to make it a habit. I already don't like that we skip the Lua destructor test, though this one seems more justifiable to skip
09:32 [MatrxMT] <twrightsman> But yeah I absolutely don't expect you to prioritize this for Debian's sake, no worries
09:32 pgimeno_ I'll take a look
09:33 sfan5 I would rather have 5.14 in debian and risk some math code bug popping up in production than wait this out
09:34 [MatrxMT] <twrightsman> Thanks pgimeno, and that seems reasonable to me sfan5; then I will patch this test out and revert if a fix arrives later
09:41 pgimeno_ Okay, definitely the same issue. I'll work on a patch, but I can assure you that the problem is in the test itself, not in the math code. It fails to account for gimbal lock, where a loss of precision is inevitable.
09:42 sfan5 thanks
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09:47 [MatrxMT] <twrightsman> Ok much appreciated for checking
09:50 sfan5 @twrightsman FWIW since debian has officially reduced the support for i386 I guess dropping it from the package also wouldn't be too bad
09:50 sfan5 🤷
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09:53 [MatrxMT] <twrightsman> True; I will summarize this discussion to the Debian Games team and see what they say, I'm still newer to Debian so there may be some details I'm missing about what "reduced support" means in practice.
09:55 repetitivestrain the throttling controlled by full_block_send_enable_min_time_from_building is liable to produce very extreme phenomena
09:56 repetitivestrain https://ibb.co/60jMwWfS
09:56 sfan5 yeah it's kinda stupid
09:57 sfan5 at the very least it should only apply to the block that is being built in
09:58 repetitivestrain has it been demonstrated in practice to address a real problem
09:59 sfan5 nobody knows
09:59 repetitivestrain i'll set it to zero and ack
10:05 sfan5 if you have access to a time machine here's the time you need to go back to: Nov 27, 2010
10:05 sfan5 https://github.com/luanti-org/luanti/commit/e8fd5eb8eebbf12b0561d385ef8bc245d87e9ea6
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10:15 sfan5 i can only guess that the idea is to avoid re-sending the current block constantly if the player builds. due to node placement prediction the server currently always re-sends the block.
10:16 pgimeno @twrightsman The test is wrong anyway and could fail under certain circumstances even in a different architecture, so IMO it needs fixed. Are you going to stay around? I don't think anybody else here will be able to test the fix in a 386 machine.
10:18 [MatrxMT] <twrightsman> pgimeno: Yes, this room is in my Matrix list so I get notified when you ping me
10:18 pgimeno good, thank you
10:20 sfan5 repetitivestrain: I just discovered that close blocks are always sent so it literally doesn't do what it was intended to
10:20 sfan5 zero positive effect
10:21 repetitivestrain i was under the impression that it was meant to reduce bandwith consumption from the sending of blocks that are distant from the player's edits
10:21 repetitivestrain so that updates to nearer blocks might arrive sooner
10:25 sfan5 closer blocks are already always preferred to be sent first: if a closer one is modified the scan loop restarts to send that first
10:26 repetitivestrain ah, i see your point
10:26 sfan5 (maybe that wasn't the case when that was added)
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11:04 sfan5 code comments suggest that the "send near blocks anway" and "don't send during building" code intentionally exists side-by-side
11:05 sfan5 then i can only guess that the idea was something like "the player is busy building and isn't looking anyway, so no need to update the world"
11:05 sfan5 which is a bit weird
11:05 sfan5 repetitivestrain: how long does the state in your screenshot persist?
11:05 repetitivestrain two seconds, it is ameliorated immediately after the timeout elapses
11:06 sfan5 aha that's not so bad
11:06 repetitivestrain yes, but mind you, i'm physically only ten kilometers from the server
11:07 repetitivestrain with plenty of bandwidth to go between us
11:07 repetitivestrain (the RTT in the debug menu is not correct)
11:54 sfan5 oh the description of the setting actually says "To reduce lag, block transfers are slowed down when a player is building something"
11:54 sfan5 however that's even more weird
11:54 sfan5 if there's a performance problem, it should be fixed on the client
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12:53 pgimeno @twrightsman Could you test this patch? http://www.formauri.es/personal/pgimeno/pastes/fix-tait-bryan-angles-i386.patch
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13:38 [MatrxMT] <twrightsman> pgimeno: Thank you! Yes, will report back
14:07 [MatrxMT] <twrightsman> pgimeno: I tested locally on amd64 and I think a different test is now failing? https://paste.debian.net/1402816/
14:07 [MatrxMT] <twrightsman> I started a full build with i386 here: https://salsa.debian.org/twrightsman/luanti/-/pipelines/963379
14:08 [MatrxMT] <twrightsman> The randomness in these tests probably makes them a bit flaky I suppose? Perhaps if I can set a seed that could help with flakiness but not catching bugs
14:10 pgimeno perhaps gimbal_lock_threshold of 1e-3 was too optimistic
14:10 pgimeno could you change it to 1e-2 and retest?
14:10 [MatrxMT] <twrightsman> Sure
14:45 [MatrxMT] <twrightsman> Passed this time, but the old threshold passed on amd64 on the GitLab (Salsa) CI, i386 failed; running the 1e-2 threshold in this pipeline: https://salsa.debian.org/twrightsman/luanti/-/pipelines/963389
15:08 erle twrightsman did you see my suggestion elsewhere to mark the package for luanti 5.11 and above as conflicting with some GPU driver packages for GPUs where there was a huge performance drop or that can't run it anymore?
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15:10 sfan5 I don't think debian maintainers are in the position to do performance testing and make decision for their users on whether the performance is "good enough"
15:14 erle no, but i can tell you about at least two drivers where it used to run fine and now it does not
15:14 sfan5 what a terrible loss
15:14 erle and i would be surprised if any system that used xserver-xorg-video-intel or the etnaviv driver *ever* got better performance
15:16 [MatrxMT] <twrightsman> To my knowledge, Debian does not use "Conflicts" markers on hardware drivers to signal hardware support; but if you feel strongly enough you can try emailing the Games Team mailing list, they would know better about those sorts of details.
15:16 [MatrxMT] <twrightsman> Definitely not for performance regressions
15:16 erle yes, i know your stance. i *did* notice that you removed support for my hardware in particular exactly one year after i was banned from the bugtracker after working on fixing regressions affecting older/weaker GPUs. what a crazy random coincidence! but think about it another way: if distributions could keep people on older/weaker hardware on luanti 5.10 you won't get bug reports you are going to close anyway.
15:17 sfan5 people actually tend to report bugs upstream anyway even if they are on an older version provided by a distro, so this is exactly less than helpful.
15:18 erle i see
15:18 erle i guess i only considered “my frame rate is unplayable” bug reports then
15:18 sfan5 idk if you maintain any foss packages but you usually learn this lesson early
15:20 [MatrxMT] <twrightsman> If it makes you feel any better (sfan5), Debian volunteers are generally aware (and sad) about the pain they can cause on upstream bug trackers. If possible, I'd add a message to Luanti's main menu on Debian to tell people to submit bugs to Debian first, but that wouldn't stop everyone of course
15:20 erle twrightsman i see that conflicts is wrong then, so maybe a pre-install check could make sense though? there exists a bunch of hardware that simply won't work for gaming purposes with luanti 5.11. oldest device i have is from 2006, newest from 2021. i think i will try to make my case to the mailing list then.
15:20 erle yes, debian is very nice and behaved for a distribution
15:21 sfan5 @twrightsman it's not that much so no need to invest any time into that, it's fine.
15:21 erle meanwhile, e.g. submitting bugs to arch about wrong packaging, wrong dependencies, my experience is that it is as effective as shouting against a wall
15:28 user333_ debian 13 comes with 5.10 in it's packages, so that's 4 releases ago of bugs that are going to be reported
15:30 user333_ they also (likely) won't update it until debian 14 comes out, so any extra documentation to package managers is likely to be ignored.... for 2 years until the next release of debian comes out
15:31 erle well 5.10 is fine performance-wise, so that's nice
15:32 MTDiscord <wsor4035> average debian experience being stuck in the dark ages
15:33 erle wsor4305 you can decide for yourself if you want to run experimental, unstable, testing, stable, oldstable, oldoldstable.
15:33 erle it's the price of stability, you won't have bleeding edge bugs either
15:34 MTDiscord <wsor4035> "stability" lol.
15:34 sfan5 in this case experimental, unstable, testing and stable all have the same version
15:34 sfan5 i'm sure many people would rather have new features
15:34 erle compare this to e.g. fedora, which likes to have new stuff immediately and deprecates old things fast. ex gf of mine lost probably years of chat history in a chat messenger due to a bug that never affected other distributions AFAIK
15:35 erle sfan5 i surely would like to have new features if the focus was on that instead of removing support for hardware i use. ;)
15:35 erle it's not even that the base game looks any different without any effects on
15:35 MTDiscord <wsor4035> anyways, talking with erle is futile, so 🤷 im out for now
15:35 erle it just runs way worse or not at all ._.
15:35 [MatrxMT] <Blockhead256> debian users who want to be up to date should run flatpak, appimage, portable, compile from source, whatever
15:36 erle what Blockhead256 says
15:36 erle i use appimage and compile from source for very few projects but otherwise use debian sta(b)le
15:37 sfan5 erle: you are clearly not aware of which development happens on Luanti, why and what the goal is
15:38 sfan5 and I will not attempt to explain it to you as that is futile
15:40 erle sfan5 i am pretty sure by now that the goal is to a) have cool visual effects and better performance on hardware the devs have or care about (same difference) b) have a general game engine where less stuff is hardcoded to “block game style” (minecraft-likes) c) make the client defer to the server for settings that could be thought of as an intentional choice by game authors (e.g. enabling/disabling fog, coordinate display, eventually probably texture packs)
15:40 erle i hope that's close enough
15:42 erle “improve performance on hardware devs don't care about” is clearly not something that's within the goals, since it is evidently possible to about double the framerate on some older/weaker hardware by using legacy opengl (and increase it noticeably on stuff like raspis), but such patch would very likely get rejected, since it used to be that way and you deleted it and closed bugs from users complaining about bad performance.
15:44 erle which is something i have seen before with e.g. openra. there is no way to make people care about HW they don't have if they delete working code that supports it in the first place. all i want is palliative care to not break existing installs, which is why i was bringing up the idea to twrightsman in the first place.
15:46 erle well also make existing HW not unusable
15:46 [MatrxMT] <Blockhead256> you thought Debian, who won't even delete the mods that are horrendously out of date out of their package repo, and has taken multiple months to apply security fixes, will take time to modify upstream source code?
15:46 [MatrxMT] <Blockhead256> rather "not delete"
15:48 MTDiscord <wsor4035> dont worry, Debian only modifies code to introduce vulnerabilities or break software see openssl, keepassxc
15:49 MTDiscord <wsor4035> only half joking
15:50 user333_ i run debain 12 (going to upgrade to 13 soon) and run my own compiled builds that i update daily, is that enough? :P
15:51 erle Blockhead256 i would expect that debian would not be likely to accept a ~1000 line performance increasing patch that mostly consistst of reverting stuff that upstream removed
15:52 [MatrxMT] <twrightsman> Blockhead256: deleting the outdated mods is generally on the games team TODO list, but it relies on volunteered time that isn't currently enough to keep even Luanti up to date
15:52 [MatrxMT] <Blockhead256> well as long as contentDB is in line with DFSG, it's a pretty clear route to take anyway
15:53 erle yeah, same thing as openttd basically
15:53 erle (their BaNaNas system is equivalent to contentDB)
15:54 [MatrxMT] <Blockhead256> you can actually put nonfree stuff on ContentDB though, but it's hidden inside Luanti
15:54 MTDiscord <wsor4035> the debian wiki for luanti is still trash. at least they arent as hostle to luanti anymore
15:54 erle you can also install non-free games using games-data-packager, so …
15:54 [MatrxMT] <twrightsman> I'm not a Debian lawyer, but to my knowledge users are free to install whatever they want on their systems (ContentDB non-free stuff or not) but Debian would not be allowed to distribute those mods through apt
15:54 MTDiscord <wsor4035> tho the enable a mod section even for debians outdated version is wrong, and really should only exist for servers
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15:55 erle wsor4035 wdym enable a mod section?
15:56 erle twrightsman users can download proprietary executable using firefox and execute them using wine! :P
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15:58 [MatrxMT] <Blockhead256> I don't really see why you could object to ContentDB as it exists in the menu, again it won't show the nonfree stuff in-game, and it's hard to find on the website. But I'm not 100% up with dfsg
16:00 erle i think any objection to cdb is strawmanning
16:01 erle IIRC debian has explicitly set up contrib for stuff that *requires* proprietary game data etc. and luanti does not fall under that
16:01 erle but e.g. pokemmo-installer is there. proprietary java app that requires at least 1 nintendo DS pokemon black/white ROM. so it goes in contrib.
16:02 erle openttd was probably in contrib before having fully-free base sets, but idk enough to check
16:06 osin_ hey, guys, I can't connect to the A.E.S., just receive such error: "Access denied. Reason: Connection timed out." any thoughts? Same for NodeCore community, but to some server I can connect.
16:11 erle osin_ it might help if you state your client version
16:11 erle and to which server you *can* connect
16:14 osin_ I have Luanti 5.14.0 (Linux) and trying to connect to minetest.aes.land:30010 and nodecore.mine.nu:30000
16:17 user333_ try the direct IPs, it could be a DNS issue, but i doubt it: '167.86.85.8:30010' and '38.242.238.242:30000'
16:18 sfan5 !up minetest.aes.land:30010
16:18 MinetestBot minetest.aes.land:30010 is up (11ms) (IPv4)
16:18 sfan5 !up nodecore.mine.nu:30000
16:18 MinetestBot nodecore.mine.nu:30000 is up (14ms) (IPv4)
16:19 osin_ user333_: didn't help
16:19 user333_ are you downloading/streaming anything on your network?
16:20 user333_ pause them if so
16:20 rubenwardy https://content.luanti.org/packages/?flag=nonfree
16:21 user333_ if it doesn't work with the best possible connection it could be that those servers are blocked in your area, but try connecting later and see if it works
16:24 osin_ hmm, yep, I can connect using telnet through proxy, but without it: telnet: Unable to connect to remote host: Connection refused
16:27 user333_ try a VPN if you have one, if you are on one try turning it off/setting it to another location
16:27 sfan5 you can't use telnet to check for Luanti servers
16:28 sfan5 it doesn't use TCP
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16:34 osin_ :D
16:39 [MatrxMT] <Blockhead256> does Minecraft, other than Bedrock Marketplace, have a first-party mechanism to download and install worlds? Prior Luanti discussion
16:39 [MatrxMT] <Blockhead256> https://forum.luanti.org/viewtopic.php?p=439352
16:39 [MatrxMT] <Blockhead256> I'm thinking if it exists for Java Edition, it would have to be third-party. Curseforge maybe?
16:43 erle “does minecraft have it” isn't *really* a convincing argument against/for
16:43 erle doesn't even have lua mods lol
16:44 sfan5 we could steal "having enough developers" from minecraft
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16:47 erle that's kinda self-inflicted though. every single alternate client dev could be a possible coredev.
16:47 user333_ one of my friends jokes about 'kidnapping minecraft developers and forcing them to code colored lighting for luanti'
16:47 erle it's just that you don't want *that* kind of contribution or dedication to CSM APIs
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16:48 sfan5 the vague notion of "coredevs being big meanies" that seems(?) to be common in the MCL* communities is also self-inflicted
16:48 sfan5 I'll let bystanders decide which of these take is the hotter take
16:49 erle look, one response to “particle performance sucks ass” by a dev was “make it possible to toggle rendering particles in the client”, later there were some CSM particle debugging features. we both know luanti would never take this as a patch and would never want people who implement such things.
16:50 sfan5 just in: coredevs follow their self-decided roadmap
16:51 erle yes and as i said before, that broadly ensures that everyone who disagrees with that enough will never become one
16:52 erle also i offered maintaining several parts of the engine that i care about (in terms of: making sure there is no new breakage) and didn't exactly get a “sure, do it” message.
16:52 erle (rather the opposite)
16:52 erle years ago btw
16:53 erle sfan5 the phenomenon is called “evaporation of group beliefs”. if a group does not value dissent (internal and external) enough, over long time scales and in the absence of strong external influences it becomes homogenous if new members of the group have to be approved by existing members.
16:53 erle it's not groupthink
16:54 erle but you basically end up with people who regarding a lot of questions in the group end up answering them the same because they are aligned
16:54 sfan5 we need more devs who share the same vision for Luanti's future, yes.
16:54 sfan5 this is not a gotcha
16:55 erle no, it's not. but “devs who share the same vision” is evidently small, while “devs who are willing to do work and do not share the same vision and even disagree on core principles” is a group that i would estimate to be about as twice as big as the coredev group.
16:55 erle so if you let them in, you get work done, but you might end up with stuff that does not conform to your vision
16:56 erle some projects chose that path, some another
16:56 erle IIRC cataclysm dark days ahead takes basically all well-made contributions that do not involve excrement.
16:57 erle and thus you get stuff like an extra dialog on “how to layer your armor/clothing”
16:58 MTDiscord <luatic> conversely, if a group values dissent too much, it becomes nothing but a glorified debate club.
16:58 erle luatic it's about getting work done, which e.g. the MCL* devs and several alternative client devs have proven
16:59 MTDiscord <luatic> i agree that it's about getting work done, and there is no simple solution to that such as "let everyone contribute whatever"
16:59 MTDiscord <luatic> quite the opposite. you'll have people working on thing A and people working on mitigating thing A. that's just absurdity.
17:00 MTDiscord <luatic> the particle example is actually not a bad one in that regard.
17:00 erle no, but if you took everyone as coredevs who is willing and capable (as in: can vote on project direction and only need one approval), you'd quickly end up with more settings on the client the server can't control and support for hardware you don't want to support.
17:00 MTDiscord <luatic> for one, there is not really a reason for particles to be terribly inefficient, and there are ways to optimize them; and they have been massively optimized by sfan5 at some point by employing batching.
17:01 MTDiscord <luatic> for two, in pvp games you often have e.g. smoke particles or similar that are intended to obstruct vision. it's quite obvious that just disabling particles often serves as a cheat.
17:01 erle luatic actually irrlicht particles were quite fine IIRC, but they couldn't do the rain thing, so unless i am mistaken, they went the way of the dodo
17:01 sfan5 dEbUgGiNg FeAtUrEs
17:02 erle instead of, say, patching in the rain tthing
17:02 sfan5 on a more serious note: where are the statistics on how many users use those alternative clients where "the work has been proven to be done"?
17:02 erle sfan5 there is a reason that “cheat clients” have this thing where they basically send “i am using a CLIENT SO MODIFIED I CAN CHEAT, BAN ME IF YOU DO NOT WANT IT”
17:03 erle great way of moving goalposts
17:03 sfan5 what is the goalpost? you don't ever have a consistent topic
17:04 erle i have referred to people capable and willing to do work. they have implemented stuff like tracersm and new CSM apis. it doesn't matter how many people *use* that for an assessment if someone is willing and capable to work on the client.
17:04 MTDiscord <luatic> erle: some clients do, many don't. i think the current hot shit among them kids (it's called something like Mantle v6) doesn't.
17:05 sfan5 what I was trying to say is that if there is a Luanti fork where the grass is greener then surely they have a lot of users, but I have not seen that happening.
17:05 erle but that's not what i have been arguing at all
17:05 user333_ everyone knows about the adware luanti fork for iOS and android
17:05 erle these people all have their own little things, like my pet peeve is performance on hardware you don't care about and support for features i use like TGA.
17:05 sfan5 MultiCraft does have a lot of users to be fair
17:06 user333_ mULtIcrAfT
17:06 sfan5 not only due to iOS support but also because they have reasonable mobile controls
17:06 erle there is no technical, only an ideological difference
17:06 [MatrxMT] <twrightsman> pgimeno: sadly the i386 tests still seem to be failing with the patch and the increased error threshold: https://salsa.debian.org/twrightsman/luanti/-/jobs/8504831/viewer#L4528
17:06 [MatrxMT] <twrightsman> I think I will just patch the test out for now and cite this chat as a reason because I still have to get this major version bump reviewed by a full Debian developer with upload rights (I'm not one yet) and that will take some days at least.
17:06 user333_ and probably some violations of luanti's license too
17:07 user333_ i have a potato i386 laptop, i can test things on physical hardware if you want
17:07 [MatrxMT] <birdlover32767> one weird thing i noticed about luanti users is that they tend to say things they don't like by indirectly referencing them (that one game, mine****, ...)
17:07 erle twrightsman curious, why do you think *patching out a failing test* is appropriate here?
17:08 pgimeno erle: the test is itself broken
17:08 erle oh
17:08 MTDiscord <luatic> yes-ish
17:08 erle i just remembered that last time a patch broke only on x86 it was the compiler being a bitch
17:08 MTDiscord <luatic> i think that if this test fails even with large thresholds, it does hint at a real numerical stability problem of the implementation
17:08 user333_ time to talk to the gcc and clang devs
17:08 erle (gcc needs SSE on x86 to correctly do floating point, for hysterical reasons)
17:09 * user333_ boots up his potato laptop
17:09 erle anyway, that was nice i have to go
17:10 pgimeno @luatic I really think that's not the case, it's a problem of amplification of error near a corner case
17:10 erle pgimeno there are no corner cases in well-behaved software. there are only cases.
17:11 user333_ this laptop is so   s l o w, it takes like a full 1m 15s from pushing the power button to getting to the login running debian 12
17:11 MTDiscord <luatic> i mean ultimately the cheapest solution is to just exclude the corner cases from testing ;)
17:12 MTDiscord <luatic> though i guess really the problem then is that the error measure i use is inappropriate
17:12 MTDiscord <luatic> for gimbal lock
17:13 pgimeno that's what my patch attempts to address, but it's still failing according to twrightsman http://www.formauri.es/personal/pgimeno/pastes/fix-tait-bryan-angles-i386.patch
17:14 user333_ huh, i get "All tests passed" when running "./luanti --run-unittests" on i386
17:15 user333_ wait lemme test smth
17:15 MTDiscord <nathan4220776> When you say "i386", do you really mean a 386? Or do you just mean "x86"?
17:15 pgimeno user333_: with or without a numeric coprocessor? this is an issue of the precision of coprocessor instructions
17:15 user333_ running "uname -m" returns "i686" -_-
17:16 user333_ well nvm then
17:16 pgimeno of trigonometric coprocessor instructions, to be precise
17:17 pgimeno I assume twrightsman's i386 compilation is using a software library for the calculation of these, one that probably has poor precision in the trigonometric functions
17:17 [MatrxMT] <twrightsman> I just realized part of this may be that Debian half-dropped "i386" and when they test i386 I think they mean i386 libraries running on amd64. I'm not really an expert in this so I can't give more detail.
17:18 [MatrxMT] <twrightsman> Since user333_'s tests passed on real "i386" (to use the Debian term) hardware
17:18 user333_ well i can confirm my laptop is not 64bit... it's from some time between 2000 and 2010
17:18 sfan5 the debian build uses SSE
17:18 pgimeno I think Debian dropped support for 486 a few releases ago
17:19 sfan5 you can see it in the build logs
17:19 pgimeno sfan5: you mean twrightsman's build log?
17:19 user333_ this was i686 apparently... still 32-bit and very slow
17:19 sfan5 pgimeno: yes
17:24 pgimeno using -mfpmath=sse -msse does not automatically give you SSE instructions though
17:26 pgimeno oh I just realized he probably means it's "i386" as opposed to "amd64"
17:26 sfan5 it does not?
17:27 pgimeno if you add e.g. -march=i386 it will for sure not use SSE
17:29 sfan5 >c++ -DMT_BUILDTARGET=2 -DUSE_CMAKE_CONFIG_H [...] -g -O2 -ffile-prefix-map=/build/package/package=. -fstack-protector-strong -Wformat -Werror=format-security -Wdate-time -D_FORTIFY_SOURCE=2 -DNDEBUG -Wall -Wextra -Wno-unused-parameter -Werror=vla  -mfpmath=sse -msse -pipe -funroll-loops -O3 -fomit-frame-pointer -fno-math-errno -fno-trapping-math
17:29 sfan5 -fno-signed-zeros -g -std=gnu++17 -flto=auto -fno-fat-lto-objects -MD -MT .../s_nodemeta.cpp.o -MF .../s_nodemeta.cpp.o.d -o .../s_nodemeta.cpp.o -c .../s_nodemeta.cpp
17:30 sfan5 doesn't seem to be the case
17:32 pgimeno yeah I didn't look at the logs before, but now that I've realized that i386 means 32-bit x86 what I said is pointless
17:36 user333_ then what does i686 mean-
17:38 pgimeno i686 is not a Debian arch AFAIK
17:39 user333_ CPU manufacturers want to confuse customers ig
17:39 user333_ 'uname -m' returns 'i686' so... idk
17:40 [MatrxMT] <twrightsman> pgimeno: There is no Debian architecture label for i686 (though my understanding is this has been attempted), but i386 as of now in Debian means SSE2+
17:40 pgimeno thanks for the clarification
17:41 user333_ i doubt many luanti users use machines this old, and who cares if unittests fail, the game still works, i'd label this bug as 'low priority'
17:42 pgimeno is it possible to force a 32-bit build? maybe something like cmake -DCMAKE_CXX_FLAGS=-m32 ?
17:47 MinetestBot [git] Xeno333 -> luanti-org/luanti: Add `default_mapgen` game setting (#16238) dde4636 https://github.com/luanti-org/luanti/commit/dde463635e68ab56070766f032c04ba3f73f1b69 (2025-10-26T17:46:54Z)
17:49 MinetestBot [git] cx384 -> luanti-org/luanti: Add inventory image animation API (#16538) 93ccb4b https://github.com/luanti-org/luanti/commit/93ccb4b355d45bbdbbcbadcb0d9c1a1dffef5325 (2025-10-26T17:48:53Z)
17:50 [MatrxMT] <twrightsman> pgimeno: Do you mean for Debian?
17:51 pgimeno yes I'm using debian, I guess I need a bunch of libs installed
17:51 pgimeno what happened to debootstrap?
17:52 sfan5 still exists
17:56 pgimeno yeah I did a dumb thing (commenting out a line in sources.list that I shouldn't), thanks
17:57 user333_ maybe don't mess with sources.list ;-;
18:34 [MatrxMT] <twrightsman> pgimeno: just as a sanity check I cross-built Luanti for i386 (i686) on my amd64 desktop and can reproduce the test failure locally (with your patch and higher threshold)
18:49 pgimeno I've just finished building it in a chroot with i386 and can't reproduce it, the test passes :(
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18:53 pgimeno @twrightsman how did you do the cross-build? Mine failed to fail.
18:56 [MatrxMT] <twrightsman> pgimeno: Ugh okay, this is getting spooky. I will write up my instructions in a pastebin
18:57 [MatrxMT] <twrightsman> Scratch that, better in the GitHub issue
19:06 [MatrxMT] <twrightsman> pgimeno: Okay I commented on the GitHub issue the way I'm building. I just realized that you probably built with the stable libraries and there could have possibly been a regression between stable and unstable (what I'm using to build)
19:07 [MatrxMT] <twrightsman> If that's the case, apologies in advance...
19:08 [MatrxMT] <twrightsman> I will do a stable build in the meantime
19:08 pgimeno ooh, good point, I built with bookworm in the first place (and there's nothing to apologize about, I'm interested in having a working i386 Debian system)
19:12 user333_ x86, i386, i686, 32-bit, it all sounds the same to me \_(._.)_/
19:13 user333_ i'm currently setting up a debian 13 x86_64 VM for an unrelated purpose, might try an i386 one later (or is it i686... idk)
19:14 user333_ kind of defeats the 'test on real hardware' part though
19:15 [MatrxMT] <twrightsman> At least as far as Debian 13+ is concerned, there is no "test on real i386/i686 hardware", from the release notes it sounds like only cross-build for i686 and run on amd64
19:15 [MatrxMT] <twrightsman> In case you're curious: https://www.debian.org/releases/stable/release-notes/issues.en.html#reduced-support-for-i386
19:17 user333_ i could always set up an older version of debian in a VM, perhaps 10 or 11
19:18 user333_ oh yay also no support for my RPi1 other than the bare essentials...
19:30 [MatrxMT] <twrightsman> pgimeno: Well damn, everything passes on Debian 13/trixie/stable. Then this appears to be a regression in some Luanti dependency between stable and unstable, I guess I can close the GitHub issue at this point
19:31 [MatrxMT] <twrightsman> Any tips where I should start my search?
19:33 user333_ uhh... try downgrading packages on unstable to stable until it works (or upgrading stable packages to unstable until it works)
19:33 sfan5 i don't think luanti has any specific dependency used for math
19:33 sfan5 except for glibc
19:33 user333_ or just ignore it and accept that pretty much nobody uses your OS/hardware combo ;)
19:34 [MatrxMT] <twrightsman> Yeah that's what sfan5 suggested earlier, I generally agree, but it's hard to convince some Debian folks to let go off the strangest architectures :)
19:35 [MatrxMT] <twrightsman> Either way, thanks everyone for the help, I will investigate within Debian, someone usually knows something
19:45 pgimeno twrightsman: indeed I've reproduced it in unstable, so I can now work on it ^.^
19:45 user333_ no wonder it didnt work for me, i'm on stable
19:46 user333_ or rather, why it DID work
19:47 [MatrxMT] <twrightsman> pgimeno: That's awesome :) don't hesitate to ping me if I can help, but I'm off for the night
19:48 pgimeno a good clue is that exactly one assertion fails and does this every single time
19:48 pgimeno no worries, I'll look into it
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20:19 pgimeno wowza... http://www.formauri.es/personal/pgimeno/pastes/euler-to-quaternion-failure.txt ... where do these NaN's come from?! this appears not to be a Luanti problem at all
20:20 sfan5 batman
20:21 pgimeno X'D
20:21 user333_ if you set your position to 'nan' ingame with a mod, it starts getting REALLY buggy
20:22 [MatrxMT] <birdlover32767> i have experienced that
20:23 user333_ if you teleport yourself to the player at nan, nan, nan you get put extremely far out of bounds but not at 'nan'
20:23 user333_ it's very broken
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20:50 pgimeno @twrightsman It's most likely not a Luanti bug, unless it's triggering some uninitialized var or other UB that causes this weirdness, but I somewhat doubt it. When I modify the test to print the values, the result of rot.setRotationRadians() has a bunch of NaN's. When I modify it so that rot.setRotationRadians() is called a second time, the result is correct. Here's the output I've captured including that second result: http://www.formauri.es/personal/pgim
20:50 pgimeno eno/pastes/euler-to-quaternion-twice.txt
20:50 pgimeno crap
20:50 pgimeno http://www.formauri.es/personal/pgimeno/pastes/euler-to-quaternion-twice.txt
20:55 pgimeno I haven't checked, but a good hypothesis is that the reason why it fails exactly once is that it only fails in the first test.
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23:33 user333_ someone explain this lighting bug.... https://filebin.net/whlsa02o71xxfryk/2025-10-26-202859_1920x1080_scrot.png
23:34 user333_ https://filebin.net/whlsa02o71xxfryk/2025-10-26-202859_1920x1080_scrot.png
23:34 SFENCE joined #luanti
23:35 user333_ oops, didnt mean to send that twice, my client is not rendering URLs for some reason
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23:53 user333_ 2 more screenshots of it, https://filebin.net/fnf7cycct5mvws5k/2025-10-26-204813_1920x1080_scrot.png and https://filebin.net/fnf7cycct5mvws5k/2025-10-26-205100_1920x1080_scrot.png

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