Cache size is configurable by the meshgen_block_cache_size (default 20 MB).
New profiler stats:
- MeshUpdateQueue MapBlock cache hit %
- MeshUpdateQueue MapBlock cache size kB
Removes one type of stutter that was seen on the client when received MapBlocks
were being handled. (the "MeshMakeData::fill" stutter)
Kind of related to at least #5239
Originally preceded by these commits, now includes them:
- Move the mesh generator thread into src/mesh_generator_thread.{cpp,h}
- mesh_generator_thread.cpp: Update code style
- MeshUpdateThread: Modify interface to house a different implementation: Actual functionality will be changed by next commits.
- MeshMakeData: Add fillBlockData() interface (so that caller can fill in stuff from eg. a MapBlock cache)
Adds uniform undersampling for the 3D rendered scene. GUI elements
are not undersampled, resulting in better playability for users
with low-performance platforms with readable fonts and formspecs.
The undersampling setting can be set to 0 (disabled), 2, 3, 4 pixels
which translates into a resolution reduction of x4, x9 or x16, and
is significant.
* Add joystick type detection (with joystick_type setting to override it)
* Fix multiple joysticks from interfering with each other by only reading from one (add joystick_id setting)
* Add support for Xbox controllers
Add to MapgenBasic for use by multiple mapgens.
Add to mgv5 and mgv7, enabled by default.
Similar to mgvalleys caverns but half the scale.
Parameters for upper y limit, distance caverns taper to full size, and
noise threshold (full cavern size).
As with mgvalleys caverns are generated first and classic caves are
disabled in any mapchunk containing a cavern, to avoid excessive
spreading volumes of liquids.
This also avoids floating blobs of liquid where a large classic cave
has overgenerated out into a neighbouring previously-generated mapchunk.
The setting limits map generation but affects nothing else.
Add 'mapgen_limit' to global mapgen parameters.
Move 'blockpos_over_mapgen_limit()' to the only place it is called
from: map.cpp.
Allow teleportation to any part of the world even if over the set
mapgen limit.
Simplify the reading of this limit in mgvalleys.
Remove the 'map_generation_limit' setting.
We want to reduce the chance that we get lots and lots of node
timers all happening once a second, because we're better off doing
small bits of work as they are available.
Reducing this to 0.2 seconds will greatly reduce the total amount
of nodetimers that elapse at the same instance, while not effecting
total work load. This results in a far better chance of the server
keeping up with work loads.
The default of 15 is unchanged.
7 degrees is x10 magnification which is common for binoculars.
Alter hardcoded limits in camera.cpp:
Minimum 7 degrees.
Maximum 160 degrees to match upper limits in advanced settings.
When the new set of biomes was added in MTGame the 'spread' for heat
and humidity noise parameters was increased to 1000, i forgot to update
settingtypes.txt and minetest.conf.
Remake the light_decode_table.
The table starts out without pre-filled in values since those
are always discarded by the code apparently. We calculate a
pseudo curve with gamma power function, and then apply a new
adjustment table.
The adjustment table is setup to make the default gamma of 2.2
look decent: not too dark at light level 3 or so, but too dark
at 1 and below to be playable. The curve is much smoother than
before and looks reasonable at the whole range, offering a
pleasant decay of light levels away from lights.
The `display_gamma` setting now actually does something logical:
the game is darker at values below 2.2, and brighter at values
above 2.2. At 3.0, the game is very bright, but still has a good
light scale. At 1.1 or so, the bottom 5 light levels are virtually
black, but you can still see enough detail at light levels 7-8,
so the range and spread is adequate.
I must add that my monitor is somewhat dark to begin with, since
I have a `hc` screen that doesn't dynamic range colors or try to
pull up `black` pixels for me (it is tuned for accurate color and
light levels), so this should look even better on more dynamic
display tunings.
As mgv7 is now the default mapgen i re-checked its tunnel width on request,
discovered they needed to be wider, and have made this change.
This commit widens the identical 3D noise tunnels in the other mapgens in
exactly the same way.
Move static object storage force-delete message from errorstream to
warningstream.
Increase 'max objects per block' setting to 64.
Add missing spaces in warning code.
Disable the ability to connect to old servers by default to
improve password security.
If people still want to connect to old (0.4.12 and earlier)
servers, they can flip the send_pre_v25_init setting.
Add the ability to detect if we've tried to connect
to a server which only supports the pre v25 init protocol,
and show an apropriate error message. Most times the error
will already be catched at the serverlist level, the
detection mechanism only acts as last resort, because the
"Connection timed out" error message that would be shown
otherwise would be very confusing.
Automatic "fixing" of this condition is not desired,
as it would allow for downgrade attacks.
As already 161 of the 167 servers on the serverlist
support the new srp based auth protocol (> 96%),
the breakage should be minimal.
Follow up of commit
af30183124d40a969040d7de4b3a487feec466e4 "Add option to not send pre v25 init packet"
Also change the pessimistic assumption of masterlist
server versions to optimistic, in order to avoid buggy
behaviour (favourites not in the serverlist would be
denied to connect to, etc).
Use the setting "profiler.load" to enable profiling.
Other settings can be found in settingtypes.txt.
* /profiler print [filter] - report statistics to in-game console
* /profiler dump [filter] - report statistics to STDOUT and debug.txt
* /profiler save [format [filter]] - saves statistics to a file in your worldpath
* txt (default) - same treetable format as used by the dump and print commands
* csv - ready for spreadsheet import
* json - useful for adhoc D3 visualizations
* json_pretty - line wrapped and intended json for humans
* lua - serialized lua table of the profile-data, for adhoc scripts
* /profiler reset - reset all gathered profile data.
This can be helpful to discard of any startup measurements that often spike during loading or to get more useful min-values.
[filter] allows limiting the output of the data via substring/pattern matching against the modname.
Note: Serialized data structures might be subject to change with changed or added measurements.
csv might be the most stable, due to flat structure.
Changes to the previous version include:
* Updated and extended API monitoring
* Correct calculation of average (mean) values (undistorted by idleness)
* Reduce instrumentation overhead.
* Fix crashes related to missing parameters for the future and occasional DIV/0's.
* Prevent issues caused by timetravel (overflow, timejump, NTP corrections)
* Prevent modname clashes with internal names.
* Measure each instrumentation individually and label based on registration order.
* Labeling of ABM's and LBM's for easier classification.
Giving several ABM's or LBM's the same label will treat them as one.
Missing labels will be autogenerated based on name or registration order.
* Configurable instrumentation and reporting. Skip e.g. builtin if you don't need it.
* Profile the profiler to measure instrumentation overhead.
It seems that various different devices register as
Joysticks on linux, and their presence has caused
lots of confusion amongst minetest users.
Therefore, disable the joystick feature.
Closes#4261Closes#4221
Reduce spread from 96 to primes 61 and 67 (either side of 64)
Prime spreads help to keep 3D noise periodic features unaligned
'cave width' 0.2 to preserve tunnel width
Reduce octaves to 3 to improve network structure
ABM's are hardcoded to run every 1.0s, NodeTimers are hard coded to
run at every 1.0s. Block mgmt is running every 2.0sec.
However, these timers can be better tuned for both higher and lower
values by server owners. Some server owners want to, and have the
resources to send more packets per second to clients, and so they
may wish to send smaller updates sooner. Right now all ABM's are
coalesced into 1.0 second intervals, resulting in large send queues
to all clients. By reducing the amount of possible timers, one can
get a far better response rate and lower the perception of lag.
On the other side of the camp, some servers may want to increase
these values, which again isn't easily doable.
The global settings abm_interval and nodetimer_interval are set to
current values by default. I've tested with 0.2/0.5 type values
and noticed a greatly improved response and better scattering of
nodetimers, as well as enjoying not faceplanting into doors with
pressure plates anymore.