| Time |
Nick |
Message |
| 00:22 |
zughy[m] |
aaaaand... 1k issues |
| 00:37 |
rubenwardy |
https://rwdy.uk/OZwDu.png |
| 00:58 |
zughy[m] |
lol |
| 00:58 |
zughy[m] |
the brainstorm I guess it could be closed, the PR containing the roadmap already exists. So it's 999 again ? |
| 01:00 |
MTDiscord |
<Jonathon> rubenwardy: getting https://github.com/minetest/minetest/pull/10697 would close another issue, something you have laready commented on outside of github |
| 01:00 |
MTDiscord |
<Jonathon> *already |
| 01:05 |
zughy[m] |
also: I noticed a few days ago how 1/3 of those issues are labelled as "bug". Now, I don't want to tell anyone what to do, just curious: wouldn't be best focusing on those issues instead of working on new things? Like, I get they may sound boring to test and fix and people do want new features, but.. they won't go away either |
| 01:06 |
zughy[m] |
in other words: shouldn't bugs have the priority? |
| 02:31 |
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| 05:00 |
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| 05:01 |
MTDiscord |
<Lone_Wolf> In addition to that what about letting bug reporter approvals count like a dev one? Just need a dev to check for unwanted side effects then. |
| 05:01 |
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| 07:15 |
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| 07:35 |
lhofhansl |
I have a half decent version now that compressed the block asynchronously. For a large viewing_range I get the following: 200-300ms collecting and cloning the mapblocks, about 8000-17000ms compression them (again large map), and 100-200ms writing to SQLite. The compression now longer blocks other threads. |
| 07:36 |
lhofhansl |
Now, cloning MapBlocks is very tricky. You also have to clone the NodeMetadata, NodeTimers, StaticsObjects, etc. I do not trust this, yet, But the performance is pretty good! |
| 07:37 |
lhofhansl |
You can now fly around the map and the annoying server side stutter (not blocks sent, no blocks generated, no objects, no ABMs, etc) are mostly gone. |
| 08:00 |
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| 09:11 |
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| 09:11 |
sfan5 |
!tell lhofhansl if you'd like to avoid cloning all the extra stuff you could serialize and store them but don't compress and handle that part in the thread |
| 09:11 |
ShadowBot |
sfan5: O.K. |
| 10:41 |
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| 16:54 |
m42uko |
Could someone (possibly with a gamepad) take a look at my PR #10624? It fixes some bugs that curently break various things (like eating) when using a gamepad. |
| 16:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/10624 -- Fix some more joystick issues by m42uko |
| 16:54 |
m42uko |
It has one approval so far, and I'd love to get it merged as I there are some more improvements that I'd like to make that are based on this. Thanks! |
| 16:56 |
sfan5 |
sure, will do later |
| 16:59 |
m42uko |
Thanks sfan5! |
| 17:05 |
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| 18:33 |
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| 18:46 |
lhofhansl |
!tell sfan5 serializing under lock and just compressing asynchronously is a good idea. As is I am still seeing "correctBlockNodeIds(): IGNORING ERROR: B |
| 18:46 |
ShadowBot |
lhofhansl: An error has occurred and has been logged. Please contact this bot's administrator for more information. |
| 18:46 |
lhofhansl |
lock contains id 12 with no name mapping", so there is some race. |
| 18:47 |
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| 19:35 |
sfan5 |
. |
| 20:33 |
Krock |
not working? |
| 20:44 |
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| 21:15 |
sfan5 |
merging game#2790 in 5 minutes |
| 21:15 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2790 -- Don't replace protected liquids with bones. by auouymous |
| 21:29 |
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| 21:39 |
sfan5 |
m42uko: is the default deadzone supposed to work |
| 21:39 |
sfan5 |
because with my 360 controller the character never stands still |
| 21:40 |
rubenwardy |
it works with my 360 controller |
| 21:40 |
rubenwardy |
well, with the old code |
| 21:40 |
rubenwardy |
the problem is that controller APIs very per platform |
| 21:41 |
rubenwardy |
SDL has this API to allow you to query things like this (deadzone, and keys): https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt |
| 21:41 |
rubenwardy |
s/API/database/ |
| 21:42 |
sfan5 |
the deadzone also doesn't seem to apply for forward walking |
| 21:44 |
sfan5 |
also: holding the back button will constantly toggle the escape menu on and off, no idea if that's new |
| 21:46 |
sfan5 |
the deadzone string is really strange, (with joystick_deadzone=30000) walking left or forward can happen without even touching the controller while right or backwards requires the pin pulled all the way |
| 21:47 |
sfan5 |
s/string/thing/ |
| 22:04 |
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