| Time |
Nick |
Message |
| 00:13 |
lhofhansl |
sfan5: Serializing without compressing worked beautifully. I'll have a PR soon which handled map save in a separate map saving thread on the server, and compression is done without holding the global lock. |
| 00:30 |
lhofhansl |
#10709 |
| 00:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/10709 -- Allow map save to compress blocks asynchronously. by lhofhansl |
| 00:42 |
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| 06:51 |
m42uko |
The deadzone is supposed to work, but the default was way too low. I think I had to go up to 6000 for my XBox Wireless controller. Also, I think I used the standard profile instead of the specific XBox one. |
| 06:53 |
m42uko |
The back button behavior is expected like this. It's the same if you old ESC on they keyboard, right? |
| 06:54 |
m42uko |
"walking left or forward can happen without even touching the controller" - That's the behavior I saw without my patches (due to the hardcoded button thresholds), but now it's stable for me. |
| 06:55 |
hecks |
Has someone been messing with joysticks? because I'm getting some weird deadzone behavior with keyboard controls... |
| 07:09 |
m42uko |
I have, but it's not merged yet. |
| 07:09 |
hecks |
hm, okay |
| 07:10 |
m42uko |
What do you mean "deadzone behavior with keyboard controls"? |
| 07:10 |
hecks |
Basically, when I walk in a direction that's really close to a cardinal axis, my velocity gets snapped to said axis. |
| 07:10 |
hecks |
This is what would happen with a naive deadzone implementation. |
| 07:10 |
hecks |
But it could be precision gremlins too |
| 07:11 |
m42uko |
Sounds more likely. The joystick deadzone code is completely decoupled from that logic |
| 07:13 |
m42uko |
sfan5: I just tested my PR again (also rebased against the latest master), and it works properly for me. |
| 07:19 |
m42uko |
rubenwardy, thanks for the link. Controller identification was something I wanted to look into as well, so I'll keep that in mind. |
| 07:19 |
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