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IRC log for #minetest-dev, 2016-01-27

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All times shown according to UTC.

Time Nick Message
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00:39 Hijiri since minetest-mods is for well-maintained mods, does that mean WIP mods shouldn't be applied for to be added?
00:41 Hijiri Also is a mod's description.txt handled specially by minetest? I can't find documentation on it
00:41 Hijiri sofar: ping
00:41 sofar hey
00:42 sofar so if the mod is functional, and you intend to futher improve it, then that's fine for minetest-mods
00:42 Hijiri Alright
00:42 sofar I don't mind it being a bit too rough around the edges :)
00:42 Hijiri What if it's buggy since it's WIP?
00:42 sofar description.txt is used by the mod config screen
00:42 Hijiri and no stable release yet
00:42 Hijiri sofar: Ok, thanks
00:43 sofar depends, does it regularly crash the server, or does some stuff not work yet?
00:43 Hijiri I'm not sure yet, I guess I should test it more first
00:43 sofar :^)
00:43 Hijiri The basic functionality is there, but I'm sure there are cases it would crash the server
00:43 sofar feel free to discuss minetest-mods stuff in #minetest, too, btw
00:43 Hijiri yeah, maybe that would be better
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04:13 * sofar replaces cat5e with cat6
04:13 cat5e sofar, but cat5e has more puns!
04:14 sofar you're a twisted pair
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04:14 cat5e cat5e, or catse, is better than goatse!
04:34 RealBadAngel http://i.imgur.com/Iy7nVEi.png
04:34 RealBadAngel ssao, here we come :)
04:34 * RealBadAngel yawns
04:34 sofar bed, here he comes
04:35 RealBadAngel ive coded multiple rendering targets, have now screen normal, depth map
04:36 RealBadAngel practically i can now apply any postprocessing effect
04:39 RealBadAngel good news  is that, that i cant see FPS regression when rendering to 3 targets at the same time
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08:36 RealBadAngel nrzkt, http://i.imgur.com/E0xt5HS.png
08:37 nrzkt RealBadAngel, what should i see ?
08:37 RealBadAngel i do have screen space normal map and depth map
08:38 RealBadAngel key to SSAO and number of other effects
08:41 RealBadAngel up, you can see normals for each visible surface
08:41 RealBadAngel below is scene depth map
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11:41 red-001 shouldn't negative damage per second heal the player?
11:44 Calinou yeah, except it doesn't
11:45 Calinou (damage_per_second is unsigned?)
11:55 red-001 sofar you say tnt should use an inverse square root to get block damage?
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13:24 dfelinto could someone add a WIP label to this pull request https://github.com/minetest/minetest/pull/3620 ? thanks
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15:10 Taoki RealBadAngel: Hi. Any news on the lighting thing please? Curious how that went since last time :)
15:11 Taoki http://i.imgur.com/E0xt5HS.png - So you managed to extract those buffers? That is amazing! Most things should be easily possible from here on.
15:11 sofar dfelinto_afk: if you insert lines starting with " [ ] - to do item" in the description list, it makes checkboxes
15:11 RealBadAngel not really "exctract", had to code rendering to multiple targets
15:11 sofar dfelinto_afk: you can use that to let people know you're still working on parts of the change
15:11 Taoki I assume green is sun light and red is normal lighting?
15:11 * Taoki nods
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15:12 RealBadAngel the upper one is screen space normal map, you can see there only normal vectors
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15:12 Taoki Cool
15:13 RealBadAngel the lower one is ofc scene depth map
15:13 red-001 did you add new shadows?
15:13 Taoki RealBadAngel: Any thoughts on trying some buffer or volume shadows?
15:13 RealBadAngel its dynamic, rendered together with scene
15:13 red-001 cool
15:13 RealBadAngel not really, im focused now on finishing postprocessing
15:14 RealBadAngel light will have to wait a bit
15:14 Taoki ok.
15:14 RealBadAngel red-001, not yet, i needed those maps in the first place
15:14 RealBadAngel now i need to clean the PP code then i can do some shaders
15:15 RealBadAngel SSAO in the first place
15:15 RealBadAngel then we will have dynamic shadows for everything
15:16 Taoki Awesome!
15:16 RealBadAngel one thing that scares me are all those 3d modes
15:17 RealBadAngel i dont think i can test a single one of them
15:17 Calinou anaglyph should just be removed, nobody uses it
15:17 Calinou it's not 2002
15:17 RealBadAngel they all do mess with rendering
15:17 RealBadAngel and each one in different way
15:18 RealBadAngel btw, they all could be made way easier and faster using shaders and multiple targets propably
15:20 RealBadAngel Calinou, indeed
15:20 RealBadAngel better give mt support for occulus than that
15:22 Calinou most VR devices require proprietary SDKs
15:23 RealBadAngel theres irrlicht library for Occulus
15:24 RealBadAngel anyway, until i get my own, i cant say its useable or not
15:25 RealBadAngel so, by now i wont be touching any 3d modes code, i just cant test anything
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15:30 kaadmy RealBadAngel: any screenshots of ssao? is that what you're working on?
15:31 RealBadAngel kaadmy, no screenshots yet, im coding now things needed to make it possible
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15:35 red-001 how do you turn anaglyph on?
15:35 red-001 I could be fun...
15:35 Calinou anaglyph is so bad and fake that it makes any game darker than Doom 3
15:35 red-001 lol
15:36 Calinou but so far, nobody got 3D right, which is why VR has so much success...
15:36 Calinou what could be fun to have in Minetest is surround support
15:36 Calinou ie. run Minetest on 3 monitors, with large FOV
15:36 Calinou a few AAA games support this, but almost no FLOSS game does IIRC
15:36 kaadmy splitscreen 3d would be nice
15:36 red-001 that could be nice
15:36 kaadmy heh doom supports 3 monitors
15:37 kaadmy vanilla doom
15:37 Calinou you need an hefty graphics card for this though
15:37 red-001 yeah
15:37 red-001 doom?
15:37 kaadmy srsly, yds
15:37 red-001 like doom 1?
15:37 kaadmy yes*
15:37 kaadmy yep
15:37 sfan5 <Calinou> a few AAA games support this, but almost no FLOSS game does IIRC
15:37 red-001 wow
15:37 sfan5 can't you just make the window larger?
15:37 Calinou I haven't tried, since I don't have 3 monitors :(
15:37 Calinou I'll have 2 soon but since my graphics card does not have 3 outputs, I can only use 2
15:38 sfan5 >not 3 outputs
15:38 sfan5 wat
15:38 Calinou it should be supported both on Windows and GNU/Linux by the way :P
15:38 Calinou sfan5, GTX 570
15:38 kaadmy http://www.chocolate-doom.org/w​iki/index.php/Three_screen_mode
15:38 sfan5 mine has 4
15:38 sfan5 2 dvi, 1 hdmi, 1 displayport iirc
15:38 kaadmy ^ kinda hacky, but DOOM WITH 3 MONITORS
15:39 sfan5 Calinou: gtx 950
15:39 Calinou kaadmy, yeah, extremely hacky, it spawns 3 players
15:39 kaadmy yup
15:39 kaadmy was removed in vanilla 1.2 up
15:40 red-001 are two of them hidden somehow?
15:42 kaadmy no idea ;)
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15:45 RealBadAngel #3623
15:46 ShadowBot https://github.com/minetest/minetest/issues/3623 -- Multiple render target (MRT) support class by RealBadAngel
15:47 nrzkt RealBadAngel, what is the interest of this class, it's not used.
15:47 RealBadAngel it will be used
15:47 RealBadAngel its a important part of postprocessing
15:48 RealBadAngel SSAO, DOF etc will use it
15:48 nrzkt then add a usage with your PR, i didn't like unused code :p
15:49 RealBadAngel im not sure bout that, plz wait for next related PRs
15:49 RealBadAngel theres shitload more to  come
15:50 RealBadAngel next one is going to be even more interesting ;)
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15:57 nrzkt maybe combine this code with next using it. The PR seems fine, but without application i cannot tell +1 in MT because it doesn't affect it
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16:03 RealBadAngel #3624
16:03 ShadowBot https://github.com/minetest/minetest/issues/3624 -- Include irrPP post processing addon for Irrlicht by RealBadAngel
16:03 RealBadAngel nrzkt, this need some revieving definitely
16:03 RealBadAngel +s
16:04 RealBadAngel nrzkt, i do have way too many complex parts of code to be used to mixed in single commit
16:04 RealBadAngel *to be mixed
16:11 red-001 sofar is this what you meant when you said tnt should use inverse square? https://github.com/red-001/minetest_game/com​mit/d38f227abf3e6df789ed5af24329d180a30352e4
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16:33 sofar red-001: that's not an inverse square :)
16:33 sofar red-001: 1 / (x * x) is inverse square
16:34 sofar although it should be inverse cubed
16:34 sofar 1 / (x*x*x)
16:34 sofar that whole routine is messed up anyway
16:34 red-001 x being?
16:35 sofar distance
16:35 red-001 ohh
16:36 red-001 well that makes sense
16:36 red-001 so it should be inverse distance cubed?
16:37 sofar I mean, physics, I think it attenuates inverse cubed
16:37 sofar hmmm
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16:38 sofar no
16:39 sofar I'm wholly mistaken with the cube
16:39 sofar it's inverse square
16:39 sofar 1 / (dist * dist)
16:42 red-001 if I want to add diffirent blast strengths would it be 1/ (d * d) * strength ?
16:42 sofar right. initial intensity is a constant
16:42 sofar strength / ( d * d )
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16:43 red-001 ok
16:43 red-001 making a new PR for this
16:44 red-001 unless you want to add it to your one
16:44 sofar the entity_physics routine is full of errors as well
16:44 red-001 minetest is full of errors
16:44 sofar nah, it's just cobbled up code that doesn't even do what it attempts to do
16:44 sofar if you'd delete all of that, nobody would notice
16:45 red-001 lol
16:45 red-001 I didn't try to read it yet
16:47 red-001 I think you could save the name of the player that activates the tnt as meatdata
16:47 red-001 and use the entity punch
16:47 red-001 that way mobs will attack you if you hurt them with tnt
16:54 sofar you could store the placer in node metadata
16:54 sofar can mesecons activate tnt?
16:57 Hijiri I think so
17:06 sofar yeah, then you want to store the placer. If you can determine the lighter later, you use that, but if not, use the placer :)
17:16 red-001 maybe
17:16 red-001 yes storing the placer would be good too
17:17 red-001 and make sure there is a fallback that doesn't use punch
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17:44 sofar yet another github bugreport filed
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17:53 red-001 sofar game#809
17:53 ShadowBot https://github.com/minetes​t/minetest_game/issues/809 -- Fix TNT mod not calculating blast intensity. by red-001
17:54 red-001 thanks for the help
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23:02 Taoki RealBadAngel: Any new screenshots to share, from both postprocessing and new lighting? They seem to be advancing so fast, I'm uncontrollably wondering what is there now :D
23:03 RealBadAngel a few last hours nothing advanced. i was sleeping ;)
23:03 Taoki Speaking of DoF: As long as you have the depth buffer, it should literally take a few couple of minutes to add that in. As you basically blur the final render with the z-buffer :)
23:03 Taoki Ahh, ok ^^
23:05 RealBadAngel DOF will be in fact easy to add, but i need to cleanup the code first
23:05 RealBadAngel in day or two, there will be a branch with my current work aviable
23:07 RealBadAngel so you will be able to test some stuff
23:07 Taoki Awesome
23:08 Fixer hmm
23:08 Fixer i will test it on later stage (to not beg too much about win binaries from sfan or krock)
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