| Time |
Nick |
Message |
| 01:13 |
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SteveT joined #minetest-dev |
| 01:16 |
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SteveT left #minetest-dev |
| 01:25 |
ANAND |
Re #8817 - Windows builds pass, but non-Windows Travis builds fail with a SettingNotFoundException. |
| 01:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/8817 -- All Settings: Prevent unnecessary writes by checking for modification by ClobberXD |
| 01:26 |
ANAND |
Gotta rename the PR first... |
| 02:57 |
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| 03:02 |
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| 03:09 |
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| 03:10 |
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| 07:34 |
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| 10:28 |
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| 11:13 |
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| 11:13 |
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Fixer joined #minetest-dev |
| 12:36 |
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| 13:20 |
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| 13:22 |
ANAND |
WIP PR: #8834 |
| 13:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/8834 -- Fix LocalPlayer::isDead always returning false if player is immortal by ClobberXD |
| 13:23 |
ANAND |
IcyDiamond: See ^ :) |
| 13:24 |
ANAND |
Unfortunately it isn't complete, and requires some substantial changes in another area before it works. |
| 13:24 |
ANAND |
Here goes another "NO SQUASH" PR... :'( |
| 13:25 |
IcyDiamond |
:( |
| 13:26 |
IcyDiamond |
Simple fix turned into a nightmare, huh |
| 13:29 |
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behalebabo joined #minetest-dev |
| 13:29 |
sfan5 |
pushing revert of fb6f1fdcbe3ee2321cc33eb00f2c6da86744d00a in 10 minutes, to fix the breakage |
| 13:32 |
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| 13:33 |
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| 14:04 |
ANAND |
Thanks, sfan5 |
| 14:12 |
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| 14:18 |
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| 14:18 |
ANAND |
Does our code-style allow inlined function defs in a single line? |
| 14:18 |
ANAND |
e.g. bool func() const { return boolean; } |
| 14:19 |
ANAND |
... in class declarations |
| 14:20 |
sfan5 |
i don't know about the style guide but the existing code does it plenty |
| 14:20 |
ANAND |
Yea, exactly. Wanted to know if I'm allowed to define new functions that way. :) |
| 14:21 |
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| 14:21 |
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| 14:29 |
ANAND |
Rebased #8271, one more approval required. |
| 14:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/8271 -- Fix breath statbar scaling; defer breath_bar hiding by one second by ClobberXD |
| 14:36 |
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| 15:22 |
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| 15:24 |
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| 15:40 |
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| 15:45 |
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| 16:24 |
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| 16:25 |
pmp-p |
what luajit function one would use in lua server/client context to do precise timing of function execution ? |
| 16:27 |
pmp-p |
nvn i guess it's implemented by minetest.get_us_time |
| 16:40 |
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Krock joined #minetest-dev |
| 16:40 |
ANAND |
Just curious, is there an automated way of adding the "Rebase needed" label? |
| 16:41 |
Krock |
ask a dev |
| 16:41 |
Krock |
automated from your perspective |
| 16:42 |
ANAND |
No, lol. I mean I never notice merge conflicts in my PR and yet, the label is added (if applicable) even to the oldest of my PRs. |
| 16:42 |
Krock |
conflicts are listed on the very bottom of the page |
| 16:42 |
ANAND |
But you'd still have to open each PR page to know that |
| 16:43 |
ANAND |
Do you guys check all open PRs for merge conflicts, every single day? |
| 16:43 |
Krock |
yet no way to sort or show PRs that need rebase |
| 16:43 |
ANAND |
True |
| 16:44 |
Krock |
DS-minetest: while (true) check(); |
| 16:45 |
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proller joined #minetest-dev |
| 16:45 |
DS-minetest |
and minetest is not so multithreaded |
| 16:57 |
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Fixer joined #minetest-dev |
| 17:07 |
Krock |
btw, the occlusion culling PR now ignores nearby mapblocks. It's now the same underground as master |
| 17:34 |
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twoelk joined #minetest-dev |
| 17:35 |
pmp-p |
i wonder why execution times in client/server lua code are closer to lua5.1 than luajit2 |
| 17:40 |
pmp-p |
could be wrong but that means a sandboxed wasm vm client side would only be 2x slower, not 20x as expected |
| 17:45 |
sfan5 |
Krock: well not exactly https://a.uguu.se/tMuvHSvjMZ4O_D4KxSsc.png |
| 17:46 |
sfan5 |
oh wrong screenshot |
| 17:46 |
Krock |
was about to say |
| 17:46 |
Krock |
because they look way too similar to me |
| 17:46 |
sfan5 |
here https://a.uguu.se/QqLrmCp5Gapi_uRK03Pq.png |
| 17:47 |
Krock |
hmm |
| 17:50 |
Krock |
it's entirely broken |
| 17:52 |
* Krock |
is haunted by stupid errors |
| 17:53 |
sfan5 |
what is broken this time? |
| 17:56 |
Krock |
dunno what's the cause yet. map stops loading, player respawns always at the same position and /status shows that the server is still working |
| 17:56 |
Krock |
s/working/responding/ |
| 17:56 |
* twoelk |
has spent a week of making more complicated stupid errors while trying to avoid simple stupid errors when calculating materials quantities needed for a building job |
| 17:57 |
Krock |
even happens without occlusion culling. what the heck is going on |
| 17:57 |
Krock |
never mind me. outdated branch that includes a recent bug |
| 17:58 |
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jas_ joined #minetest-dev |
| 17:58 |
twoelk |
still damaged dead players issue? |
| 17:58 |
Krock |
twoelk: yeah, no outdated branches |
| 17:58 |
Krock |
*on |
| 17:59 |
Krock |
*happy entire-minetest-source-recompiling noises* |
| 18:02 |
* BuckarooBanzai |
just pulled the latest updates and regrets it now after reading the last few messages... :/ |
| 18:03 |
Krock |
BuckarooBanzai: no probs if it's baked fresh |
| 18:04 |
Krock |
i.e. < 5 hours or > 1 day |
| 18:04 |
BuckarooBanzai |
i'm at https://github.com/minetest/minetest/commit/bf22184d6e16f21b9001322aad1bf8f6dbaa372b (8 days old, just checked:) |
| 18:06 |
Krock |
safe |
| 18:12 |
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DS-minetest joined #minetest-dev |
| 18:17 |
Krock |
#8832 could also help to implement #8818 due to light source positions being always given |
| 18:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/8832 -- Mapgen: Run light spread algorithm iteratively by sfan5 |
| 18:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/8818 -- Approximate spherical lighting |
| 18:19 |
Krock |
misleading conclusion. light might be occluded by nodes |
| 18:21 |
twoelk |
missleading lights with irrlicht? sounds legit |
| 18:54 |
sfan5 |
i have debug output that shows isOccluded returns false, yet the mapblock is not being drawn |
| 18:54 |
sfan5 |
? |
| 18:55 |
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twoelk|2 joined #minetest-dev |
| 19:20 |
sfan5 |
https://github.com/minetest/minetest/blob/master/src/mapblock.h#L231 |
| 19:20 |
sfan5 |
http://irrlicht.sourceforge.net/docu/aabbox3d_8h_source.html#l00201 |
| 19:20 |
sfan5 |
Krock: am i correct that getBox() is incorrectly implemented since aabbox3d uses inclusive coordinates? |
| 19:20 |
sfan5 |
or wait |
| 19:20 |
sfan5 |
no nvm it's correct |
| 19:21 |
sfan5 |
now only if I had realized earlier so I wouldn't have bothered you |
| 19:21 |
Krock |
heh no problem |
| 19:25 |
sfan5 |
gah why can't c++ do three way comparisons |
| 19:25 |
sfan5 |
this just cost me 30 minutes |
| 19:25 |
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twoelk|2 left #minetest-dev |
| 19:29 |
sfan5 |
Krock: ok here's my solution the problem with narrow tunnels https://0x0.st/zWpp.txt |
| 19:30 |
sfan5 |
it even improves the situation over minetest without the pr https://a.uguu.se/BVPGSbzLK0aV_ephlgQw.png |
| 19:32 |
sfan5 |
basically this ensures any block the camera can see with a straight line will be occlusion checked using exactly that straight line |
| 19:34 |
Krock |
so basically optimizing it for x/z corridors |
| 19:34 |
sfan5 |
yea |
| 19:35 |
Krock |
I also thought about doing so, but it didn't seem consistent for mapgen tunnels that go diagonally down |
| 19:35 |
Krock |
well, those tend to be rather short but still |
| 19:37 |
Krock |
and diagonal corridors aren't that uncommon since advtrains |
| 19:38 |
sfan5 |
how about finding the node in the mapblock that's closest to the camera and doing the occlusion check for that? |
| 19:39 |
sfan5 |
the x/z corridor optimization is essentially that principle but simplified |
| 19:42 |
Krock |
vector intersection with a pane given by the mapblock |
| 19:45 |
Krock |
I'll need to sketch that to work out the formula to calculate that |
| 19:45 |
sfan5 |
hmm cmake is still looking for freetype with -DBUILD_CLIENT=0 |
| 19:45 |
sfan5 |
? |
| 19:45 |
Krock |
set(ENABLE_FREETYPE ${BUILD_CLIENT}) |
| 19:47 |
sfan5 |
updated the lightSpread PR btw |
| 19:48 |
pmp-p |
why the hell is irrlicht still grabbing mouse+kbd events when X11 focus is lost when not in the game menu ? |
| 19:48 |
Krock |
how about light == 1? |
| 19:50 |
sfan5 |
it was like that before so ¯\_(ツ)_/¯ |
| 19:51 |
Krock |
mhm yes |
| 19:51 |
sfan5 |
it is correct though, light will be decremented first so if light == 1 then n.param1 would be set to MYMAX(0, <existing param1>) |
| 19:51 |
sfan5 |
which is a no-op |
| 19:52 |
Krock |
right |
| 19:52 |
Krock |
will test tomorrow |
| 20:04 |
Krock |
using weighted average of light-propagating nodes to calculate a possible pointable corridor to the target mapblock |
| 20:05 |
Krock |
1) get nodes in a range of 4m at 5m away from player |
| 20:05 |
Krock |
2) sum all nodes that propagate light. divide by results |
| 20:05 |
Krock |
3) use that as new shootline |
| 20:05 |
* Krock |
cries in node lookup counts |
| 20:06 |
Krock |
BUT it would work |
| 20:07 |
sfan5 |
dunno about using light levels, should occlusion culling work in entirely dark areas? |
| 20:07 |
Krock |
only if there's no sunlight calculation |
| 20:07 |
Krock |
because gray borders look awful |
| 20:16 |
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| 20:20 |
pmp-p |
meh USE_LUAJIT=0 i guess that is very bad |
| 20:20 |
sfan5 |
is it? |
| 20:21 |
pmp-p |
well it would explain why luajit2 is performing faster in terminal than in minetest |
| 20:21 |
sfan5 |
it would, yes |
| 20:21 |
pmp-p |
i knew i should not have installed all possible lua flavour from synaptic |
| 20:22 |
sfan5 |
you really just need the dev package for luajit |
| 20:22 |
pmp-p |
pfff liblua5.1-0-dev:amd64 *not the good one* |
| 20:38 |
pmp-p |
yeah now i have full speed on rpc execution <3 luajit |
| 21:24 |
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| 21:26 |
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| 22:48 |
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| 23:13 |
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| 23:26 |
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| 23:59 |
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