| Time |
Nick |
Message |
| 00:56 |
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| 01:16 |
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| 10:33 |
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| 11:21 |
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| 11:23 |
Krock |
contains_item is faster than dumping & string find |
| 11:23 |
Krock |
wrong channel |
| 12:21 |
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| 13:30 |
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| 13:59 |
Krock |
rebased #7569 |
| 13:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/7569 -- Send custom floats (log2) by SmallJoker |
| 14:01 |
Krock |
^ should be considered for 5.0 to finally have a proper network forat |
| 14:01 |
Krock |
*format |
| 14:02 |
Krock |
backwards compatibility is rather annoying in this case - due to the resulting additional overhead to decide which type it has to send |
| 14:11 |
nerzhul |
Krock for me it's a blocker for 5.0 |
| 14:11 |
nerzhul |
it's the last chance before many time to fix it |
| 14:11 |
nerzhul |
backward compat has no sense on the network part, the min protocol version is already raised |
| 14:20 |
Krock |
Right, it would be the right chance to do it |
| 14:25 |
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| 15:28 |
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| 15:32 |
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| 15:35 |
hecks |
so I found the offending function for my light bug |
| 15:36 |
hecks |
unsurprisingly, the player simply has a half-node Y bias added to the light query position, and other objectrefs don't |
| 15:37 |
rubenwardy |
? |
| 15:37 |
Krock |
-> new object property |
| 15:37 |
hecks |
now if someone would be kind enough to tell me how do I add a lua property for this, and read it in said function |
| 15:38 |
Krock |
https://github.com/minetest/minetest/blob/master/src/object_properties.cpp |
| 15:38 |
Krock |
https://github.com/minetest/minetest/blob/master/src/script/common/c_content.cpp#L184 |
| 15:38 |
Krock |
https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L724 |
| 15:39 |
hecks |
the content_cao.cpp bit I've already found |
| 15:39 |
Krock |
I think that's all. Only docs would be needed |
| 15:39 |
hecks |
I'll see what I can hack here |
| 15:39 |
Krock |
should be fairly easy compared to the other bugs |
| 15:39 |
hecks |
which is why I picked it |
| 16:15 |
hecks |
does adding a new object property mean that the protocol version will need a bump? |
| 16:18 |
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| 16:20 |
rubenwardy |
No |
| 16:23 |
Krock |
add a try catch around |
| 16:23 |
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| 16:23 |
Krock |
or read garbage from the network packet |
| 16:47 |
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| 17:37 |
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| 17:50 |
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| 18:11 |
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| 18:18 |
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| 18:21 |
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| 18:43 |
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| 18:46 |
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| 18:47 |
hecks |
are build times always this horrible or would it be better on an actual machine |
| 18:47 |
Krock |
make -j4 |
| 18:48 |
Krock |
^ could make use of 4 cores at best |
| 18:49 |
hecks |
thanks |
| 18:49 |
hecks |
from my experience the optimal thread count for a program isn't exactly the number of CPUs, but more if there's any IO overhead |
| 18:50 |
hecks |
about 1.5x on average |
| 18:50 |
p_gimeno |
I believe 'make -j' should use as many cores as you have |
| 18:51 |
hecks |
man says it simply won't limit the number of jobs, so who knows |
| 18:51 |
Krock |
($nproc) or something like that would work too IIRC |
| 18:52 |
hecks |
oh I see now, the script had it pegged at 2 jobs |
| 18:53 |
sfan5 |
make -j will continue spawning processes until either 1) it's finished or 2) you run out of memory |
| 18:53 |
Krock |
I don't see profit there |
| 18:54 |
Krock |
* make -j$(nproc) |
| 18:54 |
hecks |
so the manpage tells it true then |
| 19:23 |
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| 19:50 |
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| 20:17 |
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| 20:39 |
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| 20:42 |
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| 21:05 |
hecks |
Is the name light_offset used for something? |
| 21:06 |
hecks |
because my thing broke when I used that exact name for the light anchor thing |
| 21:07 |
hecks |
using light_offset made every object fullbright, but light_pos is fine |
| 21:12 |
hecks |
okay, never mind, that's not it |
| 21:29 |
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| 21:46 |
hecks |
https://a.uguu.se/uk3XUmMKROk3_fixed.png |
| 21:47 |
hecks |
had some trouble with BS coordinates but it's all good now |
| 21:48 |
hecks |
the new property is called light_anchor and it's in the object's local space |
| 21:48 |
nerzhul |
sfan5 did you see that: https://www.zdnet.com/article/windows-apps-made-on-linux-hit-by-security-fail/ ? |
| 21:48 |
hecks |
default is 0.5 Y just like the old hardcoded offset for the player |
| 21:55 |
hecks |
also, you can force ASLR on windows |
| 21:56 |
nerzhul |
not if the program doesn't support it |
| 21:57 |
hecks |
the workaround seems simple enough |
| 21:57 |
nerzhul |
simple but not user friendly :) |
| 22:00 |
hecks |
I mean the code patch in the advisory linked on that page |
| 22:00 |
hecks |
just add the line, I guess |
| 22:00 |
hecks |
it does make a slightly bigger executable, beyond that I'm not sure how to check |
| 22:00 |
hecks |
basically they say to add __declspec(dllexport) before main |
| 22:13 |
hecks |
but it doesn't seem to work, procexp says aslr is still off |
| 22:39 |
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| 23:06 |
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| 23:16 |
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