Time Nick Message 00:02 RealBadAngel yeah, i like that effect 00:03 RealBadAngel it gives snowy scene a bit more realistic feel 00:04 RealBadAngel maybe we could add there later on sunglasses mod? :) 00:05 red-001 I prefer a const float gamma = 1.2; 00:05 red-001 it looks better to me 00:06 RealBadAngel a screenshot? 00:08 red-001 https://i.imgur.com/aUQiVgy.jpg 00:08 red-001 try it out 00:09 red-001 still hard to see but it doesn't hurt my eyes 00:10 RealBadAngel indeed 00:11 RealBadAngel but i think addaptive tonemapping will be better here 00:11 RealBadAngel we will see 00:12 RealBadAngel this way we could get bloom maxed out in caves and reduced a bit while in direct sunlight 00:13 RealBadAngel also, you can play with settings in bloom_prepass.frag 00:13 RealBadAngel theres brightness trigger 00:14 red-001 are // comments? 00:15 RealBadAngel you mean that line? //uv.y = 1.0 - uv.y; 00:15 RealBadAngel thats to be trashed 00:16 RealBadAngel float brightness = dot(color.rgb, vec3(0.5126, 0.7152, 0.0722)); 00:16 RealBadAngel if(brightness > 1.1) 00:16 RealBadAngel thats bloom trigger 00:17 red-001 removing brightness check has interesting results 00:17 RealBadAngel everything glows? 00:17 red-001 no 00:17 red-001 not much any way 00:17 red-001 everything looks soft 00:17 RealBadAngel screenie? 00:18 red-001 glows a bit 00:18 red-001 and is bl;urry 00:19 red-001 https://i.imgur.com/AQGXba4.jpg 00:19 RealBadAngel kinda drunk vision lol 00:19 Fixer red-001, o_o 00:20 Fixer RealBadAngel, add yellowish tint, ???, presto! 00:20 red-001 would look cool in skylands 00:20 red-001 or skyblock 00:21 Fixer RealBadAngel, https://i.imgur.com/PlzPrzX.png 00:22 RealBadAngel Fixer, workin on fixing cel 00:22 Fixer RealBadAngel, https://i.imgur.com/EZcxx1r.png 00:23 red-001 https://i.imgur.com/Azad9xe.jpg 00:23 Fixer red-001, simulating summer at my home 00:24 Fixer red-001, bloom? 00:49 Taoki Checking out MinetestHD now. I use Radeon, Mesa, and will test the RadeonSI driver. 00:50 Taoki RealBadAngel: Is your MinetestHD repo the Minetest fork you're maintaining now? Or is that another one, not the primary project? 00:51 Fixer RealBadAngel, DOF works but hard to grasp 00:52 RealBadAngel Fixer, dof have fixed far plane, at 200, so you have to test it with vrange at least == 200 00:53 RealBadAngel if you lower it, depth map wont be accurate 00:53 RealBadAngel im testing everything at 240 00:53 Fixer works for me 00:54 Fixer RealBadAngel, float depth = texture2D(Tex1, uv).x; is distance to block pointed by crosshair? 00:55 RealBadAngel no, fDepth is 00:55 RealBadAngel line above 00:55 Fixer RealBadAngel, that's artistic one, but is it possible to make another real one, it is simpler, just blur background if looking at smth closer then at <0.3 nodes away :) 00:55 RealBadAngel this one is curently processed pixel depth 00:56 Fixer hmm 00:56 RealBadAngel as i said, realistic one costed me half of my FPS, so thx ;) 00:57 RealBadAngel it was good for blender, but not for a game 00:57 Fixer RealBadAngel, nah, just crude one, if fDepth < 0.3, blur everything behind %) 00:57 RealBadAngel you may try it 00:58 Fixer yeah 00:58 RealBadAngel code is simple as hell 00:58 Fixer code looks easy 00:58 Fixer too bad it is 3:00 00:58 RealBadAngel put some torches around ;) 00:59 Fixer going to sleep anyway 00:59 RealBadAngel Taoki, use mrt_1 branch 00:59 Fixer RealBadAngel, what is Far? 00:59 Fixer RealBadAngel, 200 nodes? 00:59 RealBadAngel far plane of camera 01:00 Fixer what are those units 01:00 RealBadAngel near = 1, far = 20000 01:00 Fixer < 1 is possible? 01:00 RealBadAngel no 01:00 Fixer 0.1? 01:00 RealBadAngel its always positive 01:00 Fixer ofc 01:00 RealBadAngel we dont set near ingame, so its default 1 01:01 RealBadAngel far is set vRange * BS (and minimum = 20000) 01:01 Taoki RealBadAngel: Ah. Just checked it out and compiled, and was looking at what settings I need. Will switch branch then 01:01 Fixer https://github.com/fith/Minecraft-Shaders/blob/master/mods/3ddotminecraft/contents/files/shaders/final.fsh 01:01 Fixer BS? 01:02 RealBadAngel Block Size = 10 01:03 RealBadAngel everthing ingame is multiplied by it 01:03 RealBadAngel sometimes i think that inventor of it should be also multiplied by it :P 01:03 Fixer hmm 01:03 * RealBadAngel looks at c550 :P 01:04 RealBadAngel to get rid of it almost everything would be edited 01:05 Fixer i'm not sure who will use bloom and dof... in his right mind %) 01:05 Fixer DOF is overloading the brain 01:05 RealBadAngel depends on personal taste 01:06 Taoki Fixer: Me? Or, right... in his right mind :P 01:06 RealBadAngel for me it enhances world a lot 01:06 Fixer gn 01:06 Taoki Seriously though, hard to tell who wouldn't want to use them :P Just looks so awesome! 01:06 Taoki Night 01:08 RealBadAngel reading now that mc DoF, that even LOOKS expensive 01:09 RealBadAngel const float PICONSTANT = 3.14159; 01:09 RealBadAngel LOL 01:09 RealBadAngel who would ever guess thats a constant?? ;) 01:10 Taoki RealBadAngel: Any thoughts on having motion blur as well? Hopefully not ghosting based, which is simplistic and ugly... I'm not sure what the tecnhique to do it right was called, though it's used in Need For Speed >= Carbon. 01:10 RealBadAngel wasnt even thinkin bout it yet 01:11 RealBadAngel atm i do have enough effects to start polishing them and fixing engine issues 01:11 RealBadAngel other effects can be added later on 01:11 RealBadAngel meanwhile, when this part got finished, i need real lights 01:11 Taoki Indeed 01:12 kaeza related: https://github.com/minetest/minetest/pull/385 01:15 Taoki RealBadAngel: Minetest seems to crash when I start it up x_x But this even happens if I disable shaders! 01:21 Taoki WB 01:21 Taoki RealBadAngel: Minetest seems to crash when I start it up x_x But this even happens if I disable shaders! 01:21 RealBadAngel Taoki, start from main folder, not /bin 01:21 Taoki Only on the mrt_1 branch though, not master (of the MinetestHD repository). 01:21 Taoki Ah, ok 01:22 RealBadAngel otherwise it wont find shaders and crash, thats irrPP fault 01:22 RealBadAngel and change resolution only when in main menu 01:23 Taoki Works now. No effects however. I assume I need to add new settings to minetest.conf? 01:23 RealBadAngel yeah 01:23 Taoki Ok. Is there a list please? 01:23 RealBadAngel check default_settings.cpp changes to get them all 01:25 Taoki Github isn't making it easy to find that.. 01:27 Taoki Got it 01:28 RealBadAngel i was about to paste them ;) 01:28 Taoki Yep, they seem to be working all nicely :D 01:32 Taoki RealBadAngel: Yeah, now I can see the crosshair problem when looking at waving leafs and it hits clear texture pixels :) 01:32 Taoki RealBadAngel: Easiest way to solve that I think would be having a delay and / or smooth transition. 01:32 RealBadAngel but that has to be done in the engine, not the shaders 01:39 Taoki RealBadAngel: I can only find one bug: If I dig out any node, some nodes start to get flashing black surfaces and texture glitches. I'll try to make a screenshot 01:40 RealBadAngel ok 01:40 Taoki http://i.imgur.com/yJru8YC.jpg 01:41 Taoki It flashes as I move the view around 01:41 Taoki If I put the node back in its original position, it goes away o.o 01:42 RealBadAngel dont use bumpmappin by now 01:42 Taoki Ah, ok 01:43 RealBadAngel theres a conflict with shaders constant setters 01:43 Taoki RealBadAngel: There is another strange one actually: http://i.imgur.com/Dqdzc3m.png Look in the upper-right corner... there is a wireframe cube appearing there from some angles. 01:43 RealBadAngel mhmm 01:43 RealBadAngel go on ;) 01:44 Taoki Don't know more, just noticed it appears there :) 01:44 RealBadAngel list of bugs is indeed long ;) 01:44 Taoki Wasn't sure if that was on your list or not... some things could be driver specific. 01:44 RealBadAngel that wireframe cube is selection box 01:44 Taoki Yeah... for some reason it floats there with the new shaders. 01:44 RealBadAngel with ZBuffer on the loose ;) 01:46 Taoki RealBadAngel: And one more, just in case you missed it: At night, look at the moon: When the crosshair toches the moon you get one DOF focus, but when you look at any other area of the sky you get another. So the blur snaps if you're looking at the edge of the moon. 01:46 Taoki Sun and moon should probably not be in the Z calculation... or not the same way I figure. 01:47 RealBadAngel i have to exclude the sky at all 01:56 kaadmy should looking at the sky have DoF at infinity? 01:57 kaadmy make the whole scene blurred? 02:01 Taoki RealBadAngel: https://forum.minetest.net/viewtopic.php?f=3&t=156&p=206501#p206501 02:03 RealBadAngel especially dart scenes look nice 02:03 RealBadAngel *dark 02:04 Taoki indeed 02:04 Taoki This is getting very close to how Terasology looks like BTW :) It's starting to have that nice feel. 02:04 Taoki Tone mapping and bloom and DoF all come together to help with that. It's certainly what I was hoping. 02:05 Taoki Only thing it misses, I think, is better tone mapping colors based on time of day. That will ideally have to come from the new lighting however. 02:06 Taoki Bedtime now... night! 02:57 kaadmy RBA: are you active right now? 02:57 kaadmy would an "inverse" SSAO work as a cel shading replacement? 02:57 kaadmy darken outside corners? 02:59 RealBadAngel those are two different effects rather 02:59 kaadmy i know 02:59 RealBadAngel btw i do have ssao partially working already 02:59 kaadmy does terasology have invert ssao 02:59 RealBadAngel but it doesnt make much sense without lighting 03:00 kaadmy from screenies of terasology it seems they have something similar 03:00 RealBadAngel otherwise i do have torches shadowed too 03:01 RealBadAngel terasology cel shader and mine are very similar (i took some of their code) 03:01 RealBadAngel they do depend on depth only to show outlining 03:02 RealBadAngel im also using normals of the surfaces 03:02 RealBadAngel depth actually is used to fade cel shading in the long distance 03:04 kaadmy ah 03:04 kaadmy would it be possible to have something like Tesseract's "rotoscope" filter? 03:05 kaadmy similar to cel shading on color differences instead of normals 03:34 RealBadAngel kaadmy, do you have any screenshots with this effect? 03:37 kaadmy not right now 03:40 kaadmy maybe this? https://en.m.wikipedia.org/wiki/Rotoscoping 03:40 kaadmy can't find any good quality rotoscope filters via search engine 03:40 RealBadAngel pretty nice effect 03:41 kaadmy combined with cel shading it might look even cartoonier :) 03:42 kaadmy and maybe cel shading could be removed and have only rotoscope 03:48 RealBadAngel if it wont be too expensive i can think bout it 03:48 RealBadAngel i really like it 03:49 RealBadAngel meanwhile i need a nap :) 03:52 kaadmy g'nite 03:52 kaadmy going to be my bedtime soon too :| 12:08 diemartin #3647 12:08 ShadowBot https://github.com/minetest/minetest/issues/3647 -- builtin: Fix `print` crashing on nil "holes". by kaeza 12:08 diemartin quite high prio if you ask me 16:31 Obani RealBadAngel, did you get out of Minetest github's because of Minetest HD ? And will Minetest HD be Minetest someday ? :D 16:34 RealBadAngel its gonna be just HD version of mt, with better gfx, effects and so on, but in general compatible with core mt 16:35 RealBadAngel most of the stuff im coding is client side and look 16:37 RealBadAngel so its not about replacing or fighting with original, just filling the niche for those who have better boxes and want mt to look modern 16:41 Fixer crap, so there will be no proper lightning/shadows in simple minetest? 16:42 Calinou probably not ever, just like Sauerbraten/Red Eclipse will keep their baked lighting model forever 16:42 Calinou real-time lighting is just not doable for everyone 16:42 Calinou it's like dropping IE < 11 support in websites I guess :) 16:43 RealBadAngel Calinou, not really, i plan to combine the model we do have with proper light calculations for the sun 16:44 Calinou combining baked lighting with real-time lighting is a pain, in any game 16:44 Calinou (I consider Minetest's currently lighting to be analog to baked lighting, even though it's actually closer to vertex lighting) 16:44 RealBadAngel it is vertex lighting 16:45 RealBadAngel but shaders with bumpmapping are using real light calculations already 16:46 RealBadAngel i "borrowed" from proller for a while his code to calculate sun pos (a bit crappy, but working) and applied that to my shaders 16:46 RealBadAngel effect is quite nice 16:47 RealBadAngel also, the model we do have now will remain useful, and needed 16:47 RealBadAngel we do need light level calculations for each node 16:48 RealBadAngel we can just drop smoothlighting and AO 16:49 RealBadAngel and remember any "real" lighting system will give up when it will come to manage shitload of lightsources we can have in world 16:51 RealBadAngel but can work if we mix it. let sun shine the world (just single lightsource) not so expensive + baked all the torches, lamps, lava etc 19:34 paramat nore sfan5 ShadowNinja sofar i'd like to merge these later any comments? game#824 game#825 19:34 ShadowBot https://github.com/minetest/minetest_game/issues/824 -- Default/mapgen: Confine Aspen to one half of deciduous forest by paramat 19:34 ShadowBot https://github.com/minetest/minetest_game/issues/825 -- Default/schematics: Re-add force-placed root node to mapgen trees by paramat 19:56 red-001 minetest-mods 19:56 red-001 nvm 21:03 paramat sfan5 ShadowNinja if you disapprove this only needs another -1 to close game#301 21:03 ShadowBot https://github.com/minetest/minetest_game/issues/301 -- Change ore generation to a non-uniform distribution. by Ekdohibs 21:04 sfan5 paramat: commented 21:04 paramat thanks 21:05 paramat closed 21:20 red-001 a minetest.run_async function would be very useful for mods like TNT 21:21 red-001 It could be used to stop tnt from hanging a server 21:30 Guest7132 Er, why is fs::RecursiveDelete a no-op on Windows? 21:32 Guest7132 And WTF, it's fork() and execv(rm -rf) on Posix?! 21:38 red-001 ShadowNinja what's your opinion on game#816? 21:38 ShadowBot https://github.com/minetest/minetest_game/issues/816 -- Make TNT faster by using `VoxelManip()` for removing nodes. by red-001 21:40 ShadowNinja red-001: IIRC there was a reason not to use LVM, calling on_destructs or not destroying locked chests or something like that. 21:47 red-001 we have the on_blast callback now 21:48 red-001 I could add a queue like the one for on_blast for on_destruct 21:50 kaadmy red-001: using async lua code could cause problems if the mod author doesn't do thread safe cod 21:50 kaadmy code* 21:52 red-001 no ones says every author has to use it 21:59 ShadowNinja Thoughts on rewriting filesys.cpp into a simplified C++17 filesystem-like API? (the C++17 filesystem module is basically the same as boost's filesystem module, and boost's docs are easier to find, if you want to see what it would look like). 21:59 kaadmy i can imagine a modding newbie looking at it and saying "async! let's use it to increase performance on background tasks!", then "why is my mod not working :((((( 22:00 Calinou ShadowNinja, we don't even use C++11 yet?d 22:00 Calinou due to having to support Ubuntu 12.04 22:00 ShadowNinja Calinou: C++17 filesystem LIKE. Not actually replace it with C++17's filesystem API. 22:01 ShadowNinja Also, I think we decided to switch once Debian updated, which was a while ago. 22:01 ShadowNinja Then that decision sort of morphed into "after Ubuntu". 22:02 ShadowNinja But Ubuntu's stupid slow at updating their stuff. 22:02 Calinou blame the 5-year support for LTS… 22:02 Calinou they did because of corporate stuff, for most users 3 years is plenty 22:03 red-001 kaadmy imagine modding newbie *learning* how lua works 22:03 red-001 or just not using it 22:04 nrzkt ShadowNinja, C++17 API is out ? but C++14 is not totally supported by compilers :p 22:05 ShadowNinja nrzkt: C++17 **LIKE**. That is, write our own API that's based on the design of the C++17 one. 22:38 hmmmm why 22:38 red-001 why does minetest use custom print? 22:38 hmmmm that's not what minetest needs at all 22:38 hmmmm that's just you wanting to code some stuff, and you're associated with an open source project, so you can use that as the place to put your code