Time Nick Message 01:36 VanessaE hmmmm: https://github.com/minetest/minetest/blob/master/src/game.cpp#L824 <--- when you pointed this out, no one was sure what you meant... but now RBA and I think this may be why cheapie can't use shaders anymore. Might possibly explain Sokomine's issue also. Care to fix it? 01:37 VanessaE it was not intentional. 01:39 VanessaE also, can someone explain to me why the same structure isn't being used for lines 845-853? 01:39 VanessaE (namely wrapping the code in {} ) 01:40 VanessaE and for that matter everywhere else in this general section where shader stuff is involved. 01:43 VanessaE actually forget that last part. I'm just having a bit of trouble understanding the code. but that semicolon has to go. 02:58 hmmmm ? 02:58 hmmmm I went over that with RBA in PM 03:00 VanessaE no matter, it took the two of us to figure out what you meant anyway. 03:00 VanessaE it did change things slightly, btw: 03:01 hmmmm I thought it was pretty obvious myself 03:01 VanessaE [12-06 21:49] Now [with the semicolon removed], if I have none of the middle column options on, there are still no dots. If I turn on Mipmapping, they appear if I enter the game, return to the main menu, and then enter the game again. With any texture filtering on, they appear any time I go into the game. 03:01 VanessaE [12-06 21:51] Before, any mipmapping or texture filtering would cause it to display the dots every time, and they wouldn't go away until I restarted the client. 03:02 VanessaE by "dots" he refers to an effect similar to old film or light tv static, always black. 03:02 VanessaE before, shaders worked fine for him. 03:11 ShadowNinja Whew, tcp_connection is rebased now. Now to see if it works... 03:15 ShadowNinja :-( UDP works, but when connecting with a client with TCP support blocks don't load and commands are ignored. 03:19 ShadowNinja Pushed to tcp_connection on my fork. This is a bit beyond my knowledge. 03:21 ShadowNinja I'll push that semicolon removal in a few minutes if there are no objections. 03:24 ShadowNinja Um, so apparently shaders lower the water leven below the top of the node now again. 03:24 ShadowNinja laval* 03:24 ShadowNinja RealBadAngel: ^ Why? 03:24 ShadowNinja level* 03:39 VanessaE https://github.com/minetest/minetest_game/pull/226 <--- this seems to fix the player texturing/model bug for me 03:41 ShadowNinja If there's anyone to approve it I'll merge it. 03:47 ShadowNinja hmmmm: ^ Tested and works. 03:51 hmmmm sure 03:51 hmmmm sure suure suure 03:52 hmmmm I'd like to clarify something about the "2 core dev approval" guideline 03:53 hmmmm that's just a rule of thumb and it's only actually helpful if a). the people doing the approving understand the problem and have read the code and b). are actually knowledgable about the subsystem 03:53 hmmmm like for example that change could trigger a nuclear detonation for all I know 03:54 hmmmm the code itself looks perfectly fine but I have no idea what it does in the context of the rest of the model loading subsystem 04:00 ShadowNinja Alright. /me pushes 04:09 ShadowNinja celeron55: I rebased your tcp_connection branch, however TCP connections stopped working at "Setup a TCP connection in Connection" or "Enable automatic usage of TCP". Do you think you could fix it? The rebase is in the tcp_connection branch on my fork. 04:10 hmmmm the whole reason why it never made it into minetest was because it was broken 04:10 iqualfragile ShadowNinja: its like 5:11 around here and celeron lives in europe, too 04:10 ShadowNinja (TCP client doesn't load things on a TCP server, but UDP clients work fine) 04:10 iqualfragile good night 04:10 ShadowNinja iqualfragile: I expect him to respond when he comes back. 06:04 kahrl ShadowNinja: I (rarely) seem to get a hang at "Connecting to server" when I start a singleplayer game under valgrind 06:04 kahrl I started lots of games without valgrind, no hang 06:05 kahrl maybe it was just exceedingly slow for some random reason 06:16 kahrl ShadowNinja: I tried starting a server from the menu and was surprised that it doesn't use bind_address. Is that intentional? 06:20 kahrl do we still need ipv6_server btw, could "bind_address = ::" be used in place of "ipv6_server = true"? 06:25 kahrl I mean, from the user's perspective you get a weird error "ERROR[Connection]: Bind failed: Socket and bind address families do not match" if you mismatch those settings 06:27 VanessaE another common failure a LOT of people have been reporting is "Access violation" 06:27 VanessaE unrelated, I'm sure 07:40 VanessaE RealBadAngel: does the automatic fps tuning code take the added load caused by shaders into account? 07:41 VanessaE it doesn't seem to (I get lower fps but more view range than what I should) 07:44 celeron55 ShadowNinja: i don't have anything to add to hmmmm's comment 07:44 celeron55 ShadowNinja: it's just utterly broken 10:38 thexyz anyone remembers what was the issue when Windows displayed all blocks images as they were build on game start? 10:38 thexyz and how was this one fixed 10:40 thexyz oh 10:40 thexyz I thought it was because previously I was getting this stuff in my Windows builds and now I don't 10:41 thexyz hm.. 10:41 thexyz it happens now on Android so it'd be cool to know what was the solution 10:41 thexyz although it's not critical at all 10:44 VanessaE it's irrlicht's render-to-texture code. 10:45 thexyz and is there any fix? 10:45 VanessaE it doesn't bother to render it off-screen in some circumstances 10:45 thexyz ah 10:45 VanessaE no clue why though 10:48 thexyz the problem is that at the same time progress bar updates 10:48 thexyz so it jumps between both 10:48 thexyz which.. doesn't look very nice 10:52 sfan5 john_minetest: assuming the left-bottom corner always has the sky color as bg that could work 11:30 VanessaE a feature has been off-handedly requested... public key authentication for client<->server communication similar to Quake, in lieu of passwords 13:57 kahrl that's a good idea, although it would mean it would rain through glass 13:58 kahrl a node is either sunlight_propagates or not sunlight_propagates, no 99% in that :P 13:59 iqualfragile is there some path_free method? 13:59 hmmmm isn't there an airlike node type? 13:59 iqualfragile no, forget this question 14:02 kahrl light is good because it can be checked locally 14:02 kahrl anything that requires iterating through a bunch of nodes is a performance killer 14:03 hmmmm so when are we getting hardware lighting 14:03 hmmmm oh my god minetest could become 500x better if only we hard hardware lighting 14:03 hmmmm i almost might do it myself if nobody else is willing 14:04 iqualfragile hmmmm: wasnt there a pull request? 14:04 hmmmm i do not know 14:04 iqualfragile but: yes, hardware lighting would be awsome, especically as it would enable bumpmaps to actually look good 14:04 kahrl iqualfragile: I don't think so, maybe you're thinking of wield_light? 14:05 hmmmm lol, that's it? you could do way more 14:05 iqualfragile kahrl: no, i am going to search for it 14:06 hmmmm like lighting would look way better, be relatively glitchless, remove a huge burden on the CPU, allow us to do really cool things like colored lighting, arbitrarily stretch the range of lighting 14:06 hmmmm make maps smaller or give more options 14:06 hmmmm for nodes 14:06 iqualfragile hmmmm: but it would need to be done the right way 14:06 iqualfragile if you do it wrong you might get a high complexity if you have multiple lightsources 15:07 thexyz sapier: l_get_texturepath uses porting::path_user but according to CMakeLists.txt textures/base/pack installs to ${SHAREDIR}; is this correct? 15:18 nore thexyz, IIRC l_get_texturepath is for texture packs, etc 15:18 nore so it should be in the user path 15:25 thexyz but then the menu uses it 15:25 thexyz to display images from textures/base/pack 15:26 thexyz maybe I just don't understand how this stuff works 15:28 nore ... dunno what it is used for then... 15:28 nore IIRC I coded it for the texture pack thing 15:29 nore and it has been used for other things later... 15:46 sfan5 who would merge #958 in it's current state? 15:46 sfan5 s/merge/agree to a merge of/ 15:47 nore sfan5, does it work now? 15:48 sfan5 the one without lua-customizability works 15:48 sfan5 that is what #958 is supposed to add 15:48 nore but the lua one? have you found where the bug came from? 15:49 sfan5 http://pastie.org/8503458 15:49 sfan5 that is the backtrace 15:50 hmmmm eh, #958 could use a LOT more polish 15:50 thexyz i've been playing with the Lua one for some time 15:50 hmmmm I wouldn't approve of it right now 15:50 sfan5 hmmmm: what should I change? 15:51 hmmmm well for one, white text on a white translucent background is a BAD idea. 15:51 hmmmm I don't know why you thought it'd be fine 15:51 sfan5 that's grey 15:51 thexyz lol 15:51 hmmmm sure doesn't look it 15:51 hmmmm make it black translucent 15:51 thexyz just make it black 15:51 thexyz with the same alpha 15:51 sfan5 hm.. maybe I should've used dark grey 15:51 hmmmm black 15:52 sfan5 ok, ok 15:52 hmmmm second, it should appear more or less in the middle of the screen 15:52 hmmmm third, it should say "this is the list of currently connected players" 15:52 sfan5 that is the middle of the screen 15:52 hmmmm change #3 brings to mind a long running problem with minetest that ought to be addressed first I believe 15:52 hmmmm sfan5, vertically middle. 15:53 hmmmm we should have another font that's larger 15:53 hmmmm like... a lot larger 15:53 hmmmm as it is right now, the fact that we can only draw a single size of the font on the screen is absolutely nonsensical 15:54 hmmmm I understand that this is more or less an irrlicht problem but the least we can do is try to work around it by including a small, medium, and large variation 15:55 hmmmm also I can't help but feel that there should be more information on the player list than the player name, like for example amount of time logged on, or ping, or whatever 15:55 hmmmm john_minetest, we're waiting on that for the culling to get fixed 15:56 nore can someone explain me why all textures are black with the new shaders? 15:56 sfan5 video::SColor(128,255,255,255) is black right? 15:56 hmmmm ..... 15:56 hmmmm no. no, it's not. 15:57 nore john_minetest, it worked well before... 15:57 sfan5 hmmmm: shall I use solid black? 15:57 thexyz sfan5: 0,0,0 15:57 thexyz is black 15:57 sfan5 oh 15:57 sfan5 .. 15:57 thexyz 255,255,255 is white 15:57 sfan5 I'm stupid 15:57 hmmmm why don't you make the alpha something more like 190 15:57 hmmmm try that 15:58 sfan5 note to self: why did I use white? 16:00 hmmmm sfan5, could you use console_color and console_alpha instead? 16:00 sfan5 yes 16:01 hmmmm thank you 16:06 hmmmm oh no what the hell 16:06 hmmmm i just looked at the actual code 16:06 hmmmm you make an entirely new packet for this... seriously? 16:06 hmmmm can't you integrate this with the hud? 16:07 sfan5 sorry, didn't think of using the hud packet 16:07 hmmmm alright let's go over this 16:08 hmmmm player holds down tab key, if the IGUIListBox that contains the playerlist is there, you remove it 16:09 hmmmm oh if it's not key down 16:09 hmmmm alright that makes sense then, nevermind, I didn't see the ! 16:10 hmmmm so the point of the packet is to set a custom formspec for the player list 16:11 sfan5 yeah 16:11 hmmmm that's kinda heavyweight to set a single string, don't you think? 16:11 sfan5 yes 16:13 hmmmm alright so this is different from a normal dynamic HUD element because: 16:13 hmmmm 1). the client initiates this HUD to open by pressing the tab key 16:14 hmmmm and 2). the string contents are predefined, dynamic, but known always by the client 16:17 hmmmm so we turn the packet into a TOCLIENT_HUD_SET_PARAM 16:18 hmmmm wait, did I write that code? I don't remember writing that code 16:18 hmmmm anyway make it HUD_PARAM_PLAYERLIST_FORMSPEC 16:19 hmmmm actually would you rather have me write it exactly the way I envision it instead of having you guess 17:12 sfan5 why do we transfer the hashes in base64 instead of raw? 17:18 ShadowNinja #1036 looks OK. Any comments? sapier? 17:24 sfan5 hmmmm: what am I doing wrong? https://github.com/sfan5/minetest/commit/3347d7c9c66b23ba9e5e4f2243959ee69b8e0598 ; the hud event is not happening 17:24 hmmmm no no no, don't make a new hud field.... 17:25 hmmmm I just said send a TOCLIENT_HUD_SET_PARAM 17:25 sfan5 oh.. 17:25 hmmmm you should read what I write 17:25 sfan5 I did 17:25 sfan5 but I forgot 17:26 hmmmm and the other part of this is to put the code where you draw the playerlist into hud.cpp instead 17:26 hmmmm are you sure you don't want me to do this? 17:27 sfan5 if you want to do it, go ahead 17:27 hmmmm well it's going to take a while, I'm working on something else 17:32 sapier thexyz paths are a mess in minetest I'm not even convinced there is a way to fullfill all requirements at same time ;-) 17:33 sapier 1036 is just cleanup if it's tested on win32 and some linuxes it's ready for merge 17:34 hmmmm wow holy crap, the dungeon code needs a crazy amount of cleanup 17:34 hmmmm when I made it into what it is now, I kinda left it alone as much as I could 17:34 sapier :-) if that one is still based on same thing celeron once released for lua it's quite ugly broken :-) 17:35 hmmmm I think he did, i dunno 17:35 sapier that code did spawn multiple vaults on top of each other ... up to about 6 or seven at amost or even exactly same position 17:35 hmmmm oh no that code you defined a dungeon by text file or something 17:36 sapier yes that one :-) 17:36 hmmmm if you wanted a mod that made nothing but procedurally generated dungeons I'd change singlenode mapgen to respect the MG_DUNGEONS flag and just set the node to brick or something 17:37 sapier I was wondering why mobf dm's kept despawning telling there already is one at exactly same position .. till I realized that vault code doing things like that 17:37 hmmmm that's because celeron coded that for fun, not to make it a work of art 17:37 hmmmm 90% of work is polish, or something like that. 17:38 sapier Maybe I remove it completely ... I'm about to split mobf right now, some of the features mobf includes are valuable for others too and are just to complex to not have a clean interface 17:39 sapier hmmmm don't we all code for fun? ;-) 17:39 hmmmm sapier, I'd like to closely collaborate with you on the dungeon stuff because I'm soon about to add that decoration spawner like I was saying 17:39 hmmmm like a half year ago but it never happened 17:40 sapier I don't do that much at dungeon code, I'm on advanced spawning mod right now 17:40 sapier it's meant to be a prototype for later minetest core implementation 17:40 sapier https://github.com/sapier/adv_spawning/blob/master/README.txt is the current (WIP) api 17:40 hmmmm hold off on that, putting mobs back in core might turn out to be useless when the client side lua starts 17:41 sapier no not mobs 17:41 Exio4 it is advanced spawning of all entities 17:41 sapier only spawning code 17:41 hmmmm well alright 17:41 hmmmm but it's just that I don't want this to collide with decorations 17:42 sapier I don't think so it's a completely different usecase 17:42 hmmmm decoration spawning was originally meant to be the same generic interface for spawning things 17:43 sapier is decorations meant to spawn continously? 17:43 hmmmm no, only at mapgen time 17:43 hmmmm it's just that so much of this looks like it's the same 17:43 sapier ok then there ain't much collision adv_spawning is for low frequency continous spawning 17:43 hmmmm except the light hting 17:44 sapier entities around isn't quite usefull at mapgen ;-) 17:44 hmmmm I know, that'll just spawn them once :/ 17:45 sapier the mapgen spawning feature may collide to decorations ... but it's not exactly mapgen too 17:45 sapier it's more "spawn to a new generated map once there is time to do so" 17:45 hmmmm I figured it'd be a thing like you register some decoraiton callback and then in on_generate or whatever you can grab a list of locations within that recently generated chunk that are where the decorations were placed that you were interested in 17:46 hmmmm so like say if you were interested in all tree decorations that were spawned, you'd do something like list_of_v3s16s = mapgen:get_generated_decorations("regular_trees") 17:46 sapier that doesn't fix the main issue with spawning ... it's hard to predict how long a single environment check may take, doing multiples at once increases risc to add lag drasticaly 17:47 sapier but that feature is usefull to have a starting point for checks 17:47 hmmmm yeah 17:47 hmmmm and that's it 17:48 hmmmm see that was intended for things like chests, and then if you need to run Lua code to set metadata on that like chest contents 17:48 sapier so I could avoid to check random positions and use those positions instead 17:48 hmmmm no, this still checks random positions 17:48 hmmmm and only at map generation time 17:49 hmmmm if you want to do this at runtime after generation continuously, then you're right, it has an entirely different usecase 17:49 sapier ok I guess I have to wait till it's finished and see if I can use things to improve adv_spawning 17:49 hmmmm right 17:50 sapier I guess I need to add some functions to core for this to become really performant too .. e.g. light checking is a nightmare, you need to fetch light value for each node separate 17:51 sapier maybe vmanip could be improved to contain light values per nodes too 17:51 hmmmm you could use a vmanip 17:51 hmmmm what? it does that 17:51 sapier if I understood api correct I can update light add light and everything but I didn't see a way to just read it 17:51 hmmmm you're talking about LuaVoxelManip right? 17:52 sapier yes 17:52 hmmmm yeah 17:52 hmmmm VoxelManip:get_light_data() 17:52 hmmmm it returns a flat array of all the param1 values just like get_data 17:52 hmmmm except get_data returns the param0 values 17:53 nore hmmmm, and is there a param2 one? 17:53 hmmmm nope 17:53 sapier so I could possibly write a VoxelManip:get_light_at(pos,time) ? 17:53 hmmmm what's the time thing about? 17:54 sapier I use this to spawn mobs in areas that have day/night light cycle 17:54 hmmmm why not just compute that yourself 17:55 hmmmm you know, blending the light banks 17:55 sapier that's what I meant with I could write a function 17:56 hmmmm don't add an unnecessary VoxelManip api 17:56 sapier I just didn't know all required information is there? 17:56 hmmmm it returns the literal param1 value 17:56 sapier I don't consider functions that make use possible unnecessary ;-) 17:57 sapier but I won't add it to core of course that's a thing for builtin 17:57 hmmmm oh yes 18:00 hmmmm found it in light.h 18:01 hmmmm blended_daynight = math.min((factor * light_day + (1000 - factor) * light_night) / 1000, LIGHT_SUN) 18:02 hmmmm where light_day = light_vals[i] % 16; light_night = light_vals[i] / 16; of course 18:02 sapier wow :-) there wasn't a way to do that more complex was it? 18:02 hmmmm or is LIGHT_SUN not defined in lua? 18:02 sapier light max is defined 18:02 hmmmm then LIGHT_MAX - 1 18:03 sapier light sun is LIGHT_MAX+1 18:03 hmmmm oh 18:03 sapier yes max isn't exactly maximum :-) 18:03 hmmmm i keep confusing the two 18:04 hmmmm oh, the factor value (between 0 and 1000) is more complicated than I thought 18:04 hmmmm that's in daynightratio.h 18:05 sapier I think I'll find out that's performance tuning first features need to work 18:06 hmmmm it's pretty poorly written to be honest, you could do a better job. it's actually not complicated if you look at what it does 18:06 hmmmm it just looks bad 18:08 sapier yes mod handling itself needs cleanup too 18:08 sapier that's more important 18:09 sapier I need a clean interface to use it from modstore too I don't want to implement dependency handling in core and lua 18:14 celeron55 there are certain things to take note of regarding to light 18:14 celeron55 the thing is, light can't be handled simply linearly 18:14 celeron55 when using it as a multiplier for color values to create brightness 18:15 celeron55 that's why there is a lookup table for converting stored light values to a multipliable brightness value 18:16 celeron55 then... ehm... i don't even remember everything i probably should say 18:17 sapier Isn't there a proper documentation? *smile* 18:17 celeron55 i'm not sure if "daylight factor" and "day-night ratio" are a different thing; some things are simply assigned to another directly or using a linear multiplier as hacks to make things work somehow 18:18 celeron55 sapier: of course not, i wrote this stuff largely before i or anyone even considered that someone might want to contribute something 18:18 celeron55 8) 18:20 celeron55 john_minetest: extremely hard to choose, and long-time players will hate it; it would be welcoming to new players though 18:21 PilzAdam we should definetly support games to play sounds, currently you cant have large sound files 18:23 Jordach some music would be good, but it should only be used if a player has got something like a jukebox (for atmosphere, see the mc matmos mod) 18:26 thexyz since the channel seems to be more alive now, I'll ask my question one more time: http://irc.minetest.ru/minetest-dev/2013-12-07#i_3474795 18:27 PilzAdam it doesnt happen if you disable preload item visuals 18:27 PilzAdam that was the "fix" for it IIRC 18:28 PilzAdam john_minetest, the plan for minetest_game is to not touch it and let the community develop better games 18:31 thexyz PilzAdam: alright, thanks 18:33 PilzAdam john_minetest, IIRC thats in kahrl's formspec_table branch 18:48 hmmmm please leave out music 18:48 hmmmm music could be done far better by an external media player and it'd only serve to annoy people 18:50 PilzAdam the problem with an external player is that it cant depend on the gameplay; e.g. playing different music in caves than when the sun rises 18:52 hmmmm i'm thinking of how to store DungeonParams, hrmm 18:52 hmmmm not saving it with map_meta.txt because it won't cause an inconsistency if it were modified 18:52 hmmmm on the other hand what about biomes 19:25 hmmmm huh? we're not synchronizing with freeminer at all 19:26 hmmmm besides, this doesn't modify mapgen v7 itself at all, only biome.cpp 19:28 hmmmm I am the only person working on v7 19:30 hmmmm writing biome definitions and games that utilize it 19:31 Exio4 yes, it was him 19:34 hmmmm probably not 19:34 hmmmm minetest simply wasn't built for performance, and at this point there's poor design baked right into the whole thing 19:35 thexyz i think we had about ~150 (bots mostly) 19:35 thexyz with proller's patches 19:36 hmmmm I suppose we can do something like those patches except in a better manner 19:36 hmmmm .. 19:37 hmmmm gotcha 19:37 sapier does anyone have an idea about the chat segfault? 19:37 thexyz http://i.imgur.com/yus2klV.jpg 19:37 hmmmm why is it that nobody turns off that ugly biome blend 19:38 thexyz uh? 19:38 PilzAdam hmmmm, people also enable trilinear filtering on 16px textures... 19:42 thexyz sapier: was that clang address sanitizer issue fixed? 19:42 kaeza is that 4chan server? :P 19:42 thexyz where it reports an error every time you write anything to chat 19:44 sapier I don't know thexyz 19:45 sapier I guess that one might be the one I was talking about 19:45 thexyz well then if it wasn't then someone could investigate it 19:55 sapier randomly on chatting 19:58 pitriss Guys about music ingame.. I think client need some improvements prior making ingame music.. for example some way how can be music volume adjusted, ditto with ambient sounds.. I'm listening my own music while playing MT and some Ingame screams/music will be just pain.. 20:11 * Sokomine still stares at black textures when shaders are activated 20:16 Sokomine btw, what do you think of a client-side map that just shows everything on eye level of the player (only chunks the client knows about)? 20:16 Sokomine i'm sure you've thought about it already 20:22 Sokomine trouble is that server maps are pretty large. they might easily exceed even the cache size of vanessas servers 20:24 hmmmm hmmmm 20:24 Sokomine so my suggestion was to let the client do it. provided the client has the mapdata it received still at hand. if up/downward is limited to a few blocks, and x/z does not grow too large, it ought to be doable i think 20:24 hmmmm minetest is now freezing up on me when I go to start a game 20:24 hmmmm when I break in a debugger it seems that it's stuck in kevent() all the way up in Curl_getaddrinfo_ex() 20:24 Sokomine doesn't sound good, hmmm 20:28 Exio4 clang problems? 20:28 Exio4 how did you try? 20:29 hmmmm is there a way to request that lua threads get shut down, and then don't wait for them to join before starting the game? 20:29 hmmmm then you set a flag or something when it gets done saying "whoops, we don't need your stuff any more" 20:29 hmmmm that's really about the only decent way to fix the problem i just mentioned 20:30 hmmmm (it would also fix the minor freezup when you press play) 20:46 thexyz no, there are no clang problems 20:46 thexyz what I was talking about is clang build with -fsanitize=address 20:46 thexyz which is like valgrind but the game is actually playable 20:46 thexyz (typical slowdown is 2 times IIRC) 20:47 thexyz er, minetest build with clang with -fsanitize=address 20:47 Sokomine regarding my shader problem: realbadangel said my gpu might be too bad for it. which may be true (it's pretty low end) 20:48 thexyz Sokomine: were shaders working before? 20:49 hmmmm i hate emoticons 20:49 thexyz eh? 20:52 Calinou Sokomine, you're on linux? 20:54 Jordach I csll serious bull on that 20:55 Jordach OpenGL 2.1.2 works fine for me... 20:57 nore thexyz, I had shaders working before 20:58 nore and now same problem, all black 20:58 kaeza ^ same 21:02 thexyz does disabling individual shaders help? like waving thingies 21:02 thexyz although I'm not sure what has RBA done to them 21:02 nore thexyz, no, is doesn't: it dosn't work even with all boxes unchecked 21:03 kaeza dat feeling when a single addition+deletion (semicolon fix) causes 30 source files to be recompiled ._. 21:03 nore however, the waving leaves/plants/water works well, even if the textures are all black 21:03 thexyz hm.. I guess you should ping him: RealBadAngel_ and ask to fix this? 21:03 Sokomine thexyz: they where; but rba said previous shaders did much less than the new ones 21:03 Sokomine calinou: yes. debian wheezy 21:04 Calinou Sokomine, shaders pretty much need proprietary drivers, blame RBA 21:04 Calinou they would anyway be quite slow on your IGP 21:04 thexyz Calinou: but it's a regression anyway 21:05 Exio4 so what? it worked before 21:05 thexyz if some of them worked fine, no? 21:05 Calinou due to shaders rework? 21:05 hmmmm dammit sapier 21:06 Sokomine the old shaders where extremly slow on my antique nvidia onboard card. they worked fine on this one. but really complex gpu stuff might be too much for this admittedly simple "gpu" 21:07 Exio4 i still don't get why they shouldn't work 21:07 Exio4 Sokomine: do you have logs w/ shaders + --verbose or so? 21:08 hmmmm you see this? https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_async_events.cpp#L57 this causes minetest to freeze up if one of the threads are too busy waiting to time out while you want to just play the game 21:09 ShadowNinja I moved script_run_callbacks to Lua. Comments? https://gist.github.com/ShadowNinja/7848732 21:11 Sokomine exio: i put the logs on pastebin and showed them to rba 21:12 nore ok, I did some tests 21:13 nore deleting everything in the solid shader that should be run only with bump/parallax mapping makes it work again 21:13 nore so the problem is there... 21:14 nore wouldn't it be best to compile different shaders then? perhaps using some #ifdef, etc (I don't know if that can be used in shaders, though) 21:17 nore it works for liquids and leaves/plant waving shaders too 21:21 Sokomine nore: if that's possible it would be fine. there are those few points i mentioned where shaders are desirable, while real complex shaders might be too much for the hw 21:22 nore for me, they work well now 21:28 PilzAdam nore, Sokomine, have you this commit compiled in? https://github.com/minetest/minetest/commit/96f753a108600619f94015bf889a73d97e44ce3a 21:28 nore PilzAdam, yes 21:29 nore and as I said, deleting the bump/parallax mapping related code is enough to make the shaders work again 21:41 ShadowNinja PilzAdam: Can you check ^? 21:41 PilzAdam check what? 21:41 ShadowNinja PilzAdam: https://gist.github.com/ShadowNinja/7848732 21:44 Sokomine nor: thank you! your suggestion works. now the world has got color again! 21:47 nore ok, very strange: this is the line that makes the shader black: if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {} 21:47 PilzAdam ShadowNinja, "fatal: corrupt patch at line 176" 21:47 Sokomine the trees wave at me now, and the water level height changes slightly up and down - so those fancy new effects do work! 21:49 hmmmm only geometry shaders work with the default texture pack 21:50 ShadowNinja PilzAdam: It isn't designed to apply. 21:50 PilzAdam ShadowNinja, seems to work 21:51 nore hmmmm, I mean: replacing the test in the shader by the bit of code that would be executed if the test would fail works 21:51 PilzAdam ShadowNinja, should I check all callbacks? 21:51 nore but adding the test, even if the test is _empty_, makes it black again 21:51 ShadowNinja PilzAdam: If you have some time. :-) It should work identically. 21:58 thexyz nore: can you replace those == 1.0 with > 0.5 and try it? 21:58 thexyz wait, no 21:59 thexyz well, anyway, i don't think this is a good way to compare floats 21:59 ShadowNinja PilzAdam: I tweaked it a bit. 21:59 ShadowNinja http://ix.io/9i6 22:00 PilzAdam whats the point of moving it to Lua btw? 22:01 ShadowNinja PilzAdam: Fewer C++ -> Lua calls. 22:01 ShadowNinja (And simpler code) 22:03 sapier +1 for moving callback handling to lua 22:49 ShadowNinja PilzAdam: So, is it good? 22:49 PilzAdam I guess so 23:21 zat Could not find EKEY_CODE, using orig. X11 keycode instead: 25 23:21 zat ?????????? 23:21 zat (I have set different keyboard layouts under XFCE)