Time Nick Message 02:15 RealBadAngel hmmmm, remember that irrlicht parrallax material code? if there is real hardware lighting, why internal parallax shader is calculating per pixel lighting? for fun? ;) 02:21 RealBadAngel about SSAO, seems to be quite easy to make with postprocessin if we get depth map rendered 02:22 RealBadAngel and normal map ofc 02:22 RealBadAngel both i can propably easily get thx to irrrenderer 02:22 RealBadAngel https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl 02:24 RealBadAngel also, updated #3610 with the setting 02:24 ShadowBot https://github.com/minetest/minetest/issues/3610 -- Use meshes to display inventory items by RealBadAngel 02:45 RealBadAngel updated #3612 (minor tweaks and some new screenshots) 02:45 ShadowBot https://github.com/minetest/minetest/issues/3612 -- Filmic HDR tone mapping by RealBadAngel 03:19 sofar did you get rid of the unuseds? 03:24 RealBadAngel you mean that "hoovering" stuff? 03:24 sofar you had 2 unused things. a 'colors' thing and a 'nodedef' thing 03:24 sofar I commented in your PR 03:25 RealBadAngel ouch, checking that now 03:27 sofar my gcc warns on those 03:27 sofar so, easily spotted 03:29 RealBadAngel i can see the colors, but wheres unused nodedef stuff? 03:30 sofar all the way on top of a very long section of deletes 03:33 RealBadAngel sofar, meanwhile you can retry tonemapping, ive tweaked it a bit 03:39 RealBadAngel ok, removed that unused stuff 04:49 sofar ok, merged both pulls 04:49 sofar testing now 04:50 sofar RealBadAngel: compile is clean now 04:50 RealBadAngel good 04:55 sofar I'm losing 2-3 fps with those 2 patches 04:55 sofar normally I'd sit at 59-60 fps 04:55 RealBadAngel tonemapping takes a bit GPU time, thats normal 04:55 sofar with the inventory mesh patches and tonemapping, I'm at 56-57 04:56 RealBadAngel meshes can also take a bit of time, ive measured drawing 1 item before, it was slightly slower than displaying texture 04:57 sofar I like the result, though, did you up the values? 04:57 RealBadAngel with tonemapping? 04:58 sofar it feels way brighter and saturated now 04:59 RealBadAngel yes, ive changed filter settings a bit 04:59 RealBadAngel decided to go back to default settings from paper 05:00 sofar oh wow dusk is interesting 05:00 RealBadAngel make a screenshot :) 05:04 RealBadAngel #3616 05:04 ShadowBot https://github.com/minetest/minetest/issues/3616 -- Allow to set shader for a node, add special and normal texture defs f… by RealBadAngel 05:04 RealBadAngel ^basically fixed old PR, rebased and without forcing filtering which was unpopular 05:08 RealBadAngel havent raised protocol, because it was raised a moment before 05:09 RealBadAngel and damn, as usual 2 tabs sneaked in ;) 05:15 sofar http://imgur.com/4o5KpVe 05:16 sofar shoddy video montage, I admit 05:19 sofar wasn't there a way to set day/night speed? 05:20 RealBadAngel time_speed = x i think 05:21 RealBadAngel yeah 05:23 RealBadAngel ok, time to fix #3166 now 05:23 ShadowBot https://github.com/minetest/minetest/issues/3166 -- Send to clients only changed node metadata instad of whole mapblock by RealBadAngel 05:24 RealBadAngel thats gonna hurt ;) 05:28 sofar https://youtu.be/Mt67YSdScz8 05:30 RealBadAngel so i guess you like how it feels now? 05:31 sofar this is a far better graphical enhancement than bumpmapping and normalmaps, IMHO 05:31 sofar gameplay this has actual value 05:31 sofar plus I've always found MT to be dark 05:33 RealBadAngel i can add Reinhard and Burgess tonemaps too, but imho Uncharted2 is way nicer than those 05:34 RealBadAngel Terasology has those 3, but U2 is default 05:34 sofar note that I play without normalmaps and bumpmapping 05:34 RealBadAngel matter of taste 05:35 RealBadAngel on the other hand bumpmapping will work quite different with moving sun 05:35 * sofar scratches head on how to add weapon hitting wear to the game 05:35 RealBadAngel at the moment to see shadows you have to move the camera 05:36 RealBadAngel sun will move shadows on its own 05:36 sofar nod, that's better 05:44 RealBadAngel mmmmm took a break from coding to read a bit 05:44 RealBadAngel void irr::video::CRenderer::createDefaultPipeline() 05:44 RealBadAngel { 05:44 RealBadAngel clearMRTs(); 05:44 RealBadAngel createMRT("deferred-mrt-color-dont-use-this-name-thanks", irr::video::ECF_A8R8G8B8); 05:44 RealBadAngel createMRT("deferred-mrt-normal-dont-use-this-name-thanks", irr::video::ECF_A8R8G8B8); 05:44 RealBadAngel createMRT("deferred-mrt-depth-dont-use-this-name-thanks", irr::video::ECF_G16R16F); 05:44 RealBadAngel i like irrrenderer more and more 05:45 RealBadAngel looks like SSAO will be a piece of cake 06:34 * sofar fiddles more with TNT and doors 07:22 sofar nrzkt: so I'd like to know, how do I make one function that I can pass different objects into.. :^) 07:23 sofar cuz then I'd be able to A::*getNodeNoEx() 07:23 sofar at least, docs tell me that that is possible 07:26 nrzkt different object ? why ? 07:27 RealBadAngel hmmm, actually rendering to multile RTTs is even easier 07:27 sofar MapNode->getNodeNoEx vs. vmanip->getNodeNoEx 07:27 RealBadAngel *multiple 07:27 nrzkt sofar, it will be difficult then, if there is no inheritance 07:28 sofar yes, that's what the docs tell me as well :) 07:28 sofar plus plenty of stackoverflow pages 07:29 nrzkt where do you need to do that ? 07:30 sofar https://github.com/sofar/minetest/commit/3627faa40011867b78575f270dff199d42c64b9a#diff-746d6155906a987734997d4cad358153L275 07:30 sofar and just below there again 07:32 nrzkt sofar then maybe a void* could be the solution 07:32 nrzkt a static wrapper which take position + void * 07:32 nrzkt and you pass the object 07:32 nrzkt into the void* 07:33 sofar you know, I totally understand the concepts and what you're saying 07:33 sofar but I just seem to fall over the details ::*of (void)implementing* that& 07:34 sofar hence it taking me forever to zone in on a solution 07:34 sofar I probably already had it all coded up except for some stupid mistake 07:34 sofar and blew it because gcc produced a reproduction of shakespeare's MacBeth 10:36 Calinou why do such basic issues get so much opposition? https://github.com/minetest/minetest/issues/3615 10:36 Calinou it's things Minecraft had since 2010 10:43 Icedream that's because Minetest isn't equal to Minecraft 10:43 Icedream there will be people who expect things to be different and who want them to be different smh 10:46 Calinou most people already consider Minetest to be a free Minecraft replacement, so why not fill the gap? 10:46 Calinou people shouldn't be ashamed of cloning 10:52 Icedream Calinou, as much as I prefer the logic from Minecraft regarding swords, there is a difference between "most" and "all" people :P 10:52 Icedream some will just want it to be different after all 10:52 Calinou Minecraft PvP logic is quite bad, it encourages button mashing too much 10:53 Icedream not a fan of Minecraft PvP myself either 18:10 red-001 does minetest.override_item 18:10 red-001 still work? I can't get it to 18:26 sofar red-001: about TNT, by having on_blast return an itemstack, the TNT mod can make itemstacks with 3-4 items in it, instead of having 99 separate itemstacks created by each mod that gets called through on_blast 18:26 red-001 yeah good idea 18:31 red-001 does kilbith have a different name in IRC? 18:31 Krock afaik no 18:31 Krock minetest.override_item("default:tree", {description="not a tree"}) should work fine 18:37 red-001 minetest.override_item("default:stone", { 18:37 red-001 on_blast = stone_on_blast(pos) }) didn't work 18:38 red-001 I'm trying to add an on_blast callback 18:38 Krock is stone_on_blast a function in the place you call it? 18:38 red-001 yes 18:38 Krock how about "on_blast = stone_on_blast"? 18:39 Krock because pos is nil ni that case 18:39 Krock s/ni/in/ 18:40 red-001 sever crash is all I got 18:40 red-001 maybe my function doesn't work 18:40 Krock without any error message? \o/ 18:42 red-001 it was an error inside my function 18:42 Krock case solved? 18:42 red-001 maybe 18:42 red-001 it was set_node(pos) 18:43 red-001 but I say yes 18:44 red-001 yeah thanks 18:44 Krock !next 18:44 ShadowBot Another satisfied customer. Next! 18:45 sofar on_blast is (pos, intensity) I believe 18:45 sofar are you trying the on_blast API change? 18:48 red-001 no 18:48 red-001 make a mod 18:48 red-001 the API change would be useful 18:49 red-001 I'm adding changing stone to lava or gravel 18:49 red-001 on blast 18:49 sofar oh haha 18:49 sofar why not stone->cobble? 18:50 red-001 hmm 18:50 red-001 that might be nice 18:51 Krock gravel is what you get when using C4 on stone 18:51 kaadmy lol 18:51 kaadmy or TNT in MT 18:51 Krock no, TNT is less explosive and will output cobble 18:51 red-001 cobble only if intensity is low 18:52 est31 kaadmy, exploding MT? we'd be without competition thats unfair! 18:52 red-001 well minetest is hardly realistic 18:52 Krock best thing would be to make it range-dependant 18:52 est31 ahh 18:52 est31 MC 18:52 * est31 ruined joke 18:52 * Krock doesn't get the joke 18:52 red-001 one more thing to add to tnt api PR 18:54 sofar so the TNT mod should calculate distance to center, and reduce intensity 18:54 sofar and pass that intensity to each mod 18:54 red-001 does it do that? 18:54 sofar the mod can then decide based on intensity what itemstack to return 18:55 red-001 or not? 18:55 sofar it does already give intensity to the mod 18:55 sofar so the on_blast() needs to look at that value 18:56 red-001 it always set intensity to one 18:56 * red-001 sigh 18:56 sofar yes, that needs to be fixed in the TNT mod 18:57 sofar that 1 needs to change to an inverse cubic function 18:58 sofar plus the destroy function doesn't even get passed the original blast position 18:59 red-001 why pass that if intensity is fixed? 18:59 sofar TNT is a typical pilzadam mod: good idea but half-finished 19:00 sofar forked 5x by other folks that are now keeping it out of tree and have improved it 19:00 sofar ... sorry, but it's a pattern I'm noticing 19:00 red-001 game#677 19:00 ShadowBot https://github.com/minetest/minetest_game/issues/677 -- Waterlilies are inappropriately walkable 19:01 red-001 game#667 19:01 ShadowBot https://github.com/minetest/minetest_game/issues/667 -- Add tnt API. by red-001 19:01 sofar meanwhile I send a PR to pilzadam's github trees and they just rot away 19:01 sfan5 some people have lifes 19:01 sofar I've asked him if he wants to move his mods to minetest-mods 19:01 sofar no answer 19:02 sofar sfan5: but he responds to minetest PR's in 3 seconds 19:02 sfan5 uh 19:02 sfan5 try s/lifes/priorities/ 19:02 sfan5 might still work 19:03 sofar anyway, I offered to help him with that by allowing others to co-maintain some of the mods he's written 19:03 sofar right now nobody can commit in pilzadam/carts or pilzadam/nether e.g. 19:04 sofar I get it, though, this is exactly why I started minetest-mods. I just wish people would let their mod code free 19:04 sofar I don't want to fork it by myself 19:04 sofar people should give it themselves 19:05 sofar sorry, rant, bad. shut up sofar. 19:05 red-001 def.on_blast(vector.new(pos), 1) 19:05 red-001 what does vector.new do? 19:06 Krock creaqtes {x=0,y=0,z=0} 19:06 sofar vector is documented on the dev wiki only 19:06 Krock and or, with an arg, fills it as a copy 19:08 red-001 so that does nothing? 19:08 red-001 aren't positions already vectors? 19:09 Krock yes but it removes the table reference 19:10 red-001 so is that faster? 19:10 Krock t = {x = 1} function test(mytable) mytable.x = 2 end test(t) print(dump(t)) 19:10 Krock will return x = 2 19:10 Krock it's more secure 19:11 red-001 ohhh 19:47 red-001 did glass fragments get removed? 19:47 sofar no 21:06 paramat will merge game 800 805 in a moment. 805 is trivial, biomes before ores as ores can now be per-biome 21:07 sofar ah, the slab one is trivial too (although more impactful I suppose) 21:30 paramat now merging 21:37 paramat merged