Time Nick Message 00:03 jin_xi i dont understand this: https://github.com/celeron55/minetest/blob/master/src/guiFormSpecMenu.cpp#L224 00:09 RealBadAngel scaling is dependent only on Y value of screen size 00:12 jin_xi i see 00:30 RealBadAngel shit 00:31 RealBadAngel i do not BELIVE IT 00:31 RealBadAngel i got it working 00:31 RealBadAngel who made this system in the first place> 00:31 RealBadAngel ??? 00:31 RealBadAngel here it is how it works: 00:32 RealBadAngel to show the field.button you define the rectangle, according to the forsmspec coordinates 00:33 RealBadAngel add the padding 00:33 RealBadAngel 0.0 is the left top corner of the formspec 00:33 RealBadAngel to get the same rectangle on the screen 00:34 RealBadAngel you should take 0,0 as the screen corner 00:34 RealBadAngel add shift value to get the formspec postion 00:34 RealBadAngel and sub the padding 00:34 RealBadAngel its FUCKIN INSANE 00:40 RealBadAngel anyway i understood it ;) 00:41 RealBadAngel preparing the patch now 01:44 RealBadAngel celeron55, im ready with the patch to formspec 01:44 RealBadAngel its pulled already 01:46 RealBadAngel fixed also a bug that VanessaE spotted, dragged stacks were drawn before buttons etc 04:11 darkrose who's trying to ask me shit while I'm asleep? 04:13 dannydark Think it was RBA according to the log: http://irc.minetest.ru/minetest-dev/2012-11-30#i_2677383 04:14 dannydark I'm just reading through it at the moment trying to catch up with what I've missed 04:23 VanessaE darkrose: didn't you know? you're supposed to magically absorb info from IRC while sleeping and let it manifest in your dreams. you know, 0's and 1's floating around (and maybe a 2), commas colliding with semicolons, that sort of thing 04:24 VanessaE [insert Chuck Norris reference here] 04:25 * darkrose read that as comas colliding with semicolons 04:26 VanessaE if you have things colliding with your (semi)colon while in a coma, you got bigger problems than a few lines of code. 04:26 VanessaE :D 08:09 RealBadAngel hi 08:09 sfan5 hi 08:10 RealBadAngel darkrose, it was me indeed ;) btw made the patch with single commit 08:11 darkrose cool, just looking it over 08:14 RealBadAngel if youre will wonder what those changes are for try this mod: realbadangel.pl/unified_inventory.zip 08:15 RealBadAngel http://realbadangel.pl/unified_inventory.zip 08:24 Calinou darkrose: could you merge my pull request for minetest_game please? thanks 09:58 RealBadAngel hi celeron55 11:15 Taoki Can someone merge my anaglyph stereo too? It's waiting for ages 11:17 PilzAdam Ill test it 11:17 Taoki PilzAdam: Just merged latest master into it, please get the latest commit 11:19 PilzAdam is this correct? https://github.com/celeron55/minetest/compare/master...anaglyph_rebase1 11:19 PilzAdam its a rebase created by c55 11:20 Taoki Ah yes, that's one better 11:20 Taoki Sure, use that one 11:27 Taoki RealBadAngel: BTW, regarding the inventory menu. Don't rememver if you read what I said yesterday. My siuggestion is to remove the hard coded inventory menu and make one entirely in lua. Would be easier for any game or mod to customize it then... and now that we can read pressed keys it should be easy 11:28 Taoki I also suggest the same about the hotbar and all hud items, once lua will allow drawing to the hud 11:31 Taoki This might be a handy change with the feature to texture menus and all that. The two could go together I believe 11:33 PilzAdam Taoki, the anaglyph thing seems to work 11:34 Taoki Yeah. I tested it with 3D glasses too last time and all is good 11:42 PilzAdam done 11:51 * darkrose needs to by 3D glasses 11:52 * PilzAdam too 11:53 Taoki Red-cyan ones are easy to find and don't cost too much. You should try them out in MineCraft, it looks amazing :) 11:54 Taoki Funny fact about stereo 3D: Know how in reall life you can focus your eyes at different distances? eg: When you look at something right in front of you you see everything behind it blurred, then when you focus your eyes you see what's behind properly and the object blurred and doubled? 11:54 Taoki Well, with stereo in MC you can actually focus your eyes on blocks at difcferent distances like real life. Really crazy stuff :) 11:54 Taoki **different 11:54 PilzAdam and in Minetest? 11:54 Taoki No blur obviously, since the screen surface is still at the same distance. But if you look at a torch then at the blocks behind it, you'll see two torches 11:55 Taoki Well, in MT you do get the 3D effect well, but I'm not sure if focusing eyes works as well. Need to test it 11:55 Taoki Might work with strength set to -0.1 instead of 0.1 in case it's not cross-eyed 12:37 PilzAdam Goodbye flying torches: https://github.com/celeron55/minetest/pull/318 12:51 darkrose why not just make it 'attached' the _node seems redundant 12:52 PilzAdam because its also falling_node 12:53 darkrose so make that just 'falling' then as well 12:54 PilzAdam attachment is also used for object too; attached_node prevents confusion 12:56 thexyz PilzAdam: +1 for this pull 13:01 PilzAdam thexyz, have you tested it? 13:02 thexyz no, should i? 13:02 PilzAdam no, 13:03 PilzAdam i tested it 1/2 hour 13:04 thexyz then merge it 13:04 PilzAdam okay 13:05 PilzAdam then we need to decide wich nodes in minetest_game should be attached 13:08 PilzAdam junglegrass, torch, dry shrub, sign, sapling 13:13 PilzAdam any other ideas? 13:14 darkrose apples 13:15 PilzAdam okay 13:15 PilzAdam what about rails and ladders? 13:15 thexyz in which direction are apples attached? 13:15 PilzAdam -y 13:19 thexyz hm.. let me check some apple trees photos... 13:37 PilzAdam I will push: junglegrass, rail, torch, sign, sapling and dry shrub 13:37 PilzAdam anything against this? 13:38 thexyz it's fine 13:38 PilzAdam k 13:45 testeree hi would it be possible to have minetest as shown here? http://www.youtube.com/watch?v=_FjuPn7MXMs 13:52 darkrose that has nothing to do with minetest 14:00 thexyz minetest.setting_getbool(name) but minetest.setting_get_pos(name) =( 14:40 RealBadAngel hi all 14:41 PilzAdam hi RBA 14:41 RealBadAngel ive almost finished UI 14:42 RealBadAngel just one feature left 14:43 RealBadAngel gracting guide, im wonderin what to do with technic recipes for alloys, dusts etc 14:43 RealBadAngel theyre not registered ones 14:58 RealBadAngel darkrose: can you merge my patch? 14:58 RealBadAngel im about to release mod that uses it 15:00 darkrose thexyz: PilzAdam: you guys got anything against this? https://github.com/celeron55/minetest/pull/317 15:01 celeron55 RealBadAngel: where is the patch? 15:01 PilzAdam its ok to me 15:02 celeron55 RealBadAngel: you can't expect anyone to consider merging something you haven't even shown yet 15:02 RealBadAngel https://github.com/celeron55/minetest/pull/317 15:02 darkrose celeron55: it's the pull request I just mentioned, should've highlighted you too 15:03 celeron55 there is a typo right on the first modified line 8) 15:04 RealBadAngel ? 15:04 PilzAdam titem name 15:04 RealBadAngel shit i already changed that 15:04 RealBadAngel thats why i had 2 commits in the first one 15:05 RealBadAngel but darkrose asked to merge it into one 15:05 celeron55 ? 15:05 RealBadAngel and it popped again 15:05 celeron55 well, you obviously failed to merge it then 15:05 RealBadAngel i will do it right away 15:06 celeron55 is this has_tooltip/tooltip thing something that already existed 15:06 celeron55 or did you add both 15:07 celeron55 because i think there only should be the string one, and a tooltip would be shown if it isn't empty 15:07 darkrose hah, RealBadAngel you were meant to rebase the typo fix into the main commit, not drop it all together. 15:07 celeron55 handling two variables for one function tends to make bugs 15:08 celeron55 otherwise it seems fine 15:08 RealBadAngel i want to add later tooltips for more stuff 15:09 RealBadAngel fields, regular buttons, images 15:09 celeron55 that doesn't make my point invalid at all 15:09 RealBadAngel so you say has_tooltip is not needed? 15:10 celeron55 that is, remove "bool has_tooltip" and do if(!spec.tooltip.empty()) instead of if(spec.has_tooltip) 15:11 RealBadAngel ok, will do that 15:14 PilzAdam Ive discovered an odd bug: if shift and E is pressed Minetest handles it like space 15:21 celeron55 how god damn slow can github be... 15:21 celeron55 trying to push stuff there and it's like github wasn't even trying 15:22 PilzAdam to shaders_v4? 15:23 celeron55 ah, it seems to have went there during some of the tries 15:23 celeron55 (now that i was able to load the page after it failed too....) 15:24 celeron55 anyway, i was going to say that shaders_v4 might be worth a try for those not running an ancient computer 15:24 celeron55 it does some things i've been too lazy to implement to the mesh generator (because it's more complicated) and then a bit more 15:25 celeron55 and runs at <5fps on this laptop at lowest draw distance 8) 15:25 PilzAdam I will test it 15:25 celeron55 (didn't develop it on this laptop though, obviously) 15:28 celeron55 (runs fine on the crappiest possible sandy bridge at least) 15:29 PilzAdam the inventory images are a bit brighter (glasslike drawtype etc.) 15:30 PilzAdam oh, nice water! 15:32 PilzAdam the lighting looks awesome! 15:34 PilzAdam normally i play with the not smooth lighting to get the cubic look of lighting; but the new shaders look cubic AND smooth! 15:34 celeron55 the only thing the shader does is it just sets the top brighter than possible with vertex colors 15:35 celeron55 it looks fairly good 15:35 PilzAdam it looks a bit strange when torches are placed at the side of a node 15:35 celeron55 the look could be implemented with vertex colors too but it would be very dark 15:38 RealBadAngel celeron55, ok patch is up again with changes you proposed, and that typo fixed 15:39 RealBadAngel code of course tested with my mod 15:39 PilzAdam celeron55, the new water is a bit glitchy at the edges 15:41 celeron55 i require a screenshot 15:42 RealBadAngel what shaders are you talkin about? 15:42 celeron55 the shader just lowers all water by 0.2 nodes 15:42 PilzAdam go to a neighbour node of the water look at the ground and turn around 15:44 PilzAdam http://www.zimg.eu/i/2462840433 and http://www.zimg.eu/i/1603990623 15:45 celeron55 wtf 15:45 celeron55 oh i see 15:48 celeron55 fix'd 15:50 celeron55 RealBadAngel: https://github.com/celeron55/minetest/commits/shaders_v4 15:50 PilzAdam yep, it works 15:53 PilzAdam celeron55, are the shaders client or server side? 15:53 celeron55 client, of course 15:55 celeron55 some kind of could be loaded from a server too, but it doesn't make much sense because a new shader generally needs at least new parameters to be passed to it from the main program too, and anything fancier requires special rendering steps etc 15:57 * PilzAdam watchs a vid of the GLSL shader mod for MC 15:57 darkrose dammit, I should've got a screenshot before that last shaders fix, was epicly bad 16:16 celeron55 deserts look relatively awesome with this lighting improvement 16:18 PilzAdam yea, the lighting shader has the most effect on sand 16:19 celeron55 http://misc.minetest.net/screenshot_1463910756.png 16:22 RealBadAngel but somethin is wrong with the water 16:23 celeron55 how so 16:24 RealBadAngel hold on for screenshot 16:25 celeron55 well, probably because it just lowers it 16:25 RealBadAngel http://realbadangel.pl/underwater.png 16:25 RealBadAngel it also flashes 16:25 RealBadAngel when youre lookin at from sharp angle 16:25 celeron55 smaller image please, i'm on limited cell network 16:25 RealBadAngel not when staright at 16:27 celeron55 or how big is that... hell, i can't know if i don't load it 16:27 PilzAdam 1360x768 16:27 celeron55 i don't see a problem in that image 16:28 RealBadAngel http://realbadangel.pl/underwater1.png 16:28 celeron55 except that there are bubbles underwater 16:28 celeron55 nothing 16:28 RealBadAngel it flashes 16:29 PilzAdam not for me 16:29 celeron55 *what* flashes? 16:29 RealBadAngel when you have it on the edge of the screen, whole are is badly rendered 16:29 RealBadAngel with glithces and flashing lines whatever 16:31 PilzAdam If water flowing is behind a source block its randomly shown or hidden 16:31 PilzAdam if i move the camera it changes 16:31 RealBadAngel those water cubes you can see on the picture 16:32 RealBadAngel i came to this area because i saw from far its randomly flashing all the time with werid graphics artifacts 16:32 PilzAdam but this also appears in the current master 16:32 PilzAdam its because Minetest doesnt have alpha sorting or something like that 16:33 RealBadAngel those lowered water nodes (extra visible, which is wrong imho) are flashing 16:33 PilzAdam https://github.com/celeron55/minetest/issues/200 16:33 RealBadAngel not the water itself 16:35 RealBadAngel from certain angles they dissapear 16:36 RealBadAngel on the others that 0.2 part of node tries to be shown 16:36 RealBadAngel and is flashing 16:36 RealBadAngel find some sea and fly around a little 16:37 PilzAdam I did, but I didnt noticed anything like this (except what i said above) 16:38 RealBadAngel dunno, here the missing 0.2 part is tryin to be show on dirt nodes 16:38 RealBadAngel and it looks horrible 16:39 RealBadAngel all those extra visible water nodes are causing this 16:41 RealBadAngel celeron55, so my patch is ok now? 16:41 celeron55 those who can, do; those who can't, complain. 8) 16:41 celeron55 RealBadAngel: a moment 16:42 darkrose to counter the whingers :p I seem to be getting slightly better performance off the shader branch... which seems odd, but awesome 16:43 celeron55 the indentation is screwed at parts 16:44 celeron55 505, 837, 838 16:45 celeron55 and i guess 539, 541 16:45 Calinou darkrose: shaders can be faster than fixed-function on some GPUs 16:45 darkrose yeah, but my graphics card predates electricity 16:46 celeron55 what is it 16:46 darkrose ... maybe not that old, ati r600 I think 16:47 Calinou ati, understandable 16:48 Calinou well some nvidia gpus eat a lot of electricity too :) 16:48 darkrose r700 16:48 celeron55 apparently ati did some shader-related architecture rework to that 16:48 celeron55 so i guess it's optimized for shaders then 16:50 darkrose about a 5-10 fps boost at almost hd (1920x1038) resolution 16:56 RealBadAngel celeron55, https://github.com/celeron55/minetest/pull/320 fixed it 17:05 celeron55 lol, you left two 17:07 celeron55 quality, my dear RBA! you fail at it 8) 17:07 sfan5[iPod] What? 17:09 darkrose and it's removing things from the docs that it shouldn't 17:09 celeron55 looks so 17:11 RealBadAngel where?? 17:11 celeron55 the change in lua_api.txt 17:11 PilzAdam https://github.com/RealBadAngel/minetest/commit/ceeee48689c691eb91fb39b6c02720ae89482686#L0L460 17:13 RealBadAngel ehhh 17:13 RealBadAngel im remakin the patch all the time because some is changin the files... 17:15 PilzAdam why dont you use branches? 17:15 RealBadAngel you dont want to have multiple commits 17:16 RealBadAngel so i have to rebuild it from scratch each change to not have commits history 17:17 PilzAdam this doesnt answer my question 17:17 RealBadAngel change over changed file makes two changes to it 17:18 RealBadAngel and is recorded 17:18 darkrose learn to use rebase 17:18 RealBadAngel dont have such feature here 17:18 darkrose you have git? you have rebase 17:18 PilzAdam you still use GUI? 17:20 RealBadAngel theres such option, just found it 17:25 celeron55 1) make new commit to fix stuff, 2) use rebase to squash them together, 3) ???, 4) PROFIT! 17:30 darkrose 5) lose it all in tax 17:35 celeron55 i don't even know if i'm playing minetest or minecraft anymore because the change made the block rendering practically identical 17:35 celeron55 or, well, addition 17:36 celeron55 + 3d players... 17:36 celeron55 i have feared this day would come 17:36 celeron55 where are the creepers? 17:37 PilzAdam whats about the faster game start branch? 17:39 celeron55 well, actually i can tell this from minecraft even if the hud is hidden, because minecraft has those insane color variations when you place torches in dark 17:39 RealBadAngel celeron55, posted it again. its triple checked all over 17:39 celeron55 PilzAdam: the branch should be tested more to find out if the way the on-demand loading happens annoys people 17:40 celeron55 or, well... i guess it could be made configurable 17:40 PilzAdam the only bug i found was the creative inventory thing 17:41 RealBadAngel how it was affected? 17:43 PilzAdam if the creative inv is opened or a new page is selected the screen turns black for 0.1 s. or so 17:43 PilzAdam but only first time after loading the map 17:43 darkrose should next release be still 0.4.x or first of the 0.5 series? there's a quite a few new things in there now to maybe qualifiy for a version bump: anaglyph, models, shaders (?), filtering, etc. 17:44 PilzAdam then farming has to be merged 17:47 PilzAdam celeron55, i installed a MC TP... 17:52 celeron55 darkrose: no. the version will be raised to 0.5 based on compatiblity and the underlying framework 17:54 celeron55 if i end up for example reworking the network stack to use TCP instead of UDP, that would be a reason for 0.5 17:55 celeron55 PilzAdam: screenshot! 17:56 darkrose alright, I just figured this was a good chance for a big "look what's new" 17:56 celeron55 it is, but that doesn't require special version numbers 17:57 PilzAdam celeron55, wich resolution max? 17:57 Calinou UDP is not for games.. higher latency 17:58 celeron55 Calinou: you're as wrong as you could be 17:58 celeron55 PilzAdam: dunno, something 1000-ish 17:58 PilzAdam 1920x1080: http://www.zimg.eu/i/3294693692 18:00 PilzAdam 1022x676: http://www.zimg.eu/i/3709863832 18:00 Calinou TCP resends lost packets, this means it is slower.. 18:00 celeron55 Calinou: UDP is bad if you have to make reliable transfer; TCP is bad if you don't need reliable transfer 18:01 celeron55 altough TCP is so highly tuned that in case of minetest it wouldn't actually matter so much 18:01 celeron55 that is why i am considering it 18:09 celeron55 i think somebody should experiment with tree generation 18:09 PilzAdam Lua? 18:09 celeron55 just... making the default trees taller, and making them like two types 18:10 celeron55 no lua 18:10 PilzAdam :( 18:11 jin_xi you can prototype something in lua to tune it? 18:13 PilzAdam celeron55, what do you mean "like two types"? 18:13 PilzAdam two different tree types? 18:23 * VanessaE mumbles something about jungles ;) 18:26 celeron55 PilzAdam: yes 18:26 celeron55 jin_xi: well, obviously 18:27 celeron55 but the end result needs to be implemented in C++ at the moment becasue there is no other way to make them without cogging the server thread too much 18:29 celeron55 so, are there volunteers for implementing an "enable shaders" toggle switch to the configuration menu? it should set enable_shaders to 0 or 2 based on a checkbox (1 doesn't do anything useful at the moment) 18:30 celeron55 your employment benefits include [X] allowed to pick position of checkbox, [ ] pay 18:31 celeron55 [X] alloped to play in work hours 18:31 celeron55 w* 18:31 celeron55 [ ] no NDA 18:31 celeron55 umm...-no 18:33 celeron55 wtf 18:33 celeron55 is this some kind of a joke 18:34 celeron55 the indentation is even more wrong now 18:34 celeron55 RealBadAngel: ^ 18:34 celeron55 maybe i'll just fix it... 18:53 celeron55 it's there now https://github.com/celeron55/minetest/commit/f4b7e1a5707850aad9f6c122c05de4d2f9ede074 18:55 celeron55 so i guess my next "job" is to add the configuration checkbox for shaders and on-demand item image generation; unless somebody else does them 18:55 celeron55 checkboxes* 19:00 celeron55 those can be done in a completely different branch, they have to just set the settings enable_shaders=0/2 and, say, enable_on_demand_item_images=false/true 20:56 kaeza hello 20:56 KikaRz hi 20:56 kaeza hi again :) 21:16 jin_xi celeron55: i attempted to add said checkboxes. could this work? http://pastebin.com/GcEmebrV 21:22 celeron55 rename the shaders setting to enable_shaders, then it should be directly compatible with the shader branch 21:22 celeron55 i guess i can cram all those together tonight then... well, at least try 21:39 jin_xi like so? http://pastebin.com/zpfM1imn 22:08 jin_xi https://github.com/celeron55/minetest/pull/322 22:54 Taoki FYI: I'm going to push some code on a GIT branch soon, which checks if any property in player / entity position changed before sending it between client and server. So players who don't move in any way won't waste bandwidth on either side. Hope it can still be tested and added in tome for 0.4.4 22:55 Taoki My last change should be ready in some minutes 22:55 Taoki But basically, perfectly still players won't waste any bandwidth any more. Neither client sending to server or server sending to clients. Should be helpful on low connections when there are many players around 22:56 celeron55 have you modified the server side in any way? because i think it should automatically stop sending anything if the client doesn't send anything 22:56 celeron55 without modification 22:57 Taoki Both client and server. Since from what I seen either will send even if nothing has changed 22:57 Taoki For the server I used fields which were already there too so it doesn't add much 22:57 celeron55 then i don't think it will be ready in some minutes 8) 22:58 Taoki eg: lua entities has a last_position field already, which I can usually check against current position 22:58 Taoki nah, this one is easy. But I'll push on GIT soon so it can be checked 23:00 celeron55 i have a bunch of cleaned up commits here that add on-demand item visual generation, shaders and configuration options for both 23:00 celeron55 i guess i'll just push... 23:01 Taoki Shaders? :o 23:02 celeron55 read the channel log 23:04 Taoki wow :D I ned to check that out really soon 23:04 Taoki If the screenshots PitzAdam posted are of that, it's very pretty 23:10 celeron55 and i pushed it now 23:13 Taoki Need to finish my code and try :D 23:13 Taoki Thanks! 23:13 Taoki For coding it that is 23:18 Taoki BTW, about what you said earlier. MineTest isn't really going to become a copy of MineCraft. I don't want that either... but at the same time I do want to keep all the good elements (hence the same player model style). Firstly, MT is an engine with scripting, while MineCraft is an entity in one big jar file. Also, many features will kmake it different soon. The shader support right now is one. 23:26 Taoki celeron55: My position sending check branch is done. Alsom merged latest master with the shaders in it. https://github.com/MirceaKitsune/minetest/tree/send_position_check 23:26 celeron55 you should use rebase for feature branches 23:27 Taoki Will keep in mind from now. In another project where I used GIT for years, we always did merge master, so I picked up that habit 23:27 celeron55 i can't even find your other commit from there 23:28 Taoki Anyway that code is simple and should likely be bug free. I already tested it with local server and 2 clients and position is updated well 23:28 Taoki Sorry. It's two commits only 23:28 Taoki https://github.com/MirceaKitsune/minetest/commit/332175b40d601e023cf91d279fe149a113b6bfb6 23:28 Taoki https://github.com/MirceaKitsune/minetest/commit/14409e115eced2f76670e7cc8f069a25d67c347f 23:29 celeron55 the out m_position_not_sent in the upstream version content_sao.cpp 23:30 celeron55 it won't send anything unless the client has updated the position 23:30 celeron55 s/the out/check out/ (wtf?) 23:30 celeron55 so only the client commit is relevant 23:30 Taoki Ah, I understand. Is that the case for both players and lua entities? Is it a sure thing also? Need to look where that happens 23:31 Taoki But sure, in that case pick only that commit 23:32 celeron55 LuaEntitySAO also has a check already 23:33 Taoki Can't seem to be finding the lines for that, but you know best 23:36 celeron55 by the way, i don't like the faster digging animation that got merged from jordan4ibanez 23:37 Taoki Can't say I'm crazy about it either 23:37 celeron55 you can't even move a hand or a tool that fast 23:37 thexyz celeron55: https://github.com/celeron55/minetest/blob/master/client/shaders/test_shader_2/.opengl_fragment.glsl.swo 23:38 Taoki Anyway, I can confirm shaders are working. I can see the upper part being lit more strongly :) But, the sun light isn't directional yet (yes, I know it can't all be done at once, not meaning to rush) 23:38 celeron55 thexyz: lol 23:38 Taoki This should also make colored lighting more consistent. Though I think that should be implemented for both voxel lighting and shader one... but we'll see later, not there yet 23:38 thexyz shouldn't every liquid be lowered down? (like water) 23:39 celeron55 thexyz: it's a stupid hack and is just applied to everything that would be transparent like water 23:39 celeron55 has to be fixed some day 23:39 Taoki Wow, water IS lower too. Been waitint gof that 23:39 Taoki I'm so loving the latest changes <3 23:40 thexyz lava + water now looks funny http://i.imgur.com/YftV3.png 23:40 celeron55 switch off shaders if you don't like it, goddamnit 23:41 thexyz i didn't say that 23:41 celeron55 it's not like it'd be even supposed to work 8) 23:41 Taoki Anyway: Shader lighting should also make another feature in my models code possible... material colors. Someone should test that out, I think I will 23:43 Taoki Ah, it doesn't yet. Entities aren't subject to shaders, only the world 23:44 Taoki *shader lighting 23:46 celeron55 if regular modern opengl lighting is 1 and the traditional minetest lighting is 0, this one is 0.02 23:46 Taoki Added a line to player.lua locally to make players red... will see if it works when players use shader lighting too. Typically it should... that feature sets all material colors and shouldn't fail unless of an irrlicht bug 23:46 celeron55 it does almost nothing more 23:47 celeron55 don't expect to have anything better in a looooooong time 23:47 Taoki Better no. Though I assume lights can be given a direction, so the sun can shine from proper angles later on and such 23:48 celeron55 what? 23:49 Taoki I mean light coming from the sun / moon's positions on the sky. So not the top surface of clocks is necessarily lit, but those toward where the sun is facing as it basses by 23:49 Taoki Same story for torches 23:49 celeron55 that torch thing is practically impossible for now 23:50 Taoki That's ok. Not expecting everything at once so yeah :) 23:50 Taoki Totally a good start either way 23:50 Taoki Will shaders work on 0.4.3 servers (and GIT servers before the shaders update)? 23:51 celeron55 ehm 23:51 celeron55 why would they not 23:51 celeron55 it's just a rendering thing 23:51 Taoki Right. Wasn't sure if the server had to add new light sources for the sky or something 23:55 Taoki Hmm... I was expecting this uses addLightSceneNode server-side. Makes sense it isn't... shader lighting is probably not defined in the code at all 23:56 celeron55 it doesn't use anything that anyone would call "shader lighting" 23:56 Taoki How's it work without an addLightSceneNode then? 23:56 celeron55 because shaders are freely programmable 23:57 celeron55 they are just programs that take some input and do stuff and make some output 23:57 celeron55 if i want to brighten the topside of stuff, i just check if the normals point up and brighten it in that case 23:58 celeron55 dead simple 8) 23:59 celeron55 then if you want to do shadows or so, you need to make an extra render step to render from the light source and do some mathemagic 23:59 Taoki ah... right. You make the upper part brighter in a shader. I was silly and thought it now has dynamic lighting with fildering for shininbg inside caves. I'm slow to catch up sometimes :P 23:59 celeron55 the level of non-simpleness pretty much skyrockets