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	| 18:24 | nerzhul | #9719 is ready for a first review. Remind the goal of this PR is not to implement all minetest metrics but to provide the basic framework + some first useful metrics. Anybody is free to add more metrics after that if it's useful :) | 
        
	| 18:24 | ShadowBot | https://github.com/minetest/minetest/issues/9719 -- Add MetricsBackend with prometheus counter support by nerzhul | 
        
	| 18:28 | nerzhul | sfan5 or Krock when you get some time to review it | 
        
	| 18:28 | nerzhul | or rubenwardy | 
        
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	| 21:41 | Wuzzy | sfan5: so, about #9462 | 
        
	| 21:41 | ShadowBot | https://github.com/minetest/minetest/issues/9462 -- Add support for statbar “off state” icons by Wuzzy2 | 
        
	| 21:41 | Wuzzy | (hi) | 
        
	| 21:41 | sfan5 | yes | 
        
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	| 21:42 | Wuzzy | maybe i shoud just switch to RGBA. maybe minetest doesn't like indexed color pallete? | 
        
	| 21:42 | Wuzzy | weird that it only happens for one of us tho ? | 
        
	| 21:42 | sfan5 | uh I think you misunderstood my bug | 
        
	| 21:43 | sfan5 | I took heart.png and grayscale-converted it to heart_gone.png | 
        
	| 21:43 | sfan5 | but the problem it is shows up incorrectly | 
        
	| 21:43 | sfan5 | is that because it's 12x not 16x? | 
        
	| 21:43 | sfan5 | (while 12x works fine for heart.png) | 
        
	| 21:43 | Wuzzy | wait, wait | 
        
	| 21:44 | Wuzzy | lets start from the beginning, your bug report literally way the word "uh" ? | 
        
	| 21:44 | sfan5 | yes that was supposed to mean "it surely isn't supposed to render the heart_gone like this" | 
        
	| 21:44 | Wuzzy | did you touch heart.png? | 
        
	| 21:44 | sfan5 | no | 
        
	| 21:45 | Wuzzy | ah | 
        
	| 21:45 | Wuzzy | MTG's heart.png is 16×16 | 
        
	| 21:45 | Wuzzy | (for some reason...) | 
        
	| 21:45 | Wuzzy | so your heart_gone.png must also be 16×16 | 
        
	| 21:46 | sfan5 | oh | 
        
	| 21:46 | sfan5 | I went into textures/base/pack and converted the heart.png there | 
        
	| 21:47 | Wuzzy | ? | 
        
	| 21:47 | sfan5 | ok it looks perfect in minimal | 
        
	| 21:48 | Wuzzy | hmmm actually the fact that MTG's heart/bubble is 16×16 is a bug. the heart looks distorted lately. but thats a different issue... | 
        
	| 21:49 | Wuzzy | so either fix the MTG textures, or overwrite builtin statbars in MTG. both solutions should fix it | 
        
	| 21:50 | Wuzzy | (anyway, thats unrelated) | 
        
	| 22:02 | sfan5 | Wuzzy: today someone reported this https://github.com/minetest/minetest/issues/9723 | 
        
	| 22:02 | sfan5 | you might want to fix this even if you don't support 5.3-dev for MCL | 
        
	| 22:03 | Wuzzy | oops | 
        
	| 22:03 | Wuzzy | argh, this new ObjectRef stuff will continue to haunt me for a while, i guess | 
        
	| 22:03 | Wuzzy | yes, its a legit bug in MCL2 when i disobey (haha!) the documentation | 
        
	| 22:04 | Wuzzy | thanks for alerting me | 
        
	| 22:04 | sfan5 | get_objects_inside_radius({x=0,y=0,z=0}, 99999) would be the documented way to do that | 
        
	| 22:04 | Wuzzy | O_O | 
        
	| 22:05 | Wuzzy | thats a little overkill, it seems | 
        
	| 22:05 | Wuzzy | or is efficnency not an issue even with such a range? | 
        
	| 22:06 | sfan5 | get_objects_inside_radius is O(n) no matter what you pass | 
        
	| 22:06 | sfan5 | (yes thats terrible) | 
        
	| 22:06 | Wuzzy | ooff | 
        
	| 22:06 | Wuzzy | the idea of mcl_void_damage is that is applies to all objects worldwide ? | 
        
	| 22:06 | Wuzzy | otherwise i would have to teach object indifidually to receive void damage :((( | 
        
	| 22:07 | sfan5 | even if it's less clean I'd have the objects call into mcl_void_damage themselves | 
        
	| 22:07 | sfan5 | no matter the get_objects_inside_radius performance, doing the latter is always better | 
        
	| 22:07 | Wuzzy | :((((((((((((((( | 
        
	| 22:07 | Wuzzy | oh man. sounds like a feature request then. "get_all_objects()" | 
        
	| 22:08 | sfan5 | that doesn't really make a difference | 
        
	| 22:09 | Wuzzy | objects as a whole seem to have a big impact on performance | 
        
	| 22:09 | Wuzzy | ? | 
        
	| 22:09 | Wuzzy | is that the reason why MTG is refusing to add mobs? | 
        
	| 22:09 | sfan5 | no | 
        
	| 22:09 | Wuzzy | interesting... | 
        
	| 22:09 | sfan5 | the reason MTG doesn't have mobs is more like "nobody has come and presented the perfect set of mobs on a silver platter yet" | 
        
	| 22:10 | Wuzzy | so MTG is not strictly against mobs then | 
        
	| 22:10 | Wuzzy | but if mobs are added, they must be perfect | 
        
	| 22:10 | Wuzzy | ? | 
        
	| 22:11 | sfan5 | I didn't mean every word of that literally | 
        
	| 22:11 | Wuzzy | Well most mob mods are quite shite, to be honest ... | 
        
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	| 22:11 | sfan5 | but most(?) existing mob mods appear to have some deficiencies one way or another | 
        
	| 22:11 | sfan5 | yes | 
        
	| 22:12 | Wuzzy | the most promising candidate seems to be mobkit. I wonder when it will be out of alpha | 
        
	| 22:12 | Wuzzy | I haven't played around with it, tho | 
        
	| 22:13 | Wuzzy | So you're basically saying, its a bad idea to iterate through all entities? | 
        
	| 22:13 | sfan5 | it's a bad idea to iterate through all entities on every step (do you do that?) to implement something that could be done differently | 
        
	| 22:14 | sfan5 | also the bug report showed that void damage affects raindrops | 
        
	| 22:14 | sfan5 | that's wasted cpu time, i'm sure you can avoid spawning drops in places where they can fall into the void | 
        
	| 22:14 | Wuzzy | ok I'm not THAT retarded. i dont iterate in every step. ? | 
        
	| 22:14 | Wuzzy | ah, thats a nice catch | 
        
	| 22:15 | Wuzzy | yes its pointless to spawn particles in The Void | 
        
	| 22:15 | Wuzzy | wait, void damage affects raindrops? that doesnt make sense | 
        
	| 22:15 | Wuzzy | raindrops are particles | 
        
	| 22:16 | Wuzzy | ah its the drippingwater! | 
        
	| 22:16 | sfan5 | close enough | 
        
	| 22:17 | sfan5 | dripping water in Minecraft is a nice touch, I was positively surprised that you implemented it | 
        
	| 22:17 | Wuzzy | drippingwater are decorative entities that spawn below nodes that are blow water or lava | 
        
	| 22:18 | Wuzzy | actually this is an ancient mod, created ages ago by someone else | 
        
	| 22:18 | Wuzzy | MC drippingwater is also just particles, no sound | 
        
	| 22:18 | nerzhul | i'm finishing some technical needed PR and i will take more time to look at mobkit. The main problem i see with it is it's pure lua, and few core calls, reinventing sometimes the wheel | 
        
	| 22:19 | Wuzzy | haha ok i just insta reproduced the crash. right on start. oops | 
        
	| 22:19 | Wuzzy | yeah i dont have an excuse for that ? | 
        
	| 22:20 | sfan5 | it doesn't happen in 5.2 so it's not like you could've known | 
        
	| 22:20 | Wuzzy | yeah normally i ignore -dev for MCL2 but crashes are an exception ... unless the crash was not my fault | 
        
	| 22:20 | Wuzzy | that is... when I am aware of the crash ? | 
        
	| 22:21 | Wuzzy | hmm so you recommend to manually add void damage in every entities on_step function? ooff ? | 
        
	| 22:21 | sfan5 | where it matters of course | 
        
	| 22:21 | sfan5 | that probably is: mob entities and some extra code to apply it to players | 
        
	| 22:21 | Wuzzy | well it matters for ALL entities | 
        
	| 22:22 | Wuzzy | all entities should either take damage or be removed in the void to clean up space | 
        
	| 22:22 | Wuzzy | players of course have special treatment already | 
        
	| 22:23 | Wuzzy | btw Minetest does the same thing already. when an entity manages to go outside the world, it is removed | 
        
	| 22:23 | Wuzzy | in MCL2, the void is considered to be "outside the world" in the same sense | 
        
	| 22:24 | Wuzzy | If i dont regularily remove entities in the void, it would quickly get littered with "zombie" entities that the player would normally not be able to get rid of | 
        
	| 22:24 | Wuzzy | so yeah, it really must affect *all* entities, not just a few select ones | 
        
	| 22:25 | Wuzzy | Any better ideas on how it could be done? :/ | 
        
	| 22:25 | sfan5 | register_on_mods_loaded and overwrite on_step of every entity | 
        
	| 22:26 | sfan5 | I don't know whether you could consider that "better" | 
        
	| 22:26 | Wuzzy | still hacky, but slightly better | 
        
	| 22:26 | Wuzzy | does it win me performance? | 
        
	| 22:27 | Wuzzy | (compared to iterating over all entities) | 
        
	| 22:28 | Wuzzy | nerzhul: what wheels are reinvented by mobkit? | 
        
	| 22:28 | sfan5 | Wuzzy: yes, you iterate over all entities one time less | 
        
	| 22:28 | sfan5 | since you "reuse" the iteration when the engine calls on_step | 
        
	| 22:28 | Wuzzy | haha | 
        
	| 22:30 | Wuzzy | ok lesson learned: dont trust minetest.object_refs | 
        
	| 22:30 | Wuzzy | sfan5: sadly, minetest.object_refs IS documented tho | 
        
	| 22:30 | sfan5 | oh I forgot | 
        
	| 22:30 | Wuzzy | yay, it's not my fault!! :D :D ? | 
        
	| 22:30 | Wuzzy | i can now ignore this bug. *walks_away_slowly* ? | 
        
	| 22:31 | sfan5 | the documentation doesn't say anything about the state of the contained object refs though | 
        
	| 22:31 | sfan5 | since this is engine internals the table also contains object refs that are no longer considered valid | 
        
	| 22:31 | Wuzzy | it's a trap! | 
        
	| 22:32 | Wuzzy | "Map of object references, indexed by active object id" | 
        
	| 22:32 | Wuzzy | the word "active" is highly suggestive ? | 
        
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	| 22:35 | Wuzzy | I think objects being weird and WTF to work with is the main reason  why we have no decent mobs yet. and collision bugs | 
        
	| 22:36 | sfan5 | well just don't do stupid things | 
        
	| 22:36 | sfan5 | and collision issues were/will be fixed | 
        
	| 22:36 | Wuzzy | sfan5: but iterating over all players is safe, right? | 
        
	| 22:37 | sfan5 | iterating of all <anything> is safe as long as you don't touch minetest.object_refs or luaentities | 
        
	| 22:37 | Wuzzy | heh, ok | 
        
	| 22:37 | Wuzzy | Well, I *could* check validity of the refs, but that's illegal | 
        
	| 22:38 | sfan5 | doing that is just not recommend |