| Time |
Nick |
Message |
| 00:00 |
RealBadAngel |
depending on what i do have in hand meshnode rotating on the ground (totally different one) takes its texture |
| 00:00 |
VanessaE |
haha |
| 00:00 |
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| 00:01 |
RealBadAngel |
kahrl, im afraid you have messed something totally here, theres no other explanation :) |
| 00:01 |
kahrl |
well it is your code right now ;P |
| 00:01 |
VanessaE |
kahrl: there IS something you didn't account for btw: hidden face detection in your meshes. |
| 00:01 |
RealBadAngel |
just set item |
| 00:01 |
RealBadAngel |
all other is not modified |
| 00:01 |
VanessaE |
I wonder if you'll want to revisit that sooner or later |
| 00:02 |
kahrl |
VanessaE: what do you mean by that? |
| 00:02 |
RealBadAngel |
and i can see item on the ground changing textures (but not the model) |
| 00:02 |
VanessaE |
kahrl: drop a fence and then get up *really* close to it so that the camera clips into it. you can see tons of faces that should not be there. |
| 00:02 |
RealBadAngel |
that can be related to materials |
| 00:02 |
kahrl |
ah |
| 00:03 |
kahrl |
well I can't really fix that without computing a mesh for every item again |
| 00:03 |
RealBadAngel |
and explain why i had before different materials than i should |
| 00:03 |
VanessaE |
yeah, I expected as much |
| 00:03 |
RealBadAngel |
not the mesh, mesh is intact |
| 00:03 |
RealBadAngel |
materials are fucked up |
| 00:03 |
kahrl |
RealBadAngel: what do you change exactly?" |
| 00:03 |
kahrl |
-" |
| 00:03 |
kahrl |
how do you set the materials? |
| 00:03 |
VanessaE |
kahrl: I guess in that case it's enough to let the GPU handle it. |
| 00:04 |
kahrl |
VanessaE: I hope it doesn't become a problem when there's a ton of items on the ground |
| 00:04 |
RealBadAngel |
you were setting materials only in extrusion code or in case of meshnodes |
| 00:05 |
RealBadAngel |
so i had unset materials (so black background or some random color) material type not set |
| 00:05 |
RealBadAngel |
so other players reported |
| 00:06 |
RealBadAngel |
the code somehow for us had no effect because something got it overriden |
| 00:06 |
RealBadAngel |
with filtering enabled and emtsolid propably |
| 00:06 |
kahrl |
well if you change the materials of the mesh directly instead of on the meshnode, then no wonder it'll get replicated to other meshnodes with the same mesh |
| 00:06 |
RealBadAngel |
now i can see that changes in another instance of wielded can cause changes to one already used (on the ground, floatin as an item) |
| 00:07 |
kahrl |
just change changeToMesh so it clones the mesh whenever you need to modify its materials directly |
| 00:07 |
RealBadAngel |
theres propably some sharing issue, things get common for all the instances of wieldmesh |
| 00:08 |
kahrl |
I tried to figure out the least amount of cloning needed so everything worked |
| 00:08 |
kahrl |
which obviously worked for me but not for everyone |
| 00:08 |
RealBadAngel |
hold on a sec |
| 00:08 |
kahrl |
what irrlicht version are you using btw? |
| 00:09 |
RealBadAngel |
http://pastebin.com/WB2Urthc |
| 00:09 |
RealBadAngel |
1.7.something |
| 00:09 |
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| 00:10 |
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| 00:10 |
VanessaE |
*1.8.1 here) |
| 00:10 |
VanessaE |
( |
| 00:10 |
kahrl |
ah, so that *could* be the reason |
| 00:10 |
kahrl |
I use 1.8.0 |
| 00:10 |
RealBadAngel |
Sokomine, here? |
| 00:10 |
RealBadAngel |
Sokomine, whats ur version? |
| 00:12 |
paramat |
okay hmmmm it's very approximate but just works https://github.com/paramat/minetest/commits/mgv5spawn let me know if you want this rebased and squashed |
| 00:19 |
paramat |
https://cdn.mediacru.sh/LRUAdm4ixTAX.png hmmmmm i can make biome surface continuous at y = 47 in mgv5 by generating up to maxp.y + 1 or a little higher, dropping biomes and calculating light from there. let me know if you approve i might be able to do this in mgv7 also |
| 00:27 |
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| 00:44 |
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| 00:56 |
celeron55 |
Taoki: it's a possibility, but i don't think anyone is going to look into it anytime soon |
| 00:56 |
Taoki |
celeron55: Ok. Since the problem is, all servers (unless hosted on an excellent connection) are very very laggy. This seems to be a weak spot more than I imagined |
| 00:56 |
celeron55 |
the current protocol implementation is a temporary solution to which sapier sunk too much time into |
| 00:57 |
Taoki |
It can take 3 minutes for a door to open when you click it even |
| 00:57 |
Taoki |
I see |
| 00:57 |
celeron55 |
i'm not interested in any explanations |
| 00:57 |
Taoki |
Yeah... a solution is probably the important part. And this is sadly not a part of the code I'm good at... |
| 00:59 |
Taoki |
I don't even know what the actual bottleneck is. Since well, other games simply preform better on a connection as fast. I thought that usind UDP and sending packets normally is all it takes, but I think I was wrong |
| 00:59 |
celeron55 |
the networking wasn't laggy in that way when i last touched it, so you can blame some changes that have come after my work on it i guess |
| 00:59 |
celeron55 |
people are incredibly lazy in testing stuff on anything else than their own setups |
| 01:00 |
Taoki |
Sone don't have a variety of machines either, just one computer. |
| 01:00 |
Taoki |
Anyway, the first part should be finding the bottleneck I guess |
| 01:00 |
Taoki |
BTW: The problem exists for several months. Not something I just noticed now. Was the same way an year ago at best |
| 01:00 |
RealBadAngel |
im not, i have to test my changes on many setups, and always there will pop one with another incopatible |
| 01:01 |
celeron55 |
it's probably just tuned to perform properly on a fast connection and does not have means to configure whatever-thing-that-might-be at runtime |
| 01:01 |
celeron55 |
maybe there's a setting that can be changed, maybe not |
| 01:02 |
Taoki |
I looked in minetest.conf.example. Only found the server step, and how many packets to send per said step (default is 1024) |
| 01:03 |
Taoki |
Maybe that default should be lowered? What if only 16 packets at most are sent for instance? The high number could be clogging the network |
| 01:03 |
celeron55 |
no idea, maybe you can find it out |
| 01:04 |
RealBadAngel |
Taoki, you should talk to VanessaE, OldCoder or Megaf for example. They have played a lot with server settings |
| 01:04 |
celeron55 |
or maybe someone can just prepare an up-to-date enet patch and somehow prove that it is indeed working better in every way |
| 01:04 |
Taoki |
I heard enet is times faster. Totally hope that can be implemented! |
| 01:05 |
RealBadAngel |
Taoki, servers are overloaded with stuff which clients should handle in the first place |
| 01:05 |
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| 01:05 |
RealBadAngel |
lighting, inventory mods etc |
| 01:06 |
RealBadAngel |
until this changes you can dream of servers speed |
| 01:06 |
Taoki |
Possibly, sometimes |
| 01:06 |
RealBadAngel |
not sometimes, its reality |
| 01:06 |
VanessaE |
RealBadAngel: I haven't fiddled with server settings in a while, but server *lag* has gone up a lot in the last months, even on the light-weight servers. I have no idea why |
| 01:07 |
RealBadAngel |
mt is growing, there are more players |
| 01:07 |
Taoki |
This issue will probably drag MT behind a lot. I'd personally suggest listing it as a top priority |
| 01:07 |
RealBadAngel |
if on dstep server is doing something for every player, then sends it it costs the time of it |
| 01:08 |
Taoki |
I mean, if you need to push for 5 minutes into an unloaded area until a chunk appears there, walk 10 blocks then wait another 5 minutes for the next chunk, multiplayer can just as well be considered "on hold" |
| 01:08 |
RealBadAngel |
im doing what i can do for client rendering, to speed it up |
| 01:09 |
RealBadAngel |
but i know little bout servers code |
| 01:09 |
Taoki |
Thanks. Low FPS is a problem too, though IMO not the highest one. Still an important thing though |
| 01:09 |
RealBadAngel |
Taoki, i saw 1400 fps lately |
| 01:09 |
Taoki |
o.o |
| 01:09 |
RealBadAngel |
so dont call it low ;) |
| 01:09 |
Taoki |
With what draw distance though? :) |
| 01:10 |
RealBadAngel |
ask Zeno |
| 01:10 |
Taoki |
Likely not more than 30 blocks or so |
| 01:10 |
Taoki |
ok |
| 01:10 |
RealBadAngel |
he broke that record |
| 01:10 |
RealBadAngel |
next one was around 1k fps |
| 01:10 |
VanessaE |
yeah and I still can't break 20 fps at spawn on my Survival server, let alone 60 in most places |
| 01:11 |
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| 01:11 |
RealBadAngel |
things will improve greatly soon |
| 01:12 |
RealBadAngel |
see digging/placing nodes now and before |
| 01:12 |
RealBadAngel |
cracks will get even better speedup |
| 01:13 |
RealBadAngel |
then when i got everything separated and will be able to change everything to use tangent space |
| 01:13 |
shadowzone |
RealBadAngel: sounds like a pretty big Change. |
| 01:14 |
RealBadAngel |
then minimalize server's lighting code just to lightlevel at node |
| 01:14 |
RealBadAngel |
and just turn on the lights |
| 01:15 |
RealBadAngel |
also i will be able to use many built in irrlicht features |
| 01:15 |
RealBadAngel |
just when i get rid of that lighting system |
| 01:16 |
Taoki |
Can't wait for real lighting <3 |
| 01:17 |
RealBadAngel |
Taoki, it works great, http://i.imgur.com/wHjL1dJ.png |
| 01:18 |
Taoki |
OMG, ince! |
| 01:18 |
Taoki |
nice |
| 01:19 |
Taoki |
Is the sun lighting on nodes in that screenshot also dynamic? |
| 01:19 |
shadowzone |
Wow |
| 01:20 |
Taoki |
indeed |
| 01:20 |
RealBadAngel |
http://i.imgur.com/b3usu4B.png http://i.imgur.com/T8wf2tp.png |
| 01:21 |
RealBadAngel |
compare those two |
| 01:21 |
OldCoder |
On server settings I have done a lot of bettings |
| 01:21 |
RealBadAngel |
and you become a poet? ;) |
| 01:21 |
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| 01:22 |
Taoki |
RealBadAngel: Is light level culling working though? |
| 01:22 |
|
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| 01:26 |
|
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| 01:27 |
RealBadAngel |
Taoki, current light system is expensive, working only for cubes |
| 01:27 |
Taoki |
I see |
| 01:28 |
RealBadAngel |
and kills the servers |
| 01:28 |
RealBadAngel |
to make story short, its a disease |
| 01:28 |
Taoki |
:< |
| 01:28 |
RealBadAngel |
could be accepted for singleplayer |
| 01:29 |
RealBadAngel |
and non developed worlds |
| 01:29 |
Taoki |
I hope it at least makes it in as an option, whether disabled by default or not |
| 01:30 |
RealBadAngel |
there wont be any option |
| 01:30 |
RealBadAngel |
old system will be gone |
| 01:30 |
RealBadAngel |
you wont miss it |
| 01:30 |
Taoki |
ok. Hope it works out like this and it's not slower |
| 01:31 |
Taoki |
Still, did you discover how to keep sunlight from shining in caves with it? Or torches through walls |
| 01:32 |
RealBadAngel |
a) simple logic - light level (simplified current lighting system will be handy) b) i dont have to, its a matter of engine |
| 01:33 |
Taoki |
ok |
| 01:33 |
RealBadAngel |
we are using advanced 3d engine |
| 01:33 |
Taoki |
Oh god... if realtime shadows (via light cutting) would be possible too <3 |
| 01:33 |
Taoki |
yeah |
| 01:33 |
RealBadAngel |
why folks are thinking we have to reinvent the wheel all the time?? |
| 01:34 |
RealBadAngel |
taoki, dl freeminer |
| 01:34 |
RealBadAngel |
proller enabled shadows for entities already |
| 01:34 |
Taoki |
RealBadAngel: Just tried it. Sadly it's very resource intensive, laggy and buggy :x |
| 01:34 |
Taoki |
o.o |
| 01:34 |
Taoki |
Awesome! |
| 01:34 |
RealBadAngel |
so players cast shadows |
| 01:34 |
RealBadAngel |
as any other item or entity |
| 01:35 |
RealBadAngel |
but i dont want it yet |
| 01:35 |
RealBadAngel |
without real lights |
| 01:36 |
Taoki |
yeah... point would be for nodes to do it too |
| 01:36 |
RealBadAngel |
exactly |
| 01:37 |
RealBadAngel |
when we decide to say Fiat Lux, its gonna happen |
| 01:38 |
RealBadAngel |
but until then, we have a lot of work to optimze or rebuild current code |
| 01:39 |
RealBadAngel |
we have to change "good enough" code to "fast enough" one |
| 01:40 |
Taoki |
Yeah |
| 01:40 |
Taoki |
I wish all major issues could be fixed. So many though |
| 01:40 |
Taoki |
Like the network code |
| 01:41 |
RealBadAngel |
https://github.com/minetest/minetest/commit/987e565eeb80f0fe2825267de728f8a1989a051d |
| 01:41 |
RealBadAngel |
see this for example |
| 01:41 |
RealBadAngel |
even keys handling could be made 10x faster |
| 01:42 |
RealBadAngel |
my thought is that we have met here codebase |
| 01:42 |
RealBadAngel |
well founded and working |
| 01:42 |
RealBadAngel |
now its time to optimize it and make it running |
| 01:44 |
RealBadAngel |
new features are rare and are matter of personal tastes rather |
| 01:44 |
RealBadAngel |
what we should aim now is just pure speed |
| 01:44 |
Taoki |
Indeed |
| 01:45 |
RealBadAngel |
Rome wasnt built in a day ;) |
| 01:45 |
RealBadAngel |
it will take some time :) |
| 01:46 |
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| 01:46 |
Taoki |
I think performance is a great problem in MT. After it, I think the look and feel doesn't fully inspire stability yet |
| 01:47 |
Taoki |
In lack of better words, I don't get quite a nice feel when on every server I go, there's pieces of water and dirt and wood floating all over the place, as if the world is a mess. Combined with lag and not-perfect-quality textures... well it's a bit demotivating :P |
| 01:47 |
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| 01:49 |
RealBadAngel |
thing will get better, just be patient |
| 01:49 |
RealBadAngel |
and meanwhile, code something nice :) |
| 01:50 |
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| 01:51 |
Taoki |
I shall over time :) |
| 01:51 |
Taoki |
Hi OldCoder |
| 01:52 |
OldCoder |
Taoki o/ |
| 01:57 |
RealBadAngel |
kahrl, on? |
| 01:59 |
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| 02:37 |
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| 02:38 |
kaeza |
here's the mumble patch, fixed for at least MinGW32 compilation: https://gist.github.com/kaeza/6adb86d42483990882d3 |
| 02:38 |
kaeza |
needs testing on MSVC, but I don't think it will have any problems |
| 02:41 |
kaeza |
(also merged the definition from game.h to game.cpp, since it's only used by class Game and it requires windows.h, thus avoiding header inclusion bloat) |
| 02:42 |
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| 02:42 |
hmmmm |
where is snprintf defined? |
| 02:43 |
kaeza |
stdio.h |
| 02:43 |
hmmmm |
on which platform did you test this |
| 02:43 |
kaeza |
MinGW32... |
| 02:44 |
hmmmm |
is this mumble thing supposed to work on anything else aside from windows? |
| 02:44 |
kaeza |
Linux via shm |
| 02:44 |
hmmmm |
I am 85% sure that won't compile under Linux |
| 02:44 |
hmmmm |
you'll be missing snprintf() |
| 02:45 |
kaeza |
I didn't touch anything related besides adding an #ifdef WIN32 (and moving the shared mem struct in to game.cpp) |
| 02:46 |
kaeza |
the original patch is by iqualfragile, and AFAIK, it worked for him |
| 02:46 |
hmmmm |
see, snprintf is a C++11 feature |
| 02:46 |
Zeno` |
snprintf is c99 though |
| 02:47 |
hmmmm |
or C99 |
| 02:47 |
hmmmm |
but C++03 (which we use) doesn't have snprintf |
| 02:47 |
Zeno` |
really? that's bizarre |
| 02:47 |
hmmmm |
yea |
| 02:47 |
hmmmm |
try it |
| 02:48 |
hmmmm |
or maybe it's just my compiler |
| 02:48 |
kaeza |
well, did you try the patch? |
| 02:48 |
hmmmm |
does gcc ever change the default target standard? |
| 02:49 |
hmmmm |
no, i have not. |
| 02:49 |
hmmmm |
i'm just saying, right off the bat, it looks like it might not work for that reason |
| 02:50 |
Zeno` |
works fine |
| 02:50 |
hmmmm |
also, does this mean we're adding a hard dependency to SysV resources by using shm_*? |
| 02:50 |
hmmmm |
see I thought our target was base POSIX |
| 02:50 |
kaeza |
maybe add ENABLE_MUMBLE or so? |
| 02:50 |
Zeno` |
$ g++ -Wall -std=c++03 test.cpp |
| 02:50 |
hmmmm |
that would be a good idea |
| 02:50 |
Zeno` |
on http://codepad.org/lVtpaG4q |
| 02:51 |
hmmmm |
Zeno`, hmm, doesn't work for me under FreeBSD 9.x |
| 02:52 |
hmmmm |
ahh....ermm |
| 02:52 |
hmmmm |
nevermind |
| 02:52 |
hmmmm |
cc1plus: error: unrecognized command line option "-std=c++03" |
| 02:52 |
Zeno` |
:D |
| 02:53 |
hmmmm |
well this is interesting |
| 02:53 |
hmmmm |
does this mean minetest adheres to C++98? |
| 02:56 |
hmmmm |
nope... rather, gnu++98 |
| 02:56 |
Zeno` |
most likely I'd say |
| 02:56 |
hmmmm |
i knew there was a reason why snprintf works |
| 02:57 |
hmmmm |
meh... who gives a crap. we'll deal with platform incompatibility issues as they pop up |
| 02:59 |
kaeza |
I'll just add ENABLE_MUMBLE (defaulting to 0, as similar options). if somebody wants mumble and the platform is not supported, well, point them to the sources :P |
| 03:00 |
kaeza |
this is still WIP, though. would hope there was more people 'round here with "uncommon" platforms for testing |
| 03:00 |
Zeno` |
where is the patch? |
| 03:02 |
hmmmm |
well it has style issues |
| 03:02 |
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| 03:05 |
kaeza |
hmmmm, besides style issues, anything else? |
| 03:05 |
kaeza |
(what style issues, BTW?) |
| 03:06 |
hmmmm |
well i'm not sure if game.cpp is the appropriate place for platform-dependent things like that to begin with |
| 03:07 |
hmmmm |
first you have the members of that struct named using the useless kind of hungarian notation |
| 03:07 |
hmmmm |
second, LinkedMem isn't very descriptive at all, it should be something more like MumbleLinkedMem |
| 03:08 |
hmmmm |
third, you have spaces in between the member names and their types |
| 03:08 |
hmmmm |
fourth, even worse, you inconsistently apply your own style |
| 03:09 |
hmmmm |
fifth, you define members with UINT32 and u32 as separate for win32 for a reason i'm not really sure about |
| 03:09 |
kaeza |
eh forget it |
| 03:09 |
hmmmm |
sixth, mumblelm should not be global, but if it were a global, it needs to be prefixed with g_ |
| 03:09 |
hmmmm |
it should be part of the application's recyclable state (see: part of Game) |
| 03:10 |
hmmmm |
seventh, you don't have any code to deinitialize the mumble link |
| 03:10 |
hmmmm |
eigth, you don't indent nested preprocessor directives |
| 03:10 |
hmmmm |
the preprocessor directives are interspersed between declarations and generally not properly placed in accordance with the rest of the code |
| 03:10 |
kaeza |
alright, I'll let iqual deal with this stuff |
| 03:10 |
kaeza |
tata |
| 03:12 |
hmmmm |
wait! there's more |
| 03:17 |
Zeno` |
free knives? |
| 03:17 |
VanessaE |
Zeno`: only if you pay an extra 5 bucks in shipping |
| 03:17 |
Zeno` |
I'll pass |
| 03:17 |
VanessaE |
but...but... they're TITANIUM! |
| 03:18 |
hmmmm |
ceramic knives are the new hotness |
| 03:18 |
VanessaE |
hmmmm: got one years ago from a thrift store. zzzz. :) |
| 03:19 |
Zeno` |
I have stone knives... no fancy ceramic or titanium |
| 03:58 |
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Zeno` |
kahrl, I've added WIP tag to refactor_main |
| 05:37 |
Zeno` |
I've addressed your comments, but not the ones related to ClientLauncher class. I figure it's better to get that completely class'ified before removing WIP |
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| 09:22 |
Zeno` |
hmmm has checked and agreed to #1810. Just want to make sure it's still ok to merge or if anyone has any last minute comments |
| 09:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/1810 -- Fix profiler values not being updated (F6) and not being logged by Zeno- |
| 09:27 |
Megaf |
so that's why my profiler never actually worked on my server |
| 09:28 |
Zeno` |
probably not Megaf (it's client only) |
| 09:29 |
Zeno` |
For when you press f6 |
| 09:32 |
Megaf |
oh, so nevermind |
| 09:32 |
Megaf |
sorry about that |
| 09:33 |
Megaf |
Anyway, well done people, my server havent had a single crash for almost one month now |
| 09:33 |
Megaf |
Minetest is much more stable now a days, at least on the server side |
| 09:40 |
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kilbith |
hello, master |
| 10:59 |
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| 11:25 |
RealBadAngel |
kahrl, i got the patch almost ready, just need to disable waving at hand |
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kaeza |
I don't know what caused it, probably kahrl_'s patch, probably something else I missed, but I'm getting 30FPS with view distance of 80, while I previously got the same framerate for half (or even a third) of the distance :D |
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RealBadAngel |
there were a few patches lately that improved the performance |
| 11:59 |
RealBadAngel |
meshnodes patch, digging/placing one |
| 11:59 |
Zeno` |
and the_game |
| 11:59 |
Zeno` |
they all added up |
| 11:59 |
RealBadAngel |
yes |
| 11:59 |
RealBadAngel |
more to come |
| 12:03 |
Zeno` |
yay :) |
| 12:03 |
RealBadAngel |
what? |
| 12:03 |
Zeno` |
"more to come" |
| 12:04 |
RealBadAngel |
ah that, ofc |
| 12:04 |
Zeno` |
I have a couple more as well, so if you have more to come then this is a great thing |
| 12:04 |
RealBadAngel |
i have ready wieldmesh improvements, but that damn waving |
| 12:05 |
Zeno` |
I have no idea why I don't see those wieldmesh glitches |
| 12:05 |
Zeno` |
it's very weird |
| 12:05 |
RealBadAngel |
propably version of irrlicht |
| 12:05 |
Zeno` |
I managed to reproduce on Windows with DirectX (but OpenGL worked) |
| 12:05 |
RealBadAngel |
but thats only a part of my code, applying there shaders is even more important |
| 12:05 |
Zeno` |
yeah |
| 12:10 |
Zeno` |
wow (at notice) |
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kilbith |
Zeno` should be OP since he's a core-dev, right ? |
| 12:44 |
Amaz |
s/OP/voice |
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guest365 |
when will be come version 0.4.11? |
| 13:05 |
Amaz |
The rumour is that it will come this month... |
| 13:05 |
guest365 |
thanks |
| 13:10 |
RealBadAngel |
i have poted that notice on Groupon Poland FB profile |
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rubenwardy |
https://github.com/minetest/minetest/pull/1677 |
| 18:32 |
rubenwardy |
Add name of node pointed at to debug |
| 18:32 |
rubenwardy |
How can I get the texture that is currently being pointed to? |
| 18:34 |
Calinou |
in Lua that is possible |
| 18:34 |
Calinou |
in C++, probably, but I can't help |
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rubenwardy |
Nevermind. |
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| 23:10 |
RealBadAngel |
yikes, i think i finished that wield changes |
| 23:22 |
VanessaE |
nice |
| 23:30 |
RealBadAngel |
just some fine tuning left |
| 23:31 |
RealBadAngel |
it took me way longer than i thought |
| 23:31 |
RealBadAngel |
many things were completely broken |