| Time |
Nick |
Message |
| 00:00 |
|
VanessaE joined #minetest-dev |
| 00:44 |
BlockMen |
is it intended that seed is not reset in mainmenu after creating world? |
| 01:02 |
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BlockMen left #minetest-dev |
| 01:05 |
|
OWNSyouAll joined #minetest-dev |
| 01:16 |
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iqualfragile joined #minetest-dev |
| 01:16 |
VanessaE |
regarding the weird brightness of lava: |
| 01:16 |
VanessaE |
git bisect reports: http://pastebin.ubuntu.com/6435258/ |
| 01:17 |
VanessaE |
I confirmed this with a manual rollback from HEAD. |
| 01:17 |
VanessaE |
before that commit, shaders brightness on lava was fine. at or after, lava flowing is way brighter than the source. |
| 01:22 |
hmmmm |
there's literally nothing there that could possibly have that effect |
| 01:22 |
VanessaE |
I know. |
| 01:22 |
VanessaE |
but I checked it twice. |
| 01:22 |
hmmmm |
is it possible that you had shaders disabled for the longest time and you didn't notice it? |
| 01:22 |
VanessaE |
I'm not even sure anymore |
| 01:22 |
VanessaE |
did you see the screenshots I posted? |
| 01:22 |
VanessaE |
wait, you couldn't have |
| 01:23 |
VanessaE |
with shaders: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011172013%20-%2007%3a12%3a51%20PM.png |
| 01:23 |
VanessaE |
without: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011172013%20-%2007%3a14%3a29%20PM.png |
| 01:24 |
VanessaE |
well I can see where he changed it from requiring a number to 'true' in the config. |
| 01:25 |
VanessaE |
so maybe they were just turned off in the prior commit |
| 01:25 |
* VanessaE |
grumbles. LOUDLY. |
| 01:25 |
VanessaE |
all I wanna do is help fix this shit |
| 01:26 |
* VanessaE |
signs, grumbles, and tries again |
| 01:26 |
VanessaE |
sighs* |
| 01:27 |
iqualfragile |
so git bisect is just like some kind of binary search? |
| 01:27 |
VanessaE |
sorta yeah |
| 01:27 |
RealBadAngel |
funny, for me without shaders there are differences between flowing and source |
| 01:27 |
VanessaE |
RealBadAngel: same for me. |
| 01:27 |
RealBadAngel |
and source is brighter |
| 01:27 |
VanessaE |
ditto |
| 01:27 |
RealBadAngel |
not the flowing one |
| 01:27 |
hmmmm |
hmm |
| 01:27 |
RealBadAngel |
a sec |
| 01:27 |
VanessaE |
but with shaders, the screenshots clearly show the opposite, and starkly so. |
| 01:27 |
|
OWNSyouAll joined #minetest-dev |
| 01:28 |
RealBadAngel |
http://i.imgur.com/fQljGJs.png |
| 01:28 |
hmmmm |
now, vanessae, you said you bisected it twice |
| 01:28 |
RealBadAngel |
this is without shaders and default textures |
| 01:28 |
hmmmm |
but did you check the immediately surrounding commits? |
| 01:28 |
VanessaE |
hmmmm: once. Then rolled back manually. |
| 01:28 |
hmmmm |
you should try that |
| 01:28 |
VanessaE |
I'm about to re-check it from further back, and do that ^^^ too |
| 01:28 |
hmmmm |
yeah |
| 01:30 |
VanessaE |
ok, enable_shaders = 2 in the prior commit still shows the broken lighting. |
| 01:30 |
* VanessaE |
goes back. |
| 01:30 |
RealBadAngel |
VanessaE, theres a difference in brightness even without shaders |
| 01:30 |
VanessaE |
I know. |
| 01:30 |
iqualfragile |
RealBadAngel: i think that one is intentional |
| 01:31 |
iqualfragile |
wasnt the brightness of the sourceblocks higher? |
| 01:31 |
RealBadAngel |
what i have noticed that the lava flowing surface is closer to horizontal as source, it gets brighter |
| 01:31 |
RealBadAngel |
it depends on angle |
| 01:32 |
RealBadAngel |
same applies to water, but its harder to notice |
| 01:32 |
VanessaE |
ok, let's take this all the way back to 0.4.6. :P |
| 01:35 |
VanessaE |
jesus, how far back does this go?? |
| 01:35 |
VanessaE |
why have I not seen this until now? |
| 01:35 |
iqualfragile |
VanessaE: the binary search is faster if you just start with the commit introducing shaders |
| 01:36 |
iqualfragile |
as oposed to extending the range every few tries |
| 01:37 |
RealBadAngel |
iqualfragile, the difference is noticeable WITHOUT shaders at all |
| 01:37 |
iqualfragile |
RealBadAngel: i do not think that this is the same problem |
| 01:41 |
RealBadAngel |
actually for me with shaders colors look quite the same |
| 01:42 |
VanessaE |
does ANYONE here have a moderl opengl implementation? |
| 01:42 |
VanessaE |
modern* |
| 01:42 |
RealBadAngel |
with shaders: http://i.imgur.com/VapGrej.png and without: http://i.imgur.com/MXbKFkO.png |
| 01:45 |
ShadowNinja |
Why doesn't this work anymore? It worked when I made it but it hasn't worked since: https://github.com/minetest/minetest/commit/3d4d0cb5749a68436cccd08b7a135f9bb7527038 |
| 01:46 |
ShadowNinja |
I don't see any changes around there... |
| 01:46 |
hmmmm |
is that mapgen v7 in that screenshot? |
| 01:46 |
hmmmm |
why anybody would use that pile of crap is beyond me :D |
| 01:47 |
VanessaE |
could it be because I build against irrlicht 1.8 |
| 01:47 |
VanessaE |
? |
| 01:57 |
RealBadAngel |
im using 1.7 |
| 01:58 |
VanessaE |
ok, it ain't 1.8, I'm working backwards and found at least one commit where shaders work properly (and I made damned sure shaders are actually enabled) |
| 01:58 |
* VanessaE |
continues to test. |
| 02:00 |
VanessaE |
http://pastebin.com/Bk41FWLZ |
| 02:01 |
VanessaE |
now THAT looks like it might be related :) |
| 02:02 |
VanessaE |
jesus that goes back a while |
| 02:03 |
RealBadAngel |
i start to have a feeling that color channels are somehow swapped |
| 02:04 |
VanessaE |
I'm double-checking now. |
| 02:14 |
VanessaE |
ok that confirms it |
| 02:14 |
VanessaE |
cd1f604ffe6130fd7d3a8358a8cebd7f821f9a11 really does break the shaders. |
| 02:15 |
VanessaE |
I confirmed by re-cloning, git reset --hard to one commit before, build and check the result, the reset --hard to that ^^^^ one and check again |
| 02:15 |
VanessaE |
and I made 100% sure my shaders are turned on via the conf and comparing to what the .example says |
| 02:15 |
VanessaE |
now what do I do? |
| 02:15 |
ShadowNinja |
VanessaE: Does "git revert <SHA>" on master HEAD work? |
| 02:16 |
ShadowNinja |
s/work/fix it/ |
| 02:16 |
VanessaE |
I could try but I somehow doubt it. |
| 02:16 |
VanessaE |
sec. |
| 02:17 |
VanessaE |
no good. |
| 02:17 |
VanessaE |
that causes a conflict, and I suck at resolving git conflicts. |
| 02:19 |
us`0gb |
ShadowNinja: I just tested /msg with the latest dev version, and it seems to still be working (not displaying "-!-") for me. |
| 02:20 |
ShadowNinja |
us`0gb: Hmmm... Lemme re-check this. |
| 02:21 |
ShadowNinja |
us`0gb: "Server -!- PM from singleplayer: test\nServer -!- Message sent!" |
| 02:22 |
us`0gb |
That's odd ... |
| 02:22 |
us`0gb |
The lower message has it for me, but not the upper. |
| 02:25 |
hmmmm |
alright let's see this |
| 02:26 |
hmmmm |
well yeah I think that could do the trick vanessa |
| 02:26 |
hmmmm |
but that's over a year ago |
| 02:26 |
VanessaE |
yes I know |
| 02:26 |
hmmmm |
if it was really bothersome why haven't you done this until now |
| 02:26 |
VanessaE |
shows how rarely I use lava |
| 02:26 |
VanessaE |
plus perhaps at the time, I had an older opengl than I have now? |
| 02:27 |
hmmmm |
hmmm |
| 02:27 |
hmmmm |
nope, that has nothing to do with this |
| 02:27 |
VanessaE |
actually that wouldn't matter |
| 02:27 |
hmmmm |
remember, you went to the one before this commit and it worked perfectly for you |
| 02:27 |
ShadowNinja |
VanessaE: Can you reproduce that "Server -!- " bug? |
| 02:27 |
VanessaE |
yes |
| 02:27 |
VanessaE |
exactly |
| 02:27 |
VanessaE |
ShadowNinja: how? |
| 02:27 |
ShadowNinja |
VanessaE: /msg singleplayer test |
| 02:28 |
VanessaE |
in current HEAD? |
| 02:28 |
ShadowNinja |
VanessaE: Check if the "PM from..." line starts with "Server -!- ". Yes. |
| 02:28 |
VanessaE |
sure. sec |
| 02:29 |
VanessaE |
hmmmm: I seem to remember talking to c55 about brightening the lights, and I think that commit was the result, but I guess no one thought to see how it affected lava |
| 02:29 |
VanessaE |
and I so infrequently run into lava that I just hadn't noticed until recently. |
| 02:29 |
hmmmm |
vanessae, try adding: if(gl_Normal.y <= 0.5) color *= 0.7; to line 47 in client/shaders/test_shader_2/opengl_vertex.glsl and see if that makes a difference |
| 02:30 |
hmmmm |
well it's probably not line 47 anymore... I mean put it in between where you set the color components and the alpha component at the end of the shader |
| 02:30 |
VanessaE |
hmmmm: sure, gimme a sec. |
| 02:31 |
hmmmm |
there's also another minor difference but I'd like to see if this fixes it first |
| 02:31 |
VanessaE |
hm. 135kB/sec to fetch media from the server. [notbad.png] |
| 02:35 |
VanessaE |
ShadowNinja: indeed I see the Server -!- bit. |
| 02:36 |
ShadowNinja |
Ok, but why? The code seems correct. |
| 02:36 |
ShadowNinja |
hmmmm: Can you check it? |
| 02:36 |
VanessaE |
hmmmm: like so? http://pastebin.ubuntu.com/6435493/ |
| 02:36 |
us`0gb |
SO why do you two see it and I don't? |
| 02:37 |
us`0gb |
*So |
| 02:37 |
VanessaE |
wait, above that. |
| 02:37 |
ShadowNinja |
us`0gb: What version do you have? 0.4.7-stable? |
| 02:37 |
VanessaE |
hmmmm: like this, rather? http://pastebin.ubuntu.com/6435497/ |
| 02:37 |
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OWNSyouAll joined #minetest-dev |
| 02:37 |
us`0gb |
No, a dev version I updated to yesterday. |
| 02:37 |
hmmmm |
vanesyes, like that |
| 02:38 |
hmmmm |
vanessa yes* |
| 02:39 |
VanessaE |
hmmmm: as a matter of fact, that did improve it. |
| 02:39 |
VanessaE |
let me re-check with HDX. |
| 02:40 |
us`0gb |
ShadowNinja: http://www.tiikoni.com/tis/view/?id=9bdecd2 |
| 02:41 |
ShadowNinja |
us`0gb: Yay for impossible bugs that only show up most of the time! |
| 02:41 |
VanessaE |
hmmmm: yep, that's got it |
| 02:41 |
hmmmm |
great |
| 02:41 |
hmmmm |
i have no idea why that was left out anyway in the first place |
| 02:41 |
hmmmm |
soo commit that? |
| 02:41 |
us`0gb |
Yeah, impossible bugs are great .... |
| 02:41 |
VanessaE |
hmmmm: I'd say so....but what did I just do? |
| 02:41 |
VanessaE |
:) |
| 02:42 |
hmmmm |
you basically reduced the alpha transparency of the lava by 30% if the y normal was past a certain point |
| 02:42 |
hmmmm |
so basically erm |
| 02:42 |
VanessaE |
that's what I thought....but the alpha channel??? |
| 02:42 |
hmmmm |
faces that are pointing at least 0.5 of a unit high |
| 02:43 |
hmmmm |
yes, notice how you already assigned the color components before that statement |
| 02:43 |
VanessaE |
yes |
| 02:43 |
hmmmm |
the only other thing set using 'color' is the alpha channel |
| 02:44 |
VanessaE |
lemme check this in a "wider" example. |
| 02:45 |
VanessaE |
I think the flowing could stand to be a tad darker |
| 02:45 |
VanessaE |
maybe *0.6 ish |
| 02:46 |
VanessaE |
(or the source should be brightened to match) |
| 02:47 |
VanessaE |
wait |
| 02:47 |
VanessaE |
new problem... |
| 02:48 |
VanessaE |
the flow direction looks....strange. |
| 02:48 |
VanessaE |
screenshot in a sec |
| 02:49 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011172013%20-%2009%3a48%3a58%20PM.png |
| 02:49 |
VanessaE |
um...why is the texture being turned to an angle on flowing? |
| 02:49 |
VanessaE |
that looks horrible |
| 02:51 |
VanessaE |
(I hadn't noticed before because I was only doing simple straight lines) |
| 02:53 |
hmmmm |
that's odd |
| 02:53 |
VanessaE |
I did not, btw, put the suggested 0.6 in. |
| 02:53 |
hmmmm |
and definitely not related |
| 02:53 |
hmmmm |
does that not happen anymore if you take what I said out? |
| 02:53 |
VanessaE |
I'll check |
| 02:54 |
hmmmm |
I agree it does look pretty bad though |
| 02:54 |
hmmmm |
(did we just never notice it?) |
| 02:54 |
VanessaE |
I think s |
| 02:54 |
VanessaE |
so* |
| 02:54 |
VanessaE |
two or so days' worth of commits ago, it seemed fine, but don't quote me on that. |
| 02:55 |
VanessaE |
hm, no. as expected, your change was not the cause of the diagonal textures. |
| 03:00 |
|
OWNSyouAll joined #minetest-dev |
| 03:05 |
RealBadAngel |
youre changing colors depending on surface normal? |
| 03:06 |
RealBadAngel |
thats why i was getting similar colors when surfaces were closing the same angle |
| 03:09 |
|
OWNSyouAll joined #minetest-dev |
| 03:12 |
RealBadAngel |
surface normal .y doesnt mean coordinates of node |
| 03:16 |
hmmmm |
no it means the angle |
| 03:16 |
RealBadAngel |
of the whole surface |
| 03:17 |
hmmmm |
.y <= 0.5 I assume means that the face is at most 30 degrees from surface level in either direction |
| 03:17 |
hmmmm |
from flat i mean |
| 03:17 |
RealBadAngel |
somethin like that |
| 03:18 |
hmmmm |
right |
| 03:18 |
RealBadAngel |
and that was exactly the reason the colors were different on whole surface |
| 03:18 |
RealBadAngel |
http://i.imgur.com/iGRemHY.png |
| 03:18 |
hmmmm |
and the steepest face possible is 45 degrees |
| 03:18 |
hmmmm |
so that code in theory should always trigger for *any* visible face of a flowing liquid |
| 03:19 |
hmmmm |
to see if I'm right, just change that code to color *= 0.7 and see if it stays the same as it is before the normal.y check |
| 03:20 |
RealBadAngel |
notice it can have negative values |
| 03:20 |
hmmmm |
that's true |
| 03:20 |
hmmmm |
I'm not really sure what that changes though |
| 03:21 |
RealBadAngel |
simply, starting from some angle colors were multiplied by a factor |
| 03:21 |
RealBadAngel |
and were different from unmodified ones |
| 03:22 |
RealBadAngel |
somebody wanted to darken lower part of node with it |
| 03:22 |
RealBadAngel |
but ended with changing colors for whole tiles |
| 03:23 |
RealBadAngel |
simply assuming tile (flat one) can have different normals is wrong |
| 03:24 |
RealBadAngel |
flat surface will always have just one (or the very same for each point) normal vector |
| 03:24 |
hmmmm |
right |
| 03:25 |
hmmmm |
so in other words the original cause of this bug was a massive mixup |
| 03:25 |
RealBadAngel |
to darken only bottom tile one should check for exact value of normal.y |
| 03:25 |
RealBadAngel |
not just < than something |
| 03:25 |
hmmmm |
whoever did the shaders probably intended to have that darken code only for the flowing liquid, not solid nodes |
| 03:25 |
hmmmm |
they mixed up the first and second shader file (maybe?) |
| 03:26 |
RealBadAngel |
i think it was supposed for solids |
| 03:26 |
RealBadAngel |
and just bottom tile |
| 03:26 |
hmmmm |
I guess... |
| 03:27 |
RealBadAngel |
i will fix the issue in liquids |
| 03:27 |
hmmmm |
but that doesn't explain why there was that glaring bug there for a year |
| 03:27 |
RealBadAngel |
i fought with that when creating textures for water and lava |
| 03:28 |
RealBadAngel |
but that was at the very start |
| 03:28 |
hmmmm |
yea |
| 03:29 |
VanessaE |
hmmmm: simple: the variance in color between the lightest and darkest points of the lava texture is so wide that you can't really see it |
| 03:29 |
VanessaE |
until you put in a texture that doesn't vary so sildly |
| 03:29 |
RealBadAngel |
well, every bug sooner or later will be killed ;) |
| 03:29 |
hmmmm |
haha |
| 03:29 |
VanessaE |
otherwise it just got lost in "noise" I think |
| 03:29 |
hmmmm |
nope |
| 03:29 |
hmmmm |
not *the* screwed-up-shadows bug |
| 03:30 |
RealBadAngel |
what shadows? |
| 03:30 |
hmmmm |
there's no way that's ever going to be fixed unless we generate all possible blocks in that sector first |
| 03:30 |
hmmmm |
this is why minecraft has such a low height limit but it works for them at least |
| 03:31 |
RealBadAngel |
ah that |
| 03:31 |
VanessaE |
hmmmm: so anyway, I guess go ahead and commit the *0.6 change |
| 03:31 |
hmmmm |
0.6? |
| 03:31 |
VanessaE |
er 0.7 |
| 03:31 |
hmmmm |
yeah, good |
| 03:31 |
VanessaE |
typo |
| 03:31 |
hmmmm |
we don't want that to be inconsistent from the results without shaders |
| 03:32 |
hmmmm |
(although I bet it's still different to some degree) |
| 03:32 |
RealBadAngel |
that code shall be completely removed |
| 03:32 |
RealBadAngel |
it doesnt belong here |
| 03:32 |
hmmmm |
yeah I saw your shader cleanup |
| 03:32 |
hmmmm |
crazy @_@ |
| 03:32 |
hmmmm |
looks very good, but it's totally 0.4.9 material |
| 03:33 |
RealBadAngel |
have you seen Bumped texture pack that uses it? |
| 03:33 |
hmmmm |
I've seen some of your screenshots |
| 03:33 |
RealBadAngel |
try it live |
| 03:34 |
RealBadAngel |
shaders are doing self shadowing |
| 03:34 |
RealBadAngel |
pictures are not enough |
| 03:35 |
RealBadAngel |
effect is like VanessaE said, game looks like those prerendered animations |
| 03:43 |
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Miner_48er joined #minetest-dev |
| 03:43 |
hmmmm |
well |
| 03:44 |
hmmmm |
i play F.E.A.R. a lot |
| 03:44 |
hmmmm |
that uses an insane amount of normal bumpmapping |
| 03:44 |
hmmmm |
I do know what I'd be looking at yeah |
| 03:45 |
VanessaE |
hmmmm: actually I was referring to the style and lighting quality |
| 03:45 |
VanessaE |
not so much what the normals actually *look like* |
| 03:45 |
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NakedFury joined #minetest-dev |
| 03:45 |
VanessaE |
some of those MC "cartoons" have the same look as those screenshots |
| 03:47 |
RealBadAngel |
http://i.imgur.com/YpBuL1V.png |
| 03:47 |
RealBadAngel |
fixed water at least :) |
| 03:48 |
|
AllegedlyDead joined #minetest-dev |
| 03:50 |
VanessaE |
RealBadAngel: but its...angled. |
| 03:50 |
VanessaE |
like the lava. |
| 03:50 |
VanessaE |
ick. |
| 03:50 |
VanessaE |
for water it *might* work okay |
| 03:50 |
VanessaE |
but for lava, fuck no |
| 03:50 |
VanessaE |
at least not with the default texture thereof. |
| 03:50 |
|
mrtux joined #minetest-dev |
| 03:51 |
RealBadAngel |
thats not mine invention, i have no idea who did that |
| 03:51 |
RealBadAngel |
that have to be done somwhere in mapblock_mesh.cpp |
| 03:52 |
RealBadAngel |
and rotatin textures by angles <90deg |
| 03:52 |
VanessaE |
yeah I know. |
| 03:53 |
RealBadAngel |
i havent touched that piece of code |
| 03:53 |
VanessaE |
I know I know :) |
| 03:53 |
VanessaE |
can you fix it though? |
| 03:54 |
VanessaE |
of course you can, what am I saying :P |
| 03:55 |
hmmmm |
vanessae, by the way did you roll back minetest by like a week and see if the ugly diagonal flowing lava is still there |
| 03:56 |
VanessaE |
not yet. I will check that now. |
| 03:57 |
VanessaE |
(got sidetracked :P ) |
| 03:58 |
VanessaE |
goes back into september. |
| 04:00 |
hmmmm |
so wtf? because I never noticed that until now either |
| 04:01 |
VanessaE |
idk |
| 04:01 |
VanessaE |
I'm attempting to find out. |
| 04:01 |
VanessaE |
I guess we just don't play in lava enough? ;) |
| 04:02 |
VanessaE |
(or water) |
| 04:02 |
hmmmm |
no idea |
| 04:02 |
hmmmm |
i don't play enough period |
| 04:06 |
RealBadAngel |
i have fixed and cleaned liquids shaders |
| 04:11 |
RealBadAngel |
goin to sleep now, its past 5am already |
| 04:14 |
VanessaE |
[3ee80987086a99803f5a812089ae253ab509cb68] Diagonal liquid animation |
| 04:14 |
VanessaE |
still bisecting, but I bet this is related. |
| 04:14 |
VanessaE |
yep |
| 04:14 |
VanessaE |
that's where bisect lands. |
| 04:15 |
VanessaE |
how come we never noticed the diagonally-rotated textures? |
| 04:15 |
RealBadAngel |
link to commit? |
| 04:16 |
VanessaE |
https://github.com/minetest/minetest/commit/3ee80987086a99803f5a812089ae253ab509cb68 |
| 04:18 |
RealBadAngel |
yeah thats it |
| 05:05 |
hmmmm |
do you guys not like it? |
| 05:05 |
hmmmm |
it's growing on me honestly |
| 05:06 |
VanessaE |
with water, it's fine I guesa |
| 05:06 |
VanessaE |
guess* |
| 05:06 |
VanessaE |
but with the default lava texture, G*d no |
| 05:06 |
VanessaE |
it forms "stripes" |
| 05:06 |
hmmmm |
you can make it optional i guess |
| 05:06 |
VanessaE |
which looks horrible with that default texture |
| 05:12 |
VanessaE |
hmmmm: your 0.7 tweak breaks water :( |
| 05:12 |
hmmmm |
how so? |
| 05:12 |
VanessaE |
it makes it turn kind of a dark, translucent reddish |
| 05:12 |
hmmmm |
oh that's fantastic... |
| 05:14 |
hmmmm |
could it be that the water's transparency level was changed later to compensate for the bug? |
| 05:14 |
VanessaE |
possible. |
| 05:15 |
VanessaE |
lemme see how it looks with defaults. |
| 05:16 |
VanessaE |
oh you'll like this :)\ |
| 05:16 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011182013%20-%2012%3a16%3a25%20AM.png |
| 05:16 |
VanessaE |
that dark red stuff is default water : |
| 05:16 |
hmmmm |
alright now that is crazy |
| 05:16 |
VanessaE |
:D |
| 05:17 |
hmmmm |
water looks nothing like that for me |
| 05:17 |
hmmmm |
it's true that it's a shade too dark and too transparent so it looks reddish up against dirt |
| 05:17 |
hmmmm |
but it's not like that at ALL |
| 05:17 |
VanessaE |
has Moses come by to smite the water or something? |
| 05:17 |
hmmmm |
that has got to be an ati bug or something |
| 05:18 |
VanessaE |
now I'm not sure I put that tweak in the right place. |
| 05:19 |
VanessaE |
client/shaders/test_shader_2/opengl_vertex.glsl line 45 or so? |
| 05:19 |
hmmmm |
yeah |
| 05:19 |
VanessaE |
right after color.r/color.g/color.b |
| 05:19 |
hmmmm |
yes, you did it right |
| 05:19 |
VanessaE |
lemme go back to mainline, see if maybe one of my few patches did it |
| 05:23 |
VanessaE |
hm, seems okay there. |
| 05:28 |
VanessaE |
I may know why. |
| 05:29 |
VanessaE |
RBA's reworked shaders branch somehow got into my local_patches (thought I backed everything out?) |
| 05:29 |
VanessaE |
so it's okay. |
| 05:29 |
VanessaE |
his branch is busted. |
| 05:30 |
VanessaE |
funny screenshot though :) |
| 05:30 |
VanessaE |
so yeah/ |
| 05:31 |
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| 05:32 |
VanessaE |
push your tweak, but make it *0.65 |
| 05:32 |
VanessaE |
that seems to be just the right balance between defaults and HDX |
| 05:37 |
hmmmm |
no it's not good |
| 05:37 |
hmmmm |
like I was saying, the flowing water is a fair bit darker now, probably because the flowing water transparency was modified |
| 05:38 |
VanessaE |
oh I misread that |
| 05:39 |
VanessaE |
I thought that was a reference to that false-red-water thing. |
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| 11:42 |
iqualfragile |
params.AntiAlias for createDeviceEx is an u8, not an u16 |
| 11:43 |
iqualfragile |
http://irrlicht.sourceforge.net/docu/structirr_1_1_s_irrlicht_creation_parameters.html#a50602e6ae0cc3d79ca7df0aa8114e75a |
| 11:57 |
iqualfragile |
RealBadAngel: i think the problem about bumpmaps is that there are no "real" light sources |
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| 12:30 |
RealBadAngel |
yes, we dont have any lights |
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| 13:37 |
EvergreenTree |
I have noticed a problem with the inventory image for the jungle sapling: http://i.imgur.com/MhJjAI1.png |
| 13:38 |
EvergreenTree |
Since it is pretty much the same code as the regular one, it shouldn't be any different |
| 13:38 |
EvergreenTree |
I think VanessaE had a problem with this, I think it has something to do with the plantlike drawtype |
| 13:39 |
EvergreenTree |
It is especially strange, as the regular sapling looks normal, but the jungle one doesn't. They are practically the same code, so I have no idea |
| 13:41 |
EvergreenTree |
Is anyone here? |
| 13:53 |
RealBadAngel |
yes |
| 13:54 |
RealBadAngel |
btw, bug: default_book.png texture is 16x17px |
| 14:00 |
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| 15:37 |
OldCoder |
I am napping but on way out: Latest git no longer cross-compiles for Windows. Error is gettext.cpp 'stderr' was not declared in this scope |
| 15:55 |
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| 16:15 |
OldCoder |
Follow-up: Commenting out the line in gettext.cpp which uses stderr allows MT to be built again for Windows |
| 16:16 |
OldCoder |
Jordach, PM sometime if you saved your Blender Cat Model |
| 16:25 |
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| 17:29 |
sapier |
proller do you need help splitting your big aio patch to usefull smaller parts? |
| 17:30 |
proller |
for waiting years for merge? |
| 17:36 |
Exio4 |
the only big patches that got merged are so far big patches for a single feature |
| 17:39 |
iqualfragile |
sapier: he closed all his pullrequests and put them into a single one |
| 17:39 |
iqualfragile |
proller: please: reopen your pullrequests |
| 17:39 |
Exio4 |
he fuck. |
| 17:39 |
iqualfragile |
some will get merged |
| 17:39 |
Exio4 |
the* |
| 17:40 |
iqualfragile |
it took so long because minetest development slowed down a bit in the last 3 months |
| 17:42 |
celeron55 |
it's due to a sum of many things, including that they are objectively quite controversial and eg. some of them break things that people like |
| 17:44 |
celeron55 |
and have already broken things |
| 17:51 |
Exio4 |
and stuff like weather is ugly in core |
| 17:53 |
pitriss |
Hi, I got maybe useful idea: How about some halfmod privs in builtin? I mean privs which allows ppl to temporarily grant/revoke interact and shout? possible interval 10 minutes min, one day max? |
| 17:55 |
pitriss |
This can help keep servers clean when moderators are not nearby... I think it would be cool to have some "sheriffs" which can temporarily solve some minor rule violations? |
| 17:57 |
Exio4 |
you could write a script for that |
| 17:57 |
pitriss |
*who can |
| 17:57 |
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| 17:58 |
pitriss |
Exio4: yes of course.. But I thought that can be useful for many servers.. ..and builtin is better place for such thing.. |
| 18:04 |
kahrl |
OldCoder: see #1007 |
| 18:05 |
kahrl |
I guess there's no reason against merging that |
| 18:06 |
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| 18:10 |
sapier |
ShadowNinja do you have fixed your error handler now? imho it's anoying to replace a missing backtrace by a application crash ;-) |
| 18:11 |
kahrl |
sapier: I don't remember, what was there to fix still? |
| 18:13 |
sapier |
c_internal.cpp L60 makes std::string from lua_tostring which can be 0 ... shouldn't be of course but there seem to be situations where this happens |
| 18:16 |
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| 19:17 |
iqualfragile |
the anti alais setting uses a wrong type |
| 19:17 |
iqualfragile |
it should be u8 |
| 19:18 |
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OldCoder |
sapier, PM |
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| 21:34 |
ShadowNinja |
sapier: No. And gettext.cppis broken, it uses stderr which isn't defined there. Did you do that? |
| 21:34 |
ShadowNinja |
+' ' |
| 21:39 |
sapier |
I guess you're talking about non gettext build shadow? |
| 21:40 |
ShadowNinja |
sapier: IDK, OC mentioned it, see logs. |
| 21:42 |
sapier |
there's a fix for gettext.h I can't find stderr in cpp file |
| 21:43 |
sapier |
Shadow no offence I wonder why this luaerror bug happens, according to sokomine serialization errors are involved |
| 21:49 |
ShadowNinja |
sapier: How did she reproduce it? |
| 21:49 |
ShadowNinja |
(I forgot) |
| 21:50 |
sapier |
he did create a entity without collisionbox |
| 21:50 |
sapier |
hmm without might be collisionbox accidently set to nil |
| 21:51 |
sapier |
don't know if this does anything different |
| 23:04 |
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