Time Nick Message 00:14 VanessaE sfan5: will you commit the waving feature to minetest_game's trees, plants, etc? 00:17 VanessaE and while I realize we are in feature-freeze, realbadangel's shader rework fixes a few bugs also. His latest code works perfectly for me at least, and the menu checkboxes are adequate for the purpose. Can we get these pushed into 0.4.8? 00:18 ShadowNinja Seems like a 0.4.8 thing, and that isn't released yet. 00:21 VanessaE (latest == what I pulled about an hour ago or so) 00:25 VanessaE I think a separate liquid shader to be used on lava would be a good idea for the future, if only so that the water could wave more randomly, while the lava could wave really slow and regularly 00:26 VanessaE of course water will have that rippling effect from blender eventually, so that point is moot 00:27 VanessaE also, the waving-trees/plants effect should have a third shader that applies to raillike objects (when so enabled with paramtype2="waving",), so that e.g. giant ferns from the ferns mod can also wave 00:28 VanessaE if that's possible, idk if raillike uses param2 00:29 ShadowNinja VanessaE: Waving definitely isn't a param2 thing. 00:29 VanessaE sure it is. :) 00:29 ShadowNinja VanessaE: And the water shader should use the viscosity. 00:30 VanessaE paramtype2="waving" is how the server tells the client which nodes to apply the waving effect to. 00:30 VanessaE works well, too. 00:30 ShadowNinja VanessaE: Are all the nodes of the same type the same? A param is only needed when nodes of the same type in different positions should be completely different. 00:30 VanessaE no they aren't. 00:31 VanessaE for example, plants on the ground should wave, but an apple (which is also drawn as 'plantlike') shouldn't. 00:31 ShadowNinja And the waving state, or whatever it is, shouldn't be stored in the map. 00:31 VanessaE it's in the node def 00:32 VanessaE it was the only way to get that info from server -> client without a protocol bump 00:33 ShadowNinja I thought misc fields can be sent in the nodedef. In fact I'm almost positive it can be done that way. 00:34 ShadowNinja If not then it should be fixed, if you need a protocol bump anyway 00:34 VanessaE well sure, that works fine for server-side-only stuff 00:34 VanessaE but for server -> client communication, no 00:34 VanessaE a new field needs a protocol bump 00:35 VanessaE but paramtype2 already exists, and it makes no sense at all to use it with plantlike or allfaces_optional drawtypes normally, so we use it here for the waving flag 00:35 ShadowNinja But didn't Jeija send if on_rightclick was set without a protocol bump? 00:35 VanessaE idk about that. 00:35 VanessaE mind you, I originally suggested using a new field 00:35 VanessaE waving = true, 00:36 VanessaE but I guess this made more sense, so old clients could still connect to servers that have those flags in use. 01:34 VanessaE sfan5: also, don't make default flowers use the waving - it won't look right (because the two faces of the drawtype wave separately, so it'll look like two flowers waving through one another :P ) 01:37 ShadowNinja VanessaE: I think it would be better to get the faces to wave together. 01:37 VanessaE na 01:37 VanessaE naw 01:37 VanessaE or at least, this needs another shader 01:38 VanessaE the separately-waving faces looks really good with grass and such 01:38 Exio4 what branch is it? 01:38 Exio4 i'd like to try those shaderz 01:38 VanessaE https://github.com/RealBadAngel/minetest/tree/shaders_rework 01:39 VanessaE jelly trees! 01:39 VanessaE ;)_ 01:39 VanessaE ;) 01:40 ShadowNinja VanessaE: Does it make Minetest faster with and/or without shaders? Are the new shaders faster? 01:41 VanessaE the new shaders are, allegedly, faster than the old ones, but (for me at least) turning shaders on at all will cause a mild slow-down 01:41 VanessaE RBA insists that the performance loss is minuscule. I haven't benchmarked it yet. 01:41 VanessaE maybe I'll do that after the new motherboard gets here. 01:44 VanessaE (my SATA controller is starting to fail, and the board's suspend-to-ram function is totally fried) 01:46 VanessaE anyway, bugfixes were that lava is properly lit on my video card now, as are regular light sources like homedecor lights (because he clamps the lighting to 0..1). flowing water is properly shaded now as well. I seem to have fewer (maybe no) problems with water vacillating between opaque and transparent, also. 01:48 ShadowNinja It has compile warnings. 01:48 VanessaE yes, but we seem to have a habit of ignoring those :P 01:49 ShadowNinja VanessaE: No, actually they've been fixed. I don't get any warnings anymore. 01:50 ShadowNinja Water is just a grey for me. And plants and trees don't move. There is a minetest_game setting? 01:51 ShadowNinja failed to generate "liquids_shader", addHighLevelShaderMaterial failed. 01:52 ShadowNinja Is my graphics card good enough? 01:52 ShadowNinja Could not implicitly convert operands to arithmetic operator \n no matching function for call to `sin(error)' 01:54 ShadowNinja It tries to generate the shaders(and fails) even with them disabled. And water is broken with shaders disabled. 01:54 ShadowNinja This certainly isn't ready. And it's not 0.4.8 material. 01:55 VanessaE ouch 01:55 VanessaE you sure you have the current code? 01:55 VanessaE it worked right out of the box for me 01:55 Exio4 the water works for me, and the shader-disabled thing was fixed in some newer commit by sapier, that is why it still fails 01:55 Exio4 err 01:55 VanessaE of course, if they're trying to compile even when they're disabled, that's a differnet matter 01:55 Exio4 hmmm's commit 01:56 ShadowNinja Exio4: Actually this is after that commit. The old shaders are probably fixed, but his new ones are always loaded. 01:57 Exio4 ah 01:57 ShadowNinja Of course he probably completely redid that part. 01:58 Exio4 what gpu do you have btw? 01:58 Exio4 with a cheap gt610, they work amazingly well 01:58 ShadowNinja I have a integrated Intel HD 4000. 01:58 Exio4 that explains it 8) 01:59 ShadowNinja Not amazing, but it handled the old shaders fine. 01:59 ShadowNinja And it can also handle water wave shaders in another game. (OpenSpades) 02:00 Exio4 yes, he probably used new features there 02:00 ShadowNinja And it handles waving plants in Terasology. 02:00 Exio4 VanessaE: what minetest_game were you using? 02:00 Exio4 the shader that failed was the one for liquids, not plants ShadowNinja 02:00 ShadowNinja So it's not just my graphics card. There IS a way to do it that will work with my card. 02:01 ShadowNinja Exio4: Both actually, I only pasted one so as to not flood. 02:02 Exio4 s/were/are/ 02:02 Exio4 ShadowNinja: probably, and also shaders need to be tested everywhere, because all gpus are different 02:02 Exio4 code that works under an intel hd 4000 may not work with amd/nvidia gpus or so 02:03 VanessaE Exio4: I use a custom game; if you have latest moretrees (from this evening), that'll make all trees wave around 02:03 ShadowNinja Exio4: Look at Terasology's shaders then, they probably work on most GPUs that are actually good enough to handle that. 02:04 Exio4 yes, because they had testing in some gpus 02:04 Exio4 as i said, those shaders work with my gpu and VanessaE's, not yours, though 02:06 Exio4 23:05:41: ERROR[main]: MAINMENU ERROR: LuaError: /home/exio4/sources/minetest/builtin/modmgr.lua:935: attempt to index global 'minetest' (a nil value) 02:06 Exio4 wut 02:06 Exio4 VanessaE: i would like to avoid moretrees in my testing world 02:07 VanessaE um, wut? 02:07 Exio4 it makes the worldgen too damn slow 02:07 VanessaE not really anymore 02:07 VanessaE your data is outdated :P 02:08 Exio4 well, i didn't try it in like a month and half or so 02:09 VanessaE yes, way out of date then :) 02:09 VanessaE worldgen is respectable now because only saplings spawn at mapgen time (and grow several seconds later) 02:09 ShadowNinja Exio4: Yell at PilzAdam for that. 02:10 Exio4 what happened? 02:14 ShadowNinja Exio4: He changed print to minetest.log instead of engine.log. I'l fix it in a sec... 02:23 Exio4 VanessaE: doesn't seem to work 02:23 Exio4 :( 02:24 VanessaE eh? 02:24 Exio4 leaves still look static 02:25 VanessaE did you turn the shader on in the menu? :) 02:25 VanessaE and did you grab this evening's updates? 02:25 ShadowNinja Exio4: https://github.com/minetest/minetest/commit/e52d811110392e864332fb1a463a19983553087f 02:25 Exio4 all the shaders are on, and the latest git (plant_lib and moretrees) 02:25 Exio4 well, unless you changed something in a 10minutes range 02:26 VanessaE hm, no 02:26 VanessaE I guess the shader doesn't work for you then 02:26 Exio4 amd-gpu only shader? :P 02:26 VanessaE doubt thwt 02:27 VanessaE that* 02:27 Exio4 o 02:27 VanessaE does the water wave? 02:27 Exio4 i'm using the nvidia blob with a gt 610 02:27 Exio4 yes 02:28 VanessaE wait 02:28 VanessaE plantlike leaves? 02:28 Exio4 what do you mean? 02:28 VanessaE are the leaves being drawn as plantlike or as cubical leaves? 02:29 Exio4 transparent or not? 02:29 Exio4 the first i guess 02:29 Exio4 i'm using default minetest game 02:29 VanessaE oh, no moretrees? 02:30 Exio4 with moretrees, but default, not changed settings 02:30 VanessaE *confused* 02:30 Exio4 i didn't tweak any setting outside the shaders 02:30 Exio4 hey, i know my english is shit :P 02:30 ShadowNinja VanessaE: I would discourage adding that to moretrees, as the param2 thing will likely be changed. 02:30 Exio4 do i need to enable something in moretrees? 02:30 VanessaE ShadowNinja: too late. However, I'll adapt as needed. 02:30 VanessaE Exio4: no. 02:31 VanessaE if leaves don't wave, then the shader never compiled I guess. 02:32 VanessaE ShadowNinja: moretrees, right now, serves as both a mod to add all those trees and as a platform to test the leaf-waving shader. 02:32 VanessaE that's why I added the new flags right away 02:32 RealBadAngel Exio4, please check your logs 02:32 RealBadAngel if the shaders does compile for you 02:33 VanessaE I wonder if my local copy of the shaders branch has some extra file that is missing from git? 02:33 RealBadAngel i mean all of them 02:33 Exio4 there isn't any error in console 02:33 ShadowNinja RealBadAngel: addHighLevelShaderMaterial fails for me on both the water shader and the plants shader. And disabling shaders doesn't actually disable them. 02:34 RealBadAngel ShadowNinja, please copy the logs for me 02:34 Exio4 http://dpaste.com/1477764/ 02:35 ShadowNinja RealBadAngel: What log level? 02:35 Exio4 also, you should set the shader's version 02:36 RealBadAngel its pain in the ass makin shaders work with all the versions out there ;) 02:36 RealBadAngel ShadowNinja, more output the better 02:36 ShadowNinja RealBadAngel: At the default level: http://pastebin.ubuntu.com/6456554/ 02:37 ShadowNinja RealBadAngel: Info level: http://pastebin.ubuntu.com/6456556/ 02:37 RealBadAngel ok, thats enough 02:38 Exio4 RealBadAngel: you should set a low version that you are sure it works so at least they use the same convetions for same shit 02:38 Exio4 functions may change and so on 02:39 RealBadAngel Exio4, what do you mean by setting a version?? 02:41 RealBadAngel ill be back i a minute, have to switch back to linux 02:41 Exio4 #version 120 02:42 Exio4 before anything 02:43 RealBadAngel i will try it 02:43 RealBadAngel brb 02:43 Exio4 or #version anything 02:44 VanessaE Exio4: to be fair, he uses some really old opengl, 2.x. I use 4.3. so maybe this isn't a version issue as much as a video-driver-features issue? 02:44 VanessaE e.g. the clamp() thing he did for lighting fixes for me what worked out of the box for him 02:45 Exio4 those things probably are shader-version dependant 02:45 VanessaE yes 02:45 VanessaE well maybe 02:45 Exio4 maybe the clamp isn't needed unless you use some 4.x opengl version and its shader shit 02:45 VanessaE we have to wait and see what RBA says is his shader version 02:47 Exio4 also, how do i enable the waving in grass? :p 02:47 VanessaE in the menu 02:47 VanessaE settings -> waving grass 02:47 VanessaE oh wait 02:48 VanessaE you mean at the node level? paramtype2="waving", 02:48 VanessaE (the actual value of param2 is immaterial) 02:49 ShadowNinja Which is why it should be moved. /me imagines waving NC rainbows. :-) 02:51 VanessaE haha 02:51 VanessaE moved to where? 02:51 VanessaE what would you have it do exactly? 02:51 ShadowNinja VanessaE: waving = true, in the nodedef. 02:52 Exio4 how noticeable is the waving? 02:52 VanessaE ShadowNinja: oh ok 02:52 VanessaE Exio4: quite obvious 02:52 Exio4 then it doesn't work, then 02:52 Exio4 the shader compiles 02:52 RealBadAngel ShadowNinja, ive pushed tweaks that should fix the errors for you 02:52 Exio4 buut, does nothing 02:52 VanessaE RealBadAngel: three votes now for waving = true, in the node def, instead of paramtype2="waving" 02:53 RealBadAngel i already said i will change it 02:53 VanessaE RealBadAngel: I think you're gonna have to relocate the parameter and bump the protocol 02:53 VanessaE oh ok 02:53 VanessaE just put it where it can be optional 02:53 RealBadAngel and protocol will have to be bumped for sure (thx to serialize/deserialize) 02:53 VanessaE you know, at the end of the features where to-be-moved-to-a-better-place stuff goes? 02:53 VanessaE no wait 02:54 VanessaE at the end of the features 02:54 RealBadAngel param2 was the only way to avoid protocol bumping 02:54 VanessaE there's a section dedicated to optional protocol stuff the client can safely ignore 02:54 VanessaE put the new flag there? 02:54 VanessaE or is that not possible with this 02:54 RealBadAngel i will find out 02:54 VanessaE (it probably isn't possible) 02:55 RealBadAngel by now i want to fix all those stupid errors related to different opengl versions 02:55 RealBadAngel that makes me sick 02:55 RealBadAngel trying #version solution now 02:59 Exio4 i'm going to sleep now, if you need any nvidia-gpu tester just highlight me and i will try the stuff later (when i connect) 02:59 ShadowNinja RealBadAngel: There was also two compile warnings. waving_grass is a unused variable twice or some such. 03:01 VanessaE I'm recompiling from scratch (erase my local repo entirely; re-clone from minetest engine git master; pull from your branch) just to make sure there's nothing weird going on that makes it work for me and not for shadow and exio :) 03:01 RealBadAngel ShadowNinja, im aware of those warnings, i will use those variables later on 03:02 RealBadAngel have you tried the changes i pushed a few minutes ago? 03:03 ShadowNinja RealBadAngel: I pulled and compiled, but I can't start a client ATM. 03:03 RealBadAngel btw, added here #version 120 to all the shaders, but it doesnt change anything for me 03:04 RealBadAngel at least i got no error messages and everythin is workin as before 03:04 ShadowNinja RealBadAngel: You added ^M to the end of the lines. (Windows \c\n format?) 03:04 VanessaE it seems to work fine here, exactly as it did earlier. 03:05 RealBadAngel shit, ive edited something under windows 03:05 VanessaE my compiler must be ignoring those. 03:05 Exio4 it shouldn't change anything, the idea is having an standard version and have the same functions everywhere 03:06 RealBadAngel if it wouldnt hurt i will add it 03:08 RealBadAngel Exio4, can you check the water now? 03:08 Exio4 the problem are the leaves 03:10 RealBadAngel i also pushed some tweaks to it 03:10 RealBadAngel but, do you have modified minetest_game for leaves and plants? 03:11 Exio4 i added paramtype2=waving to a lot of blocks incluiding grass and leaves 03:11 RealBadAngel paramtype2 = "waving" 03:11 ShadowNinja VanessaE: Ignoring the ^M? That's normal. I checked git diff. 03:11 VanessaE ShadowNinja: oh, ok 03:12 Exio4 RealBadAngel: yes 03:12 VanessaE moretrees will redefine default leaves and default jungle tree leaves to make them wave 03:12 Exio4 and they still don't move 03:12 VanessaE Exio4: nonono, in quotes. 03:12 Exio4 with quotes 03:12 VanessaE paramtype2="waving"., 03:12 VanessaE paramtype2="waving", 03:12 Exio4 i didn't want to write them, just that 03:12 VanessaE oh ok 03:13 RealBadAngel hrm 03:13 RealBadAngel have no idea then 03:13 ShadowNinja Unfortunately Lua wouldn't complain about that. 03:13 ShadowNinja (No quotes) 03:14 Exio4 so far, the only thing i got with this are flipped papyrus (i made it paramtype2="waving" for testing) 03:14 VanessaE flipped? O.o 03:14 Exio4 well, not flipped but it looks weird 03:14 RealBadAngel funny that waving doesnt work on nvidia 03:14 RealBadAngel code for waving comes from nvidia's gpu gems 03:15 Exio4 it could be a layer 8 problem, because i didn't look at the code 03:15 Exio4 oh wait.. 03:16 Exio4 fixed 03:16 Exio4 i was using time_speed=1 03:16 VanessaE Exio4: screenshot? 03:17 Exio4 it was part of the animation and was at one fps 03:17 Exio4 now it looks nice 03:17 Exio4 it was time_speed=1 the problem, nevermind 03:17 VanessaE haha! 03:17 Exio4 layer8 as i said 03:17 VanessaE DERp 03:17 Exio4 as the time is used for the animations, it fucked up the shit 03:17 ShadowNinja Oh, my server uses time_speed = 0... 03:17 VanessaE so what doesn't work? 03:18 RealBadAngel lol 03:18 VanessaE RealBadAngel: um. better make the shaders not depend on time_speed. 03:18 ShadowNinja ^ 03:18 RealBadAngel so how the heck i can have timers?? 03:18 RealBadAngel i will have to write my own 03:18 ShadowNinja RealBadAngel: Use the system time. 03:19 RealBadAngel problem is worse 03:19 ShadowNinja RealBadAngel: Or game time. 03:19 Exio4 he is using game time 03:19 RealBadAngel i need time of day for lotsa stuff 03:20 ShadowNinja Exio4: Nope, time_of_day. game_time isn't affected by time_speed. 03:21 Exio4 isn't game_time the time that is "slowed down" with low time_speedS? 03:22 VanessaE yes 03:23 ShadowNinja Exio4: No, only time_of_day. Otherwise my server would show up as very young on the serverlist. 03:23 Exio4 anyway, i'm out 03:23 RealBadAngel whatever, i will need time_of_day for day/night related effects 03:24 Exio4 ShadowNinja: ok 03:24 Exio4 that is other thing 03:24 Exio4 RealBadAngel: ^ 03:24 RealBadAngel but game_time can be enough for animations 03:24 VanessaE RealBadAngel: so? 03:24 VanessaE what's wrong with reading the system time in multiple places? 03:25 RealBadAngel what system time has to do with sun/moon position ingame, huh? :) 03:26 VanessaE RealBadAngel: for the waving animations, silly 03:26 RealBadAngel already said so above ;) 03:37 hmmmm PilzAdam, as per your conversation with Warr1024, I meant that the reason why VanessaE sees more problems in general is because her map is old i.e. it's gone through a lot of versions with a lot of bugs saving bad block data or no block data from time to time 03:37 hmmmm not because of any sort of version issue 03:38 hmmmm anyway I just noticed my 'fix' for blank block data doesn't work if world load errors are ignored since I don't bail out of the function 03:39 hmmmm need to add a return statement there 03:39 hmmmm my bad since I basically copy/pasted from the error throwing block of code below 03:41 RealBadAngel ShadowNinja, http://pastebin.com/fgbSrJCf 03:42 hmmmm on the positive side, it looks like we found somebody who's able to more readily reproduce blank block saves 03:43 hmmmm tomorrow or sometime during the weekend I'm going to have to ping warr and see if we can't find the root cause of that 03:43 VanessaE hmmmm: oh wait, so he's getting that now too? kahrl also had something similar happen, but with mildly different symptoms 03:44 ShadowNinja RealBadAngel: It's still per-nodedef, so just use waving = "type", in the nodedef. 03:44 hmmmm I'd really feel comfortable if we could ship 0.4.8 this weekend 03:45 hmmmm have people been trying to build Windows versions? 03:47 RealBadAngel have to go, bbl 03:50 ShadowNinja thexyz: Can you build a working Win32 version? 03:51 VanessaE didn't sfan5 make one earlier? 03:52 VanessaE http://sfan5.duckdns.org/minetest-0.4.7-86ef714-rba-shaders-win32.7z 03:52 VanessaE obviously not a build intended for general release 07:14 VanessaE RealBadAngel: some side z-fighting with the water shader here, because you need to make the bottom surface of the water not move at all 07:14 VanessaE (because it's peeking down below a side wall and interfering with some nearby slabs) 07:16 VanessaE in fact water in general has always had that z-fighting problem with any kind of nodebox that's next to it if the nodebox touches the node's edge, but with the water sitting here waving around, it makes it really stark and obvious. 13:22 sapier PA sorry couldn't check your issue by now will have a look for it tonight. 18:06 ShadowNinja lol, time_speed = 1000 with leaves shaders does look like jelly leaves. I notice that the animation jumps from the end to the start though. I guess he only tested this with one time_speed. 18:09 ShadowNinja Hmmm, it has a graphical glitch with fancy leaves disabled, faces aren't drawn on nodes that the leaves are touching and you can see the missing faces when the leaves move. 20:20 Calinou suggestion: a button for changing FSAA level in the settings menu 20:20 Calinou (or a checkbox that changes between no FSAA and 4× FSAA, good enough) 21:16 iqualfragile Calinou: you are aware that you can change it in the settings? 21:17 Calinou only in minetest.conf 21:17 Calinou not in GUI 21:17 Calinou I'm talking about Antialiasing 21:17 Calinou not anisotropic filtering 21:17 Calinou don't mix 21:36 ShadowNinja thexyz: Can you sucessfuly build a working win32 build? 21:36 thexyz why do you always have to remind me at 1:30 am or similar time? -( 21:37 thexyz I'll do it later today or tomorrow 21:37 PilzAdam Id like to know if the world selection bug is fixable from sapier before we release 23:03 kahrl any ideas about #984, #985, #1008, #1012? do any of them need to be fixed before the release? 23:07 RealBadAngel 985 seems to be critical 23:08 RealBadAngel 1008 too 23:10 RealBadAngel do we have a deadline for release btw? 23:13 ShadowNinja #985 and #1008 seem kinda normal. Minetest needs optimization, even if there is a simple fix for that case. At aly rate, he seems to be the only one experiencing this. 23:13 ShadowNinja any* 23:14 ShadowNinja #984 should be fixed if possible, but can it be fixed? 23:15 ShadowNinja I don't know how good that GPU is. 23:16 ShadowNinja #1012 Probably involves the menu being deleted too sone or something similar, and can probably be fixed pretty easily by someone that knows that code. 23:16 kahrl since sapier says it works in 0.3 but not current git, he could bisect 23:16 ShadowNinja soon* 23:17 kahrl re #1012, yeah my guess is that guiFormSpecMenu.cpp:2319 is the culprit 23:17 ShadowNinja Yes, that would help. But I would like to have 0.4.8 out very soon. This weekend if possible. 23:18 RealBadAngel m propably stands for mobile, so rather nothin really fast 23:19 PilzAdam kahrl, I can not reproduce that at all with Irrlicht 1.8 23:19 PilzAdam (#1012) 23:23 kahrl PilzAdam: I guess your minetest has a different memory layout than mine, so accessing the deleted GUIFormSpecMenu doesn't cause a crash in your case 23:32 kahrl https://github.com/minetest/minetest/pull/1016 23:35 RealBadAngel merge it 23:39 ShadowNinja kahrl: s/}\n\telse {/} else{/ ? 23:40 kahrl ShadowNinja: the other code in there used a space before { 23:40 kahrl but it's merged so oh well =) 23:40 kahrl oh, you meant putting the } on the same line too? 23:41 ShadowNinja kahrl: Yes. 23:42 kahrl I don't like that style and haven't seen it in minetest yet 23:43 PilzAdam 191 hits for } else { 23:43 ShadowNinja Oh, RealBadAngel: http://pastebin.ubuntu.com/6459240/ 23:43 PilzAdam vs. 72 for \telse { 23:44 ShadowNinja RealBadAngel: Leaves work now, although the time_speed can cause jello trees or a berely noticable effect. 23:44 RealBadAngel ShadowNinja, i hate behaviour of different version of openGL :) 23:44 ShadowNinja RealBadAngel: And shaders are still always generated. 23:44 RealBadAngel *versions 23:45 RealBadAngel how could that be? 23:45 RealBadAngel its impossible 23:45 ShadowNinja The if/else style that I use: http://pastebin.ubuntu.com/6461180/ 23:46 ShadowNinja SQLite rollback uses the first style, but I don't know if it's worth it to fix it. 23:46 kahrl I guess any style and antistyle is present in minetest about equally 23:46 RealBadAngel shaders are only loaded when setting is true 23:47 RealBadAngel theres no other way 23:48 kahrl when all pull requests are merged or declined, we can run indent on minetest/src/ :P 23:48 ShadowNinja RealBadAngel: Check this: https://github.com/minetest/minetest/commit/a92fc3563ccc34f1fb93170f5943c719d843fb35 23:48 RealBadAngel put some random shit into any shader file, turn them off in menu and see if errors about compiling them are popping up 23:49 ShadowNinja kahrl: I ran astyle on another project a while ago and it worked pretty well. 23:49 PilzAdam ShadowNinja, AFAIK that is part of RBAs branch already 23:50 RealBadAngel yes 23:51 ShadowNinja RealBadAngel: It doesn't fail if shaders are completely disabled, but if I put it in the leaves shader and then disable the leaves shader it still fails. 23:52 RealBadAngel fails in which way? 23:52 PilzAdam RealBadAngel, time_speed=1000 creates pretty jelly-ish leaves 23:53 RealBadAngel PilzAdam, i will use another timer for this, i know 23:53 Fury use another number 23:53 Fury not 1000 23:53 RealBadAngel i was using non modified time_of_day 23:53 ShadowNinja syntax error, unexpected NEW_IDENTIFIER, expecting $end <-- When adding some text before main(). 23:55 PilzAdam ShadowNinja, it works for me.... 23:55 RealBadAngel ShadowNinja, first of all, are you talkin about disabling/enabling shader that actually works or the one you are having errors with? 23:55 RealBadAngel because if second case, all the shaders are compiled on run 23:55 ShadowNinja PilzAdam: Breaking a shader and then disabling it in the menu doesn't cause errors? 23:56 PilzAdam nope 23:56 PilzAdam it only outputs errors if the shaders are enabled 23:56 ShadowNinja RealBadAngel: Yes, you should only compile the ones that are enabled. 23:56 PilzAdam (via the setting tab, that is) 23:56 RealBadAngel shadowninja, it doesnt work that way 23:56 RealBadAngel all the shaders are compiled 23:56 ShadowNinja PilzAdam: I'm talking about disabling only the individual shader, not al of them. 23:56 ShadowNinja +l 23:57 ShadowNinja RealBadAngel: But that commit changes that in master. 23:58 RealBadAngel all of them or nothing 23:58 RealBadAngel thats it 23:58 RealBadAngel not selection one or another 23:59 RealBadAngel and you are talkin about disabling compilation of individual ones 23:59 ShadowNinja RealBadAngel: No, it also disables the bumpmap ones seperately. 23:59 RealBadAngel no