Time Nick Message 00:31 hmmmm hey RealBadAngel, I was wondering if you were planning on adding a shader for the wielditem, or maybe you could give me a few tips on how to do that 00:31 RealBadAngel hmmmm, it was already added 00:32 RealBadAngel some1 disabled it 00:32 hmmmm hrmmm well how did that happen 00:32 RealBadAngel only thing left to be fixed was wielded with shaders should obey around ligthting 00:33 hmmmm yea but how do you do that 00:33 RealBadAngel i had no time to fix that lately 00:33 RealBadAngel and now i can see all shaders code has been disabled 00:33 hmmmm oh, you mean with #if 0? 00:33 RealBadAngel yup 00:34 hmmmm yeah, wielditem lighting was broken and that was a blocking bug and it needed to be worked around for now 00:34 hmmmm can't have that broken for a release 00:34 RealBadAngel i see 00:34 hmmmm so whenever you can make the shaders obey lighting, then those can be removed 00:34 hmmmm thanks 00:35 RealBadAngel will do that propably tommorow 00:35 RealBadAngel sorry for being away lately, but we had hard days at work 00:36 RealBadAngel im working now in IT service, xmas time means plenty of broken laptops 00:38 RealBadAngel i got 15-20 laptops per day to repair and only 4 guys to fix them 00:41 RealBadAngel anyway, after today we will have a short break for a few days 00:41 RealBadAngel so i will fix those wielded issues 00:43 RealBadAngel those are blockin my further changes 00:44 RealBadAngel i got selection/dug mesh separation ready (same way as wielded is done, separate scene node) 00:59 paramat hmmmm and others, comments? #2033 00:59 ShadowBot https://github.com/minetest/minetest/issues/2033 -- Mgv7: Remove mountain height limits, dont let mountains chop dungeons. All mapgen: generate dungeons throughout world by paramat 01:17 Guest32871 I am on a roll today haha #2034 01:17 ShadowBot https://github.com/minetest/minetest/issues/2034 -- Can walk through blocks if placed where player is standing 01:39 T4im Guest32871: have you enable_build_where_you_stand = true by any chance? 01:39 T4im because that enables that behavior well known :) 01:47 Guest32871 Not as far as I know, and also I can't usually build where I stand, like if it's a flat ground I can't build at my feet 01:53 Guest32871 T4im: The behavior only seems to happen when the block underneath the to-be-placed block is empty, and you stand halfway off the ledge (so to be in the to-be-placed block's space) 02:02 T4im ah, like placing on a slab while standing on it? 03:18 hmmmm 2033 looks good 03:26 hmmmm hey guys... I'm not understanding the way lighting works 03:26 hmmmm in getTileInfo, all 4 verticies are set to the same result of getFaceLight for non-smooth lighting 03:27 hmmmm why, then, is n1 factored in? 03:28 hmmmm does this mean that smooth lighting has been broken the whole time? 03:28 hmmmm erm, non-smooth lighting 03:32 kahrl consider a solid node, say stone 03:32 kahrl then n0 will be default:stone with param1 == 0, since it doesn't propagate light 03:32 kahrl n1 will be the adjacent node, e.g. air, with param1 != 0 03:33 kahrl getFaceLight then takes this into account and returns the light of the air node instead of the stone node 03:34 hmmmm oh yeah that makes sense 03:35 hmmmm what was face_dir supposed to do? 03:36 kahrl no idea, maybe something like making the top face brighter 03:36 kahrl which ended being done in a different way 03:36 kahrl ended up* 03:36 kahrl face_dir can be removed 03:38 hmmmm why is the direction subtracted in getSmoothLightCombined? 03:38 hmmmm is that arbitrary? 03:39 kahrl c9ba92c4ad was the commit that removed face_dir 03:40 kahrl you mean instead of added? 03:40 kahrl line 250? 03:40 hmmmm yeah 03:41 kahrl well as the function comment says it calculates the light at the XYZ- corner 03:42 kahrl so you have to look at the neighbors in the X-, Y-, Z- (and combined) directions 03:42 hmmmm hrmm 03:42 hmmmm i just need to read more of it 03:43 hmmmm did you know that the node highlighting is supposed to pulsate between blue and green? 03:43 kahrl yeah. Isn't it still? (I don't use it) 03:43 hmmmm the effect is so slight that i never noticed it 03:44 kahrl it was quite distracting in the first version 03:44 kahrl disco mode ;) 03:45 hmmmm heh, core::clamp and core::round32 03:45 hmmmm what's wrong with the rangelim() we got? 03:48 kahrl that one you have to ask RBA ;) 03:58 paramat i realised i should add optimisation to pull 2033 using 'stone surface max y': only generate dungeon if mapchunk contains stone 04:03 hmmmm eh.. 04:37 paramat ah v7 mountain generation doesn't update stone_surface_max_y, which i guess means no caves in mountains 04:44 paramat looks like i can use that value in v6 though. perhaps best there are no caves in v7 mountains: ugly. perhaps i'll use another method in v5 and v7 05:57 paramat WIP https://github.com/paramat/minetest/commits/v7limitschecks more commits. i made mountain terrain update stone_surface_max_y to guide dungeon gen, now there's also caves in mountains (which look okay actually) 05:57 RealBadAngel hmmmm, whats wrong with clamp? 05:59 RealBadAngel from my point of view its better because i do have clamp in the engine and in shaders 06:04 * Wayward_One quietly nudges #1871 and #1953 into the open 06:04 ShadowBot https://github.com/minetest/minetest/issues/1871 -- Extruded plants and torches. by RealBadAngel 06:04 ShadowBot https://github.com/minetest/minetest/issues/1953 -- Add zoom, tweakable with zoom_fov, default key: Z (like optifine) by ShadowNinja 06:06 RealBadAngel 1871 is not rdy to go in, extruded plants cant wave 06:06 RealBadAngel i have no idea on how to make them wave properly 06:06 Wayward_One hmm:/ 06:22 hmmmm hrm 06:23 hmmmm just to make sure, there's no irrlicht way of making 3d text 06:26 hmmmm :/ why the hell am I trying to use glutStrokeCharacter 06:32 RealBadAngel hmmmm, i havent found such way. theres only method to display flat sprite with text on it 06:33 hmmmm welp 06:33 hmmmm it looks like i'm going to have to manually create a mesh of an extruded bitmap font 06:33 hmmmm extrude a mesh of a bitmap font i mean 06:34 Wayward_One RealBadAngel, any plans on rebasing 1871 anytime soon? (if you have time) I'm interested in trying it 06:34 RealBadAngel btw, i just figured out why the hell wielded is darkened or lit without shaders and full bright with them 06:34 hmmmm from what i'm reading it looks like there is a glX way of doing this 06:34 hmmmm but... glx 06:34 RealBadAngel some1 have added real light source (irrlicht one) for wielded scene node 06:34 hmmmm ahhh 06:35 RealBadAngel so hooray, first element that have real lighting lol 06:35 hmmmm i don't want to get anybody's hopes up but i've been looking at real lighting 06:36 paramat ah thats why the wieldhand now has shading and a nice brighter top surface 06:36 RealBadAngel paramat, it means its a bit broken 06:36 hmmmm so the smooth lighting gets a 'nice' looking light blend because that's how OpenGL blends colors on verticies 06:37 hmmmm if I'm right, I'm going to have to somehow recreate that when generating lightmap textures 06:37 hmmmm shrug 06:39 RealBadAngel we cant have passed extra data to shaders 06:39 RealBadAngel in such case we wont have the same functionality with them 06:40 RealBadAngel this is made somehow wrong, wield scene node should be connected to rest of the scene and get the light from parent 06:40 RealBadAngel not be totally different universe with own sun 06:43 RealBadAngel the way how wielded is lit now is imho an ugly hack 06:44 RealBadAngel https://github.com/minetest/minetest/blob/master/src/camera.cpp#L485 06:47 RealBadAngel Wayward_One, i will reabase it when i figure out how to make extruded meshes wave properly 06:48 RealBadAngel meanwhile if you want to try it, you can compile my branch with that pull 06:48 paramat i guess the wield hack is temporary until we get real lighting 06:50 RealBadAngel it blocks shaders on wielded items 06:50 Wayward_One Ah, ok. 07:00 RealBadAngel and btw, that hack was working for wielded with shaders before 07:00 RealBadAngel but when we have restored finalColorBlend in shaders it stopped to work 07:02 RealBadAngel this is not my code broken there, it is that ugly hack just 07:11 hmmmm bleh. 07:11 hmmmm hey guys 07:11 hmmmm for now instead of 3d text, how about an IBillboardTextSceneNode? 07:12 hmmmm - no more ridiculously tiny player names 07:12 hmmmm - player names are obscured by solid materials 07:12 hmmmm way better than font->draw() 07:14 VanessaE having players' nametags get hidden behind solid objects is a bad idea. 07:14 VanessaE but not being microscopic would be a plus. 07:18 hmmmm man wtf 07:18 hmmmm i'm not able to connect to multiplayer servers for some reason 07:18 hmmmm it get sstuck at "Connecting to server..." 07:19 hmmmm lol 07:19 VanessaE sometimes it hangs there for me as well, but it always gets through if I wait (no more than several seconds at worst) 07:19 hmmmm "Your username just plain looks like gibberish. Please pick something readable and try again." 07:19 VanessaE haha 07:19 hmmmm can't login to your server anymore 07:19 VanessaE forbidden_usernames mod 07:19 hmmmm i'm banned from vanessae's server 07:19 VanessaE haha 07:20 VanessaE actually you got tripped up by the "non-pronoucable" part of the code :) 07:20 VanessaE non-pronounceable* 07:37 paramat mountain dungeon https://cdn.mediacru.sh/u/uM8cSfDYAAQ_.png 07:39 paramat intersting hmmmmm i look forward to seeing it 07:51 Krock a floating island! 07:51 Krock ..on coulud level 07:51 hmmmm jesus christ 07:51 Krock *cloud 07:51 hmmmm how do people get this much free time 07:52 Krock holidays 07:52 VanessaE hmmmm: still exploring VE-Survival? 07:52 hmmmm i'm looking for something 07:52 VanessaE you should see the Vanilla and Creative servers. 07:52 VanessaE what are you looking for? 07:52 hmmmm my dungeon 07:52 VanessaE oh yes 07:52 VanessaE derp 07:53 VanessaE well it's there...somewhere :P 07:53 VanessaE paramat: weird. looks like a puzzle piece or something 07:59 paramat the floating bit is one of those glitchy-cool parts of a dungeon protruding from a mapchunk, the rest is the 'correctly' formed dungeon that only appears in stone. a very rare find 08:11 VanessaE bbl 08:14 paramat i'm considering making the mountain dungeons dry, no mossycobble, easily done and they also generate faster 08:35 hmmmm alright i simply do not comprehend how it's possible to play multiplayer minetest 08:35 hmmmm the game is unplayable 08:36 hmmmm you can try but you won't be able to do anything. even the most fundamental actions do not work, like crafting 08:37 hmmmm it's frustrating to the point where i want to avoid it entirely 10:35 Megaf Hi all 10:35 Megaf Connected glass is broken 10:36 Megaf It's enabled by default and it can not be disabled 10:36 Calinou with minetest_game? 10:36 Megaf Yes 10:37 kilbith providently "broken" so :) 17:23 hmmmm IBillboardTextSceneNode sucks 17:24 rubenwardy Yeah 17:24 rubenwardy Is that the pixellated one, or the one that uses projection the then write on the screen? 17:24 hmmmm both 17:25 VanessaE hmmmm: your experiment didn't work out? 17:25 hmmmm the whole issue is that you simply can't scale bitmapped fonts. it also has viewing distance cutoffs and other legibility issues. 17:25 hmmmm it didn't 17:26 VanessaE well then the answer's simple: either make that particular feature depend on freetype (with fallback to the current behavior) or use a fixed-size font from one of those new ones that was recently committed 17:26 VanessaE (the latter is a sucky way to handle it though) 17:28 VanessaE take a look at the waypoints function in Unified Inventory, it seems to handle that same idea perfectly fine without the dinky font 17:28 VanessaE it's just tied to a map location instead of a player 17:30 hmmmm not possible 17:30 hmmmm os::Printer::log("Sorry, CBillboardTextSceneNode does not support this font type", ELL_INFORMATION); 17:33 VanessaE well I guess it's stuck with bitmapped fonts then 17:33 hmmmm we need a really, really huge bitmap font if this is to work 17:34 hmmmm also heh 17:34 hmmmm I could extrude it 17:34 VanessaE ehm 17:34 VanessaE I must have missed something here...what are you trying to achieve anyway? 17:35 VanessaE (I saw something earlier about 3d text, extrude makes that obvious, but the purpose escapes me) 17:37 hmmmm i have no idea at this point 17:37 hmmmm i thought it would be cool to have a 3d model of the player's name sorta rotating slightly back and forth over their head 17:38 VanessaE minetest_core/fonts/lucida_sans_560.png seems to be the biggest font in the current set 17:40 VanessaE that would be kinda neat actually. the effect would be pretty difficult to see though - given the visible size, maybe just put a drop shadow behind the font, keep it flat, and wave the individual characters back and forth. 17:40 VanessaE (like they're sitting on the surface of a waving ocean or something, e.g. keep them in sync) 17:43 VanessaE back in the ps1 days, Spyro the Dragon had a similar effect in the pause/status screens. the "selected" item's text, while 3d and without a drop shadow, would wave back and forth in that manner (exploiting the lighting engine in the process). 19:51 hmmmm haha 19:51 hmmmm vanessa, that's a lot more difficult since you'd need to continously modify the geometry 19:51 hmmmm or maybe it's easy, i'm just not that smart when it comes to graphics 19:51 hmmmm geometry shaders 19:52 acerspyro VanessaE, or mario-style (I think?) where each character jumps one after the other. 21:00 RealBadAngel hmmmm, if u rly need 3d font just extrude it 21:01 RealBadAngel 30+ meshes made on startup wont hurt 21:01 RealBadAngel we already are makin thousands 21:02 RealBadAngel just pick some bitmap font and process all the characters 21:04 RealBadAngel any visible mesh could be then just a combination (copyMesh) of aviable characters 21:04 RealBadAngel and would look rly 3d 21:16 RealBadAngel hmmmm, plz read the logs 22:45 Taoki[laptop] Aaaand new year here. Happy new year everyone :) 22:46 twenty319_ back at ya although i still have about 7 hours to go 23:01 kilbith happy new year :)