| Time |
Nick |
Message |
| 01:33 |
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| 06:29 |
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| 06:35 |
nerzhul |
mergng #9813 |
| 06:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/9813 -- Fix small typo by oilboi |
| 06:36 |
nerzhul |
and #9812 |
| 06:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/9812 -- [NO SQUASH] Script API: Rename fields for consistency by SmallJoker |
| 06:38 |
nerzhul |
and #9804 |
| 06:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/9804 -- Fix broken client if openal cannot be opened by nerzhul |
| 06:42 |
nerzhul |
and #9740 |
| 06:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/9740 -- Add MSVC build by adrido |
| 06:43 |
ANAND |
lol |
| 06:43 |
ANAND |
Inputs required regarding #9662. Thanks in advance! |
| 06:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/9662 -- Low-level HUD element to allow mods to "draw" elements on the screen |
| 06:43 |
nerzhul |
it's the breakfast merging party, when i read reviewed PR and either merge the one which are, or the one which miss approval :D |
| 06:44 |
nerzhul |
hard to stay under 160 PR these weeks (and i'm also one who have some opened PRs haha) |
| 06:46 |
ANAND |
Yeah, PR count is increasing faster than they can be merged (or maybe even rejected) |
| 06:46 |
ANAND |
Minetest is gaining popularity :) |
| 06:47 |
nerzhul |
to be honest it depends |
| 06:47 |
nerzhul |
2 years ago we got so many PR, and we found to lower it to ~100 |
| 06:47 |
nerzhul |
the only thing which always increase and never decrease is the issue amount |
| 06:48 |
nerzhul |
i don't know how we can cleanup those |
| 06:48 |
ANAND |
I'm seeing a lot of new faces. That and the increasing PR/issue count made me come to that conclusion. :) |
| 07:00 |
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| 14:00 |
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| 14:16 |
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| 14:57 |
sfan5 |
merging #9820 in 5m |
| 14:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/9820 -- Server: Improve some log messages by sfan5 |
| 15:40 |
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| 15:56 |
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| 16:04 |
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| 16:08 |
nerzhul |
sfan5, thanks for your comments permitting to enhance more the server split pr #9769. I fixed the PR and answer related comments, it should be okay now |
| 16:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/9769 -- Server class code cleanups by nerzhul |
| 16:08 |
nerzhul |
now we have a proper way to manage detached inventories, 2 layers of enhancements from you & me |
| 16:16 |
sfan5 |
I'll look at it later |
| 16:23 |
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| 16:38 |
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| 16:50 |
nerzhul |
sfan5: #9627 approved |
| 16:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/9627 -- Make Mapgen (mostly) work multithreaded again by sfan5 |
| 17:24 |
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| 17:26 |
nerzhul |
merging #9627 |
| 17:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/9627 -- Make Mapgen (mostly) work multithreaded again by sfan5 |
| 17:29 |
sfan5 |
thanks |
| 17:31 |
nerzhul |
thanks for this amazing return back |
| 17:34 |
nerzhul |
emerge multithread can now be useful |
| 17:35 |
sfan5 |
yeah, having only a single mapgen thread did seriously annoy me |
| 17:35 |
sfan5 |
when you have CPUs with e.g. 12 cores these days |
| 17:36 |
Lone_Wolf |
Does this mean I can use all of my 8 cores now? |
| 17:36 |
sfan5 |
for mapgen sure |
| 17:39 |
ANAND |
Wow, neato :) |
| 17:39 |
ANAND |
Would it make sense to engage multiple cores for mapgen by default? |
| 17:40 |
ANAND |
(Or does the PR already do that?) |
| 17:40 |
rubenwardy |
it's a setting, defaults to 1 |
| 17:40 |
sfan5 |
it doesn't and the "new" y=48 bug with mgv7 should be investigated before that is done |
| 17:40 |
Krock |
sorry what? one process is still limited to one CPU? |
| 17:41 |
ANAND |
Oh, ok. I thought the y=48 was fixed too. |
| 17:41 |
Krock |
more threads can fill NOP gaps better, but not use more than one core. Please correct me if I'm wrong there |
| 17:42 |
sfan5 |
depends on the kind of hyperthreading your cpu has (or doesn't) |
| 17:42 |
Krock |
Intel CPUs better have theirs turned off |
| 17:45 |
Krock |
#9177 likely won't see a nice RemotePlayer-handover from ServerEnv to ObjectRef like requested by rubenwardy |
| 17:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/9177 -- Add core.get_player_or_load by SmallJoker |
| 17:46 |
Krock |
problem is that the pointer might be used one, or twice. its origin being unclear |
| 17:46 |
Krock |
ServerEnv std::vector<std::shared_ptr<RemotePlayer>> m_players; could probably work around it, but I'm not sure whether that's actually a good approach |
| 17:46 |
rubenwardy |
I think invalidating refs when a player joins is perfectly fine |
| 17:46 |
sfan5 |
I just tried /emergeblocks and it apparently only runs singlethreaded |
| 17:47 |
sfan5 |
uh oh MT is eating all my ram |
| 17:47 |
rubenwardy |
mods shouldn't care about keeping player data in memory using their reference |
| 17:47 |
Krock |
rubenwardy: thing is, ServerEnv does not know about ObjectRefs at all |
| 17:47 |
rubenwardy |
which makes sense |
| 17:47 |
Krock |
ObjectRefs are handled in Lua, ServerEnv by Minetest |
| 17:49 |
Krock |
I could try linking them with the shared_ptr approach, but I'd say syncing those two areas could be quite dangerous |
| 17:49 |
rubenwardy |
are you referring to updating or invalidating the objectrefs? |
| 17:49 |
Krock |
both |
| 17:50 |
Krock |
ensuring that the hand-over works well (i.e. all data is kept and re-used in both places) and invalidating (so that it's really deleted) |
| 17:51 |
Krock |
former would directly conflict what you wanted to avoid in the "kick ghost players" PR: >it feels like it would be easy to end up with networking bugs. I'd prefer a kick and rejoin |
| 17:52 |
Krock |
but kick&rejoin isn't an option here, because the player may join at any time, so data loss is not wanted |
| 17:52 |
sfan5 |
Lone_Wolf, ANAND: here's a demonstration https://0x0.st/i2YK.mp4 |
| 17:52 |
Krock |
data loss being temporary changes from Lua, not saved yet. |
| 17:52 |
rubenwardy |
the kick ghost players PR is a state thing - you have to make sure to resend any HUDs / set up, and clear the known chunks for a player |
| 17:53 |
Krock |
sfan5: interesting. which CPU? |
| 17:53 |
sfan5 |
Ryzen 5 2600 |
| 17:53 |
rubenwardy |
the update ObjectRef could be equivalent to a close and then update to point to the online object ref |
| 17:53 |
rubenwardy |
invalidation is perfectly fine as well |
| 17:53 |
ANAND |
Nice! |
| 17:53 |
Lone_Wolf |
Neat |
| 17:53 |
Krock |
so far only seen results from Intel. AMD's threading really seems to make use of all cores. lovely. |
| 17:54 |
rubenwardy |
I just don't like the idea of mods having so much control over how long player info is in memory, and whether a player is blocked from joining |
| 17:56 |
rubenwardy |
sfan5: the decrease in CPU usage all at the same time is suspicious to me - is there a shared lock when writing back? |
| 17:56 |
sfan5 |
sqlite has locking yes |
| 17:56 |
rubenwardy |
oh, each thread map gens straight to sqlite? |
| 17:57 |
sfan5 |
I think so yes |
| 17:57 |
rubenwardy |
fair enough |
| 17:57 |
sfan5 |
emergethreads are also responsible for loading blocks from the map |
| 17:57 |
sfan5 |
even though that doesn't make too much sense multi-threaded |
| 17:58 |
sfan5 |
at least not with sqlite |
| 18:17 |
Lone_Wolf |
For #9792 do I add docs on everythink you listed or just the ones you have to do with pure lua? @Krock |
| 18:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/9792 -- Add note to docs on how to override privileges by LoneWolfHT |
| 18:17 |
Lone_Wolf |
Chatcommands have override_chatcommand() |
| 18:20 |
sfan5 |
pushing http://sprunge.us/8Erg2S?diff in 5m |
| 18:23 |
Krock |
Lone_Wolf: tbh I do neither know what's the preferred way of modifying those tables, nor the best way to document it |
| 18:25 |
Krock |
the tables can be modified in various ways, thus I'd rather only put notes for those that cannot be modified on Load-Time and add a description about what's generally possible with the other tablse |
| 18:25 |
Krock |
*those that can only be modified on Load-Time |
| 18:27 |
sfan5 |
rubenwardy: minimal really needs a formspec you can go through to ensure everything looks as expected |
| 18:27 |
rubenwardy |
sfan5: /formspec |
| 18:27 |
sfan5 |
... |
| 18:27 |
sfan5 |
does that have everything? |
| 18:27 |
rubenwardy |
not everything |
| 18:27 |
rubenwardy |
but I've been asking for examples to be added in every formspec PR since 5.1 |
| 18:28 |
Lone_Wolf |
Would like Wuzzy's devtest to be merged |
| 18:28 |
rubenwardy |
well, /formspec was added when I did StyleSpecs |
| 18:28 |
rubenwardy |
since then is when it's been maintained |
| 18:28 |
rubenwardy |
it does contain a lot though |
| 18:28 |
Lone_Wolf |
^ |
| 18:29 |
rubenwardy |
sfan5: I also have 2 PRs open which will automate formspec testing by comparing before and after |
| 18:29 |
Krock |
the devtest game is nice, but not well usable in my setup |
| 18:29 |
rubenwardy |
Krock: how come? |
| 18:29 |
Krock |
rubenwardy: mainly lack of "default". broken testing worlds |
| 18:30 |
rubenwardy |
it's for engine testing |
| 18:30 |
rubenwardy |
default is a MTG thing |
| 18:30 |
sfan5 |
...is this the expected rendering? https://a.uguu.se/OF6kh4iao5sK_.png |
| 18:30 |
rubenwardy |
yes |
| 18:30 |
sfan5 |
good to know |
| 18:30 |
rubenwardy |
it's loads of off placement to test clipping in the scroll container |
| 18:34 |
rubenwardy |
#9188 and #9189 |
| 18:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/9188 -- Add standalone formspec renderer by rubenwardy |
| 18:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/9189 -- WIP: Add formspec rendering tests by rubenwardy |
| 18:39 |
Lone_Wolf |
Hmmmm, I can't switch into third person anymore |
| 18:40 |
Krock |
change key |
| 18:40 |
Lone_Wolf |
Where is that? I can't find it |
| 18:41 |
Lone_Wolf |
OH |
| 18:41 |
rubenwardy |
same |
| 18:41 |
Krock |
keymap_camera_mode = KEY_F7 |
| 18:41 |
rubenwardy |
why? |
| 18:41 |
Lone_Wolf |
It was set to C |
| 18:41 |
Lone_Wolf |
Which Cinematic mode overrode |
| 18:44 |
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| 18:46 |
nerzhul |
Krock, can't you just put a accessdeined to the previous session to drop it ? |
| 18:47 |
Krock |
yes, that's easy. Originally I wanted to recycle attachments |
| 19:08 |
Lone_Wolf |
ATM the only things I'll be adding to the docs are for entities and privileges. I feel like it'll be simpler to just say you can edit those, AFAIK the entities are the only case where there might be something semi-unexpected, and I've mentioned that |
| 19:10 |
Lone_Wolf |
From what I can see everything else either has a function for overriding or can't be overridden during runtime |
| 19:14 |
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| 19:32 |
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| 20:02 |
nerzhul |
Krock not sure it's needed |
| 20:07 |
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| 20:08 |
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| 20:23 |
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| 20:26 |
Walker |
hi, i compiled old versions of minetest last time and found again that large core elements of minetest itself are implemented in lua "builtin" |
| 20:26 |
Walker |
and I just wanted to ask, are there any projects that not only create a subgame, but also reimplement builtin? |
| 20:27 |
Lone_Wolf |
Nodecore kinda does iirc |
| 20:28 |
Walker |
ok nice thx |
| 20:28 |
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| 20:30 |
Walker |
wait ... is nodecore not just a subgame ? |
| 20:30 |
Walker |
i already played it and dont replased "builtin" |
| 20:30 |
Lone_Wolf |
It modifies builtin functions |
| 20:31 |
sfan5 |
what falls under "large core elements" in your opinion, Walker? |
| 20:33 |
Walker |
thinks like the builtin/game folder ... |
| 20:34 |
Walker |
with that you can influence some basic behavior or not? |
| 20:35 |
Walker |
things like how voxel are treated |
| 20:36 |
Walker |
I have to say: I don't know exactly what the builtin directory contains ... is there a wiki somewhere? |
| 20:36 |
Walker |
dont find much abaout it in the /doc folder |
| 20:36 |
sfan5 |
half of the builtin/game folder are lua parts of basic engine functionality, the other half could possibly be removed if you wanted the engine to do nothing out of the box |
| 20:37 |
sfan5 |
there isn't because the organization of builtin isn't even relevant for modders |
| 20:40 |
Walker |
well, I'm going to play around a bit and see what I can learn from the structure ^^ |
| 20:43 |
sfan5 |
rubenwardy: did you just review your own PR https://a.uguu.se/Z5lrfDj5iNNh_.png |
| 20:43 |
rubenwardy |
I added notes for later |
| 20:43 |
rubenwardy |
:D |
| 20:44 |
sfan5 |
ok sounded a lot like you reviewed the PR without knowing it was your own code |
| 20:44 |
rubenwardy |
it hasn't been _that_ long |
| 20:44 |
sfan5 |
which would be a quite an accomplishment |
| 20:44 |
rubenwardy |
not saying that isn't something I would do |
| 20:53 |
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| 21:01 |
Wuzzy |
how is a translated represented internally, when sent over the net? |
| 21:01 |
Wuzzy |
translated string* |
| 21:03 |
sfan5 |
https://github.com/minetest/minetest/blob/master/builtin/common/misc_helpers.lua#L603 |
| 21:04 |
Wuzzy |
thank you |
| 21:14 |
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| 21:37 |
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| 22:22 |
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