| Time |
Nick |
Message |
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| 04:09 |
ANAND |
#8826 |
| 04:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/8826 -- lua_api.txt: Add link to Minetest Modding Book by ClobberXD |
| 04:27 |
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| 07:54 |
ANAND |
Do I have to lock any mutex apart from m_env_mutex when sending stuff to one client? |
| 08:35 |
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| 08:40 |
ANAND |
Nvm, turns out there's a better way |
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| 13:04 |
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| 13:19 |
ANAND |
nore: In your comment, you've combined sunlight and moonlight into a single natural light. Would this work? |
| 13:20 |
ANAND |
Currently param1 = sunlight (4b) + moonlight (4b) |
| 13:37 |
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| 14:36 |
nore |
ANAND: actually, param1 is light during the day (so max(sunlight, artificial light)) and light during the night (only artificial light) |
| 14:37 |
nore |
what I'm proposing is instead use sunlight (4b) + artificial light(12b) |
| 14:45 |
ANAND |
Ah ok |
| 14:46 |
ANAND |
Thanks for clarifying :) |
| 14:53 |
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| 14:57 |
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| 15:09 |
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| 15:33 |
ANAND |
How are uniforms set in our shaders? They seem to be registered by adding CachedShaderSetting objects as private members of IShaderConstantSetter |
| 15:35 |
ANAND |
Setting them seems to involve some sort of a ShaderConstantSetterFactory, and I've no idea on how to use one |
| 15:36 |
sfan5 |
how does the existing code do it? |
| 15:37 |
ANAND |
I can't find any code that does this atm |
| 15:37 |
ANAND |
There's some shader code in game.cpp which I'm checking as well |
| 15:38 |
ANAND |
Aha |
| 15:38 |
ANAND |
ShaderSource::addShaderConstantSetterFactory |
| 15:39 |
ANAND |
That takes in a pointer to a ShaderConstantSetterFactory, whose constructor contains the values of all the uniforms |
| 15:39 |
ANAND |
I'm trying to clean up shaders.cpp |
| 16:16 |
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| 16:40 |
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| 16:45 |
Krock |
#8513 is rather a trivial bugfix. Will merge in 30 minutes unless there are objections |
| 16:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/8513 -- [NO SQUASH; KETCHUP OK] Disable autoforward if player is dead by ClobberXD |
| 17:15 |
Krock |
merging |
| 17:27 |
Krock |
will push trivial bugfix for #8827 in 5 minutes https://krock-works.uk.to/u/patches/0001-remove_detached_inventory-Fix-segfaul-during-mod-loa.patch |
| 17:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/8827 -- Crash when calling remove_detached_inventory during mod load |
| 17:32 |
pauloue |
Krock: I don't think the inv should even be added to m_detached_inventories_player in that example |
| 17:32 |
Krock |
pauloue: thing is that it's not player-bound |
| 17:33 |
pauloue |
yes, so why is it added to m_detached_inventories_player[""]? |
| 17:33 |
Krock |
m_detached_inventories_player[name] = player; |
| 17:33 |
Krock |
eeks |
| 17:34 |
pauloue |
check for "" player in Server::createDetachedInventory |
| 17:35 |
Krock |
yeah, will add that check to the patch I was going to push |
| 17:36 |
Krock |
not keen to change the sendDetachedInventory parameters yet. |
| 17:38 |
Krock |
even though sendDetachedInventory itself already handles the broadcast/per-player sending properly |
| 17:39 |
Krock |
specifying a player also crashes the engine. fixing that as well |
| 17:42 |
Krock |
pushing ... |
| 18:05 |
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| 19:04 |
Krock |
will merge #8826 and game#2445 in 10 minutes |
| 19:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/8826 -- lua_api.txt: Add link to Minetest Modding Book by ClobberXD |
| 19:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2445 -- furnace: Improve fuel item replacement support by pauloue |
| 19:14 |
Krock |
merging |
| 19:15 |
Krock |
done |
| 19:55 |
sfan5 |
Krock: https://a.uguu.se/7YMymi7qWAFZ_screenshot_20190820_215306.png https://a.uguu.se/ZK8fXn1eA822_screenshot_20190820_215320.png |
| 19:55 |
sfan5 |
I can reproduce the problem shown by DS-minetest |
| 19:55 |
Krock |
sfan5: even after the newest aabbox change? |
| 19:55 |
sfan5 |
left is old code of course, right the new one |
| 19:55 |
sfan5 |
yes |
| 19:59 |
Krock |
indeed. this means that it previously worked due to the fast approximation which showed some more mapblocks |
| 19:59 |
Krock |
one or two mapblocks depending on where you are |
| 20:02 |
sfan5 |
hmm I suddenly can't reproduce it after recompiling |
| 20:03 |
Krock |
closest I can get to the "ignore" wall is 8m |
| 20:03 |
Krock |
which is exactly until the mapblock border |
| 20:04 |
sfan5 |
oh i was running the old binary ... |
| 20:04 |
Krock |
heh |
| 20:05 |
Krock |
but your comparison shows what I can see here as well |
| 20:05 |
sfan5 |
hmm https://a.uguu.se/gCjHCbhtKgqf_screenshot_20190820_220500.png |
| 20:05 |
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| 20:05 |
sfan5 |
this is just 5 nodes |
| 20:06 |
paramat |
merging #8823 |
| 20:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/8823 -- Add player sprite textures back into the engine as a fallback by paramat |
| 20:07 |
Krock |
looks like using precise mapblock position checks are not an option due to how underground works |
| 20:08 |
Krock |
will undo that tomorrow *shrug* |
| 20:08 |
sfan5 |
i'm sure a better solution can be found |
| 20:09 |
Krock |
such as finding light-propagating nodes and its contained mapblocks |
| 20:09 |
sfan5 |
firstly, the impact could be minimized by always rendering 1-2 mapblocks around the camera |
| 20:10 |
Krock |
software-raycasting >:D |
| 20:10 |
Krock |
indeed, that would be a solution |
| 20:18 |
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| 23:14 |
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| 23:23 |
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