| Time |
Nick |
Message |
| 00:55 |
|
paramat joined #minetest-dev |
| 00:56 |
paramat |
hmmmm and all https://github.com/minetest/minetest/pull/2777 any comments? |
| 01:01 |
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| 01:19 |
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| 01:25 |
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| 01:43 |
paramat |
i'll change one thing: disable decoration code in mg_decoration instead of in each mapgen. then i might push this later since i am apparently in charge of the biome API |
| 01:47 |
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| 01:48 |
paramat |
O/ |
| 01:52 |
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| 02:25 |
hmmmmmm |
oh no... |
| 02:25 |
hmmmmmm |
paramat, why disable decorations below water level? |
| 02:26 |
paramat |
they were already had a lower limit of water level, something i did a while back |
| 02:26 |
paramat |
but sea floor decos.. |
| 02:26 |
hmmmmmm |
i'd really rather not have any restriction at all |
| 02:27 |
paramat |
okay |
| 02:27 |
hmmmmmm |
sea floor decorations, in-cave generations, etc. |
| 02:27 |
hmmmmmm |
it's not really that helpful of an optimization either |
| 02:27 |
hmmmmmm |
yikes i got highlighted a lot the past few days |
| 02:27 |
hmmmmmm |
did something implode in minetest? |
| 02:27 |
paramat |
decos can only be placed under open sky, so only if a cave intersects the mapchunk top |
| 02:28 |
paramat |
i was busy and asked for reviews =) |
| 02:28 |
hmmmmmm |
est31: yes, that does look fine to me |
| 02:28 |
hmmmmmm |
hmm |
| 02:28 |
hmmmmmm |
about when to do a release |
| 02:29 |
hmmmmmm |
well more people have to be involved to release things |
| 02:29 |
hmmmmmm |
i learned the hard way that you can't just say "we're gonna have a release in X weeks" |
| 02:30 |
hmmmmmm |
you have to track down all the people who make a build happen and then coordinate with them first, otherwise you have a fragmented half-assed release that people get upset with |
| 02:30 |
paramat |
i enabled water-surface decos a while ago by creating a lower limit of water level for deco placement. but now i agree it's better to not restrict it, i will change that back in this PR |
| 02:31 |
hmmmmmm |
huh? what do you mean |
| 02:31 |
* hmmmmmm |
looks... |
| 02:31 |
paramat |
that might have been when you were away |
| 02:32 |
hmmmmmm |
>y = MYMAX(y, mg->water_level); |
| 02:32 |
hmmmmmm |
oh dear |
| 02:32 |
paramat |
yeah |
| 02:32 |
hmmmmmm |
that was never supposed to be the intent of biomes |
| 02:32 |
hmmmmmm |
if you want to do that, please do it with a flag instead... |
| 02:32 |
hmmmmmm |
errm, the intent of decorations* i meant to say |
| 02:32 |
paramat |
it wasn't a great decision, will revert |
| 02:32 |
hmmmmmm |
well don't revert the whole thing, i think there's value in placing decorations on water level |
| 02:32 |
hmmmmmm |
like lilypads or so on |
| 02:33 |
hmmmmmm |
just make it optional |
| 02:33 |
paramat |
sure, can i work out how to do that later, after removing restrictions in this commit? |
| 02:34 |
hmmmmmm |
paramat, you can do anything you want to do. |
| 02:34 |
hmmmmmm |
the sky is the limit. |
| 02:34 |
paramat |
lol |
| 02:34 |
est31 |
hmmmmmm, paramat has said they want one more month. I wonder whether clientside scripting can be finished in 2 months? |
| 02:34 |
paramat |
lol |
| 02:37 |
hmmmmmm |
est31, the next version is definitely not going to be 1.0.0 or 0.5.0 or whatever |
| 02:37 |
paramat |
noise defined biome blend has a new implementation and is ready for review https://github.com/minetest/minetest/pull/2764 |
| 02:38 |
est31 |
0.4.13 |
| 02:39 |
paramat |
(i'll be around on and off for the next few hours) |
| 02:41 |
hmmmmmm |
lol |
| 02:42 |
hmmmmmm |
paramat, you sure you want to have two separate noises for the biome blending? |
| 02:42 |
hmmmmmm |
also I told you not to use a Noise object |
| 02:42 |
hmmmmmm |
try comparing the two in speed and memory usage, you'll understand why :) |
| 02:43 |
paramat |
a perlinmap seemed a faster method, guess i was wrong |
| 02:43 |
paramat |
(lua habits) |
| 02:44 |
paramat |
yeah i tried 1 noise but that resulted in straight borders in places |
| 02:44 |
paramat |
seems to need 2 |
| 02:46 |
paramat |
explanation is in the thread |
| 02:47 |
paramat |
what is different about blend noise that makes point-polling faster? |
| 02:47 |
paramat |
anyway i'll change the PR |
| 03:00 |
paramat |
oh yes, small spread is the difference, nevermind =) |
| 03:02 |
hmmmmmm |
paramat: the spread factor |
| 03:03 |
hmmmmmm |
below a spread factor of, say, 75, i'd say that's the threshhold at which buffered bulk noise loses its advantages |
| 03:04 |
paramat |
okay |
| 03:13 |
paramat |
back in an hour or so |
| 03:13 |
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| 04:20 |
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| 04:32 |
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| 04:33 |
est31 |
man 100 PRs again |
| 04:33 |
est31 |
bad bad |
| 05:17 |
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| 05:38 |
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| 06:01 |
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| 06:06 |
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| 06:19 |
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| 06:22 |
paramat |
hi nore, is the implementation of bucket groups correct and backwards-compatible https://github.com/minetest/minetest_game/pull/528 ? any comments? |
| 06:23 |
nore |
looks fine |
| 06:23 |
nore |
ah, yes, there is a problem |
| 06:24 |
nore |
wait, no actually |
| 06:24 |
nore |
:) |
| 06:25 |
paramat |
okay thanks |
| 06:29 |
paramat |
hmmmmmm, see https://github.com/minetest/minetest/pull/2764#issuecomment-111679349 |
| 06:36 |
paramat |
perhaps i need to add '#include mapgen.h' to mg_biome.cpp/.h .. |
| 06:57 |
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| 07:05 |
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| 07:07 |
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| 07:32 |
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| 07:42 |
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| 10:05 |
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| 11:10 |
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| 11:27 |
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| 11:58 |
Taoki |
RealBadAngel: Woah... the new shaders can be tested now? Where can I get the branch please? I've been wanting to try them for over an year now, since you announced these shaders :) |
| 11:59 |
Taoki |
Also, is there an estimation as to when extruded plants and torches will be in? I so, so want to see these happenig too! Last time you mentioned they had issues with waving however :( |
| 11:59 |
RealBadAngel |
Taoki, atm new parallax shaders are rdy |
| 12:00 |
Taoki |
Nice. Any screensgots of that? What's different? |
| 12:00 |
RealBadAngel |
hold on a sec |
| 12:00 |
Taoki |
Sure |
| 12:00 |
* Taoki |
really wishes there was an easier way to keep up with your shader and lighting progress. That's like the #1 thing I'm interested in with Minetest right now. |
| 12:00 |
Taoki |
**changes |
| 12:01 |
RealBadAngel |
https://imgrush.com/h_F-0fk8FC8Z |
| 12:01 |
Krock |
pls4 minimap |
| 12:02 |
Taoki |
RealBadAngel: Just amazing! I can clearly see a great difference |
| 12:02 |
Taoki |
Commit soon, please <3 |
| 12:03 |
RealBadAngel |
this is on the fly effect works with any tp |
| 12:03 |
Taoki |
Anyway, where can I test the water shaders as well? And other new shaders you're making? |
| 12:03 |
Taoki |
I know, that's even more awesome about them :) |
| 12:03 |
RealBadAngel |
i will redo them soon, now i do have tangents |
| 12:04 |
Taoki |
ok |
| 12:04 |
RealBadAngel |
parallax PR is almost rdy, im just polishing it |
| 12:04 |
Taoki |
Will we see them in master this summer vacation? Sorry if being asked feels pressuring... certainly it's something to be eager for :) |
| 12:05 |
RealBadAngel |
i will do my best |
| 12:05 |
* Taoki |
nods. Thanks! |
| 12:05 |
RealBadAngel |
now the parallax, then minimap (it needs parallax) |
| 12:06 |
RealBadAngel |
later on connected textures and back to shaders |
| 12:06 |
Taoki |
Also, I again can't help my curiosity: Have you taken a look at implementing the basic framework for post-processing? Bloom is one thing I really want :) |
| 12:07 |
RealBadAngel |
i do have somwhere irrlicht water renderer |
| 12:07 |
RealBadAngel |
it uses all the things needed by that |
| 12:08 |
Taoki |
Ah. So the water shaders add a post-processing pipeline too? |
| 12:08 |
Calinou |
when do we switch to Vulkan? :-) |
| 12:08 |
* Calinou |
runs |
| 12:08 |
RealBadAngel |
minimap is also using shaders |
| 12:09 |
Taoki |
Very nice |
| 12:09 |
Taoki |
Calinou: Irrlicht might. If they do it, so might we |
| 12:10 |
Taoki |
BTW: I have this idea to implement voxel smoothing, to allow for smooth random edges on terrain and such. Thinking about opensubdiv... not sure if that's a GLSL thing however. |
| 12:13 |
RealBadAngel |
rather not |
| 12:13 |
Taoki |
Yeah |
| 12:13 |
RealBadAngel |
if you would like to make terrain smoother why not use meshnodes? |
| 12:14 |
RealBadAngel |
theres no limit in number of vertices |
| 12:17 |
Taoki |
I think they're more of a hack and less of a solution |
| 12:17 |
Taoki |
Should be done in the code IMO |
| 12:18 |
Taoki |
Been mostly thinking of marching cubes and the like |
| 12:19 |
RealBadAngel |
you can do with meshes anything you want |
| 12:19 |
kilbith |
smooth terrain is like travesty the nature of the game |
| 12:19 |
kilbith |
play Rust instead |
| 12:20 |
Taoki |
For one thing, you have to define each corner / terrain type as an individual node, which I think is a bit wrong. Another problem is I'm not sure if performance will be lower this way. |
| 12:20 |
RealBadAngel |
http://i.imgur.com/eKgfuns.png |
| 12:20 |
Taoki |
There is however this... closest to my idea: https://forum.minetest.net/viewtopic.php?f=47&t=11982 |
| 12:21 |
Taoki |
Would help a lot if there was a function to change the mesh of individual nodes on the run. |
| 12:30 |
Taoki |
Actually, I'm not even sure if that was implemented. Can you currently change the nodebox of an individual node? |
| 12:33 |
* Taoki |
really thinks that's something that should be implemented. If anyone can easily do it, of course. |
| 12:34 |
RealBadAngel |
there were attemps to do so |
| 12:35 |
RealBadAngel |
c55 started the code, nore was also working on it |
| 12:37 |
Taoki |
I see |
| 13:00 |
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| 13:45 |
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| 13:48 |
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| 13:52 |
Taoki |
Hmm... why is it that a lot of leafs decrease performance so badly? |
| 14:06 |
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| 14:09 |
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| 14:27 |
RealBadAngel |
Taoki, because of transparency and lotsa more things to render |
| 14:32 |
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| 15:49 |
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| 17:12 |
est31 |
anybody time for "PR merging session"? |
| 17:14 |
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| 17:21 |
nore |
est31: I can help a bit, but I don't have much time now |
| 17:23 |
est31 |
e.g. #2751 only needs a second +1 |
| 17:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/2751 -- Add minetest.register_on_player_hpchange by TeTpaAka |
| 17:24 |
est31 |
#2754 and #2742 to |
| 17:24 |
est31 |
o |
| 17:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/2754 -- Fix bug when craft input isn't replaced by TeTpaAka |
| 17:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/2742 -- Add return list of individual counts to find_node_in_area by TeTpaAka |
| 17:25 |
est31 |
I think I'll merge 2655 |
| 17:25 |
est31 |
#2655 |
| 17:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/2655 -- Clean up mod profiler by ShadowNinja |
| 17:30 |
est31 |
2754 has an open issue though, so perhaps we'd need to wait with it |
| 17:30 |
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| 17:36 |
kilbith |
nore ^ |
| 17:36 |
nore |
oops, sorry |
| 17:36 |
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| 17:37 |
nore |
est31, 2655 looks fine |
| 17:37 |
est31 |
ah 2655 cant be merged yet |
| 17:38 |
est31 |
not before sn's logging PR is merged |
| 17:38 |
est31 |
#2628 |
| 17:38 |
nore |
2742 is good too |
| 17:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/2628 -- Clean up logging by ShadowNinja |
| 17:40 |
nore |
2751 is fine as well |
| 17:40 |
est31 |
pushed them |
| 17:40 |
nore |
2628 is not completed, so we will have to wait before 2655 |
| 17:42 |
est31 |
then there is #2771 |
| 17:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/2771 -- UTF8 in formspecs by est31 |
| 17:47 |
nore |
est31: I want it :) (if it works well, of course :p) |
| 17:48 |
est31 |
it works yes |
| 17:49 |
est31 |
gonna merge it then |
| 17:50 |
est31 |
oh trailing whitespace |
| 17:51 |
est31 |
I need iconv for further work |
| 17:51 |
nore |
sorry, gtg now :/ |
| 17:51 |
est31 |
bye |
| 17:51 |
est31 |
already helped alot :) |
| 17:52 |
Calinou |
a lot* |
| 17:52 |
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| 17:54 |
est31 |
argh dammit |
| 17:55 |
est31 |
I totally forgot that we hard depend on iconv now. |
| 17:55 |
est31 |
perhaps I should document that |
| 17:56 |
est31 |
or is iconv unix?? |
| 17:58 |
est31 |
it is |
| 17:58 |
est31 |
we need to do something for windows though |
| 17:58 |
est31 |
pointing out that it isn't optional anymore |
| 17:58 |
sfan5 |
gettext comes with iconv |
| 17:59 |
sfan5 |
at least i have it in the windows libs |
| 17:59 |
est31 |
gettext is optional |
| 17:59 |
est31 |
iconv isn't |
| 18:01 |
est31 |
perhaps the GETTEXT_ICONV_DLL cmake option name should be changed to to ICONV_DLL |
| 18:02 |
sfan5 |
we also need ICONV_INCLUDE_DIR and ICONV_LIBRARY then |
| 18:02 |
est31 |
iconv is usually part of glibc on unix |
| 18:02 |
est31 |
https://en.wikipedia.org/wiki/Iconv |
| 18:03 |
sfan5 |
yes |
| 18:03 |
sfan5 |
but whata about the windows people that want to build without gettext |
| 18:03 |
sfan5 |
-a |
| 18:03 |
est31 |
for those we don't need ICONV_LIBRAR> |
| 18:03 |
est31 |
Y* |
| 18:04 |
est31 |
only ICONV_DLL and ICONV_INCLUDE_DIR |
| 18:06 |
est31 |
All recent Linux distributions contain a free implementation of iconv() as part of the GNU C Library" |
| 18:06 |
est31 |
" |
| 18:06 |
est31 |
that part is in wikipedia for quite some time |
| 18:06 |
Calinou |
musl users will whine :P |
| 18:07 |
est31 |
they can send a PR |
| 18:07 |
sfan5 |
est31: why no ICONV_LIBRARY? |
| 18:08 |
est31 |
sfan5, I dont think its needed, but you can add it if you want. |
| 18:08 |
est31 |
Calinou, it seems musl does include iconv |
| 18:09 |
sfan5 |
est31: last time i check you need to link to libs to use them |
| 18:09 |
sfan5 |
iconv is a seperate library on windoqws |
| 18:09 |
sfan5 |
-q |
| 18:09 |
est31 |
ah you need ICONV_LIBRARY for windows sfan5 |
| 18:09 |
est31 |
then add it |
| 18:10 |
sfan5 |
<sfan5> but what about the windows people that want to build without gettext |
| 18:10 |
sfan5 |
<est31> for those we don't need ICONV_LIBRARY |
| 18:13 |
Calinou |
>2015 >building without gettext |
| 18:16 |
sfan5 |
Calinou: that was the use case i could think of fastest |
| 18:17 |
sfan5 |
iconv library at a different location if far more likely |
| 18:28 |
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| 18:30 |
est31 |
somehow there is an issue with shaders |
| 18:37 |
est31 |
https://github.com/minetest/minetest/issues/2780 |
| 18:40 |
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| 18:40 |
kilbith |
might be the same issue : http://irc.minetest.ru/minetest-dev/2015-06-11#i_4284307 |
| 18:42 |
VanessaE |
est31: that happens to me, too |
| 18:42 |
VanessaE |
(and I don't have to be flying to see it) |
| 18:42 |
paramat |
hi sfan5, if you approve of this i can push it later https://github.com/minetest/minetest_game/pull/528 -- Bucket: Register river water and add texture |
| 18:43 |
est31 |
VanessaE, somehow the bug shows twofold |
| 18:43 |
VanessaE |
twofold? |
| 18:43 |
est31 |
1. this spontaneous blinking shown in the gid |
| 18:44 |
est31 |
gif* |
| 18:44 |
VanessaE |
yes |
| 18:44 |
est31 |
only when you have disabled full viewing range |
| 18:44 |
VanessaE |
so it's an interaction with the fog then |
| 18:44 |
est31 |
and 2. wrong rendering of areas when viewing range is full |
| 18:45 |
est31 |
but then depending on pitch and yaw, and staying that way |
| 18:45 |
VanessaE |
2? not sure I.. |
| 18:45 |
VanessaE |
oh wait |
| 18:45 |
VanessaE |
yeah I have seen that second effect before as well (and it didn't depend on full view range) |
| 18:52 |
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| 18:57 |
sfan5 |
paramat: looks good |
| 18:57 |
paramat |
thanks! |
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| 22:07 |
Taoki |
Huh... just realized I never asked myself this: Does Minetest not yet support multi-threading? Or does it, and various tasks can be distributed to various CPU's? |
| 22:08 |
Taoki |
**CPU cores |
| 22:09 |
est31 |
Taoki, minetest mapgen supports it to some extent |
| 22:09 |
Taoki |
Ah, nice |
| 22:12 |
kahrl |
yeah, mapgen, meshgen and parts of the network stack are in background threads |
| 22:12 |
kahrl |
pretty much everything else is not |
| 22:13 |
est31 |
meshgen too? how does that work, irrlicht isnt multithreaded? |
| 22:13 |
est31 |
thread safe* |
| 22:15 |
kahrl |
you can create mesh buffers and meshes wherever you want |
| 22:16 |
kahrl |
as long as you only add them to the scene in the main thread |
| 22:17 |
est31 |
irrlicht isn't used to create those mesh buffers? |
| 22:17 |
kahrl |
of course it is |
| 22:17 |
est31 |
so in that regard, it is thread safe? |
| 22:18 |
kahrl |
but something like "new scene::SMesh" does not access the gpu or global irrlicht state |
| 22:18 |
est31 |
I see |
| 22:18 |
est31 |
but when you dont draw on those buffers, what do you do then? |
| 22:19 |
kahrl |
what you have to be careful about is loading textures/materials only on the main thread, which is what the queues in ITextureSource/IShaderSource are for |
| 22:19 |
kahrl |
est31: you can add vertices and indices to a mesh on any thread, as long as you only do it on one at a time |
| 22:20 |
kahrl |
it's just data, basically |
| 22:20 |
kahrl |
it's only sent to the gpu once you add it to a scene |
| 22:20 |
est31 |
so adding elements to a list is done in an extra thread? |
| 22:20 |
kahrl |
(and draw that scene) |
| 22:20 |
kahrl |
yeah |
| 22:30 |
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| 22:58 |
paramat |
will push https://github.com/minetest/minetest_game/pull/528 soon |
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