| Time |
Nick |
Message |
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| 11:03 |
paramat |
i'll merge #7048 in a few hours once i add the docs (semi trivial) |
| 11:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/7048 -- Dungeons: Add Y limits in all mapgens by paramat |
| 11:33 |
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| 11:56 |
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| 12:02 |
paramat |
docs added |
| 12:12 |
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| 12:14 |
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| 12:21 |
numzero |
paramat: (on #7051) `diminish_light` and `undiminish_light` were used in several places a long time ago; but currently, they are only used in `getInteriorLight`. And the way they are used is such that they can be replaced with just a few lines of code. |
| 12:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/7051 -- Cleanup in flat lighting by numberZero |
| 12:22 |
numzero |
Direct replacement would be clamping `light` to `LIGHT_MAX`, then, if it is non-zero, adding `increment` and then clamping to `LIGHT_MAX` again. |
| 12:22 |
numzero |
That would work *exactly* the same as the current code |
| 12:24 |
numzero |
My PR clamps to `LIGHT_SUN` instead, to fix #7040 for flat lighting. (The first clamping disappears as the original light level is never greater than `LIGHT_SUN`) |
| 12:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/7040 -- Dark and miscoloured nodeboxes |
| 12:28 |
numzero |
In the case #6696 is reverted, LIGHT_SUN and LIGHT_MAX are eqivalent again. So the only difference will be that light=LIGHT_SUN, increment=-1 will be treated as LIGHT_MAX (full brightness) instead of LIGHT_MAX-1 |
| 12:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/6696 -- Update light decoding table size by numberZero |
| 12:28 |
numzero |
by so far, increment=1 is only ever used for selection box... |
| 12:29 |
numzero |
Nevertheless, I have yet another idea how to do things in a better way; working on that right now. |
| 12:46 |
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Fixer joined #minetest-dev |
| 12:48 |
paramat |
ok thanks |
| 12:50 |
paramat |
6696 probably will be reverted unless smooth lighting can be fixed also |
| 12:54 |
paramat |
but we'll wait for what you are working on |
| 13:09 |
numzero |
this time, it seems to work |
| 13:12 |
numzero |
#7061 |
| 13:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/7061 -- [WIP] Fix regression after #6696 by numberZero |
| 13:15 |
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| 13:16 |
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| 13:24 |
paramat |
thanks will review |
| 13:27 |
numzero |
still WIP; it tends to overestimate sunlight sometimes, causing visible sharp edges |
| 13:48 |
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| 13:49 |
numzero |
fixed almost everything |
| 13:49 |
numzero |
but *rounding error* seems to make it look a bit wrong at edges |
| 13:50 |
paramat |
#7062 improved vertical biome blend, will merge later if no objections, semi trivial |
| 13:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/7062 -- Vertical biome blend: Tune blend patterns by paramat |
| 14:53 |
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| 14:55 |
paramat |
will merge #7048 #7062 in 15 mins if no objections |
| 14:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/7048 -- Dungeons: Add Y limits in all mapgens by paramat |
| 14:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/7062 -- Vertical biome blend: Tune blend patterns by paramat |
| 15:09 |
paramat |
rubenwardy i'm going to merge #6477 also as trivial |
| 15:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/6477 -- Repositioning formspec item in delete world dialog by srifqi |
| 15:30 |
paramat |
merged |
| 15:37 |
paramat |
vertical biome blend no longer looks like alien graffiti |
| 16:05 |
numzero |
okay, now #7061 works for nodeboxes and meshnodes; other cuboid-using nodes (framed glass) are affected but should be fine as well |
| 16:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/7061 -- Fix regression after #6696 by numberZero |
| 16:07 |
numzero |
I saw a glitch on extreme settings (lighting_beta=4.0 and plain white texture) but even in such conditions it is barely noticeable |
| 16:07 |
numzero |
it also may be GPU-specific |
| 16:08 |
numzero |
as it is fixed by moving one multiplication from the vertex shader to the fragment one (with unlimited precision, that move would not change anything) |
| 16:10 |
numzero |
but without shaders such change is not possible ofc |
| 16:12 |
numzero |
note that it doesn’t affect flat lighting, my previous PR fixes that |
| 16:26 |
paramat |
do you mean the fix is dependent on shaders? |
| 16:37 |
numzero |
no |
| 16:45 |
numzero |
I mean, one slight (barely noticeable even in extreme conditions) glitch (caused by a sort of rounding error *in the GPU*) that I found may be made invisible by changing shaders a bit, but as that seems to be GPU-specific I don’t include these changes in my PR |
| 16:45 |
numzero |
the original bug is fixed ofc by my PR |
| 16:47 |
numzero |
and in normal conditions (default lighting settings, MTG world) I don’t notice any problems |
| 16:57 |
paramat |
ok |
| 16:58 |
paramat |
nerzhul might you be interested in adopting #4865 ? shall we close it? |
| 16:58 |
ShadowBot |
paramat: Error: Delimiter not found in "Connection timed out." |
| 16:58 |
paramat |
#4865 |
| 16:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/4865 -- Increase network packet size to for IPv6 and for loopback by Rogier-5 |
| 17:18 |
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| 17:24 |
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| 17:27 |
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| 17:27 |
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| 17:29 |
Krock |
merging #1229 in 5 minutes |
| 17:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/1229 -- Slabs can result in one-way gates |
| 17:29 |
Krock |
game#1229 |
| 17:29 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1229 -- Bones: Iterate player inventory lists dynamically. by t4im |
| 17:33 |
nerzhul |
paramat keep it, when i have time i will take it |
| 17:34 |
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| 17:34 |
paramat |
ok |
| 17:36 |
paramat |
down to 5 PRs in game =S |
| 17:49 |
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| 17:54 |
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| 18:00 |
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| 18:01 |
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| 18:07 |
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| 18:10 |
Krock |
Oh well, I missed the time again. Merging in 5 minutes (let's see if it works :< ) |
| 18:31 |
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| 18:32 |
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| 19:13 |
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| 20:12 |
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| 22:47 |
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| 23:01 |
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