Time Nick Message 02:26 RealBadAngel any more comments on #3612? 02:26 ShadowBot https://github.com/minetest/minetest/issues/3612 -- Filmic HDR tone mapping by RealBadAngel 02:49 RealBadAngel !tell est31 i told ya that you cant make enable_animations static. now you have to shutdown the clienat and restart for setting change to work 02:49 ShadowBot RealBadAngel: O.K. 04:13 RealBadAngel everybody sleeping or what? :) 04:15 RealBadAngel side effect of inventory meshes instead of textures patch, item_image_buttons cant show labels (yet) but easily can show stack count (which was previously impossible) 04:16 RealBadAngel i thought i will have to code that feature but it seems it coded itself lol 04:22 * sofar back from .nl 04:23 paramat ok hmmmm #3649 is updated on your good advice and tested 04:23 ShadowBot https://github.com/minetest/minetest/issues/3649 -- FindSpawnPos: Let mapgens decide what spawn altitude is suitable by paramat 04:23 paramat welcome back 04:24 hmmmm maybe I'm misunderstanding the point of this function 04:24 hmmmm getSpawnLevelAtPoint? 04:25 sofar paramat: ty. still 10hrs of jet lag to get rid of :) 04:25 hmmmm you want a function per mapgen to tell you the y level of a point if it is a good place to spawn, otherwise none 04:25 hmmmm bool Mapgen::isSuitableForSpawn(v2s16 query_pos, int *ground_level) 04:25 hmmmm int y; 04:26 hmmmm if (mg->isSuitableForSpawn(v2s16(guess_x, guess_z), &y)) break; 04:26 hmmmm ? 04:27 hmmmm "getSpawnLevelAtPoint" doesn't really describe what it is you're after 04:27 hmmmm wtf is the "spawn level" 04:28 paramat well, the function returns the spawn y in the column given by findSpawnPos, but if the column is not suitable 'map gen limit' is returned to signify that 04:28 paramat y of player spawn 04:28 hmmmm I get that, but I'm saying that it might not be the best choice from an interface standpoint 04:29 paramat here 'at point' means 'in this node column' just as in 'getGroundLevelAtPoint' 04:29 hmmmm you're getting two pieces of information here: is the (x,z) suitable for spawning? if it is, what is the ground level at this point? 04:29 paramat correct 04:29 hmmmm well it's up to you really 04:30 hmmmm I'm just saying 04:30 paramat yes i'm using 'map gen limit' as a return value to signify unsuitable spawn, it's nice and simple 04:31 hmmmm getSpawnLevelAtPoint probably isn't the best name for this 04:31 hmmmm getSuitableSpawnHeight? 04:31 hmmmm idk 04:31 paramat needs to describe the possibility of unsuitable column 04:31 paramat ok 04:31 hmmmm no, I don't think my name is any better 04:32 hmmmm if you can come up with something that describes it better, change it 04:32 paramat ok 04:32 hmmmm from a code standpoint it looks fine to me 04:32 hmmmm you basically copied getGroundLevelAtPoint 04:32 hmmmm I would add a comment in mapgen.h though 04:33 hmmmm just mention what this function does, and what its possible return values are 04:33 paramat ok 04:34 hmmmm ehh 04:34 hmmmm was it your intention to remove getGroundLevelAtPoint completly? 04:34 hmmmm completely* 04:35 paramat see commit message. we can re-add it in correct form soon 04:35 paramat it's never used, it was only used to get spawn y 04:35 hmmmm what about v7? 04:35 hmmmm that was relatively accurate 04:36 paramat it was, if you want lowest ground level 04:36 paramat i guess lowest is what people would want 04:36 hmmmm getGroundLevelAtPoint was supposed to be exposed to the lua api for sapier's thing but i'm not sure why he never ended up using it 04:37 paramat how about i make sure to re-add these functions soon? 04:37 paramat in another commit 04:37 hmmmm well like i said it's up to you 04:37 paramat then it can be accessed from a new API 04:37 hmmmm if they're not being used then nobody will miss them 04:38 paramat there's also 'get biome at point' never used but modders will love that 04:38 paramat ok 04:38 hmmmm yea 04:38 hmmmm so however you decide to proceed is fine 04:38 hmmmm just make sure modders and users are happy :) 04:38 hmmmm +1 04:39 paramat thanks will update this 04:42 paramat 'getSpawnYAndSuitabilityAtPoint()' .. 04:42 hmmmm ehh 04:42 hmmmm just stick with what you have right now and explain it in a comment 04:46 paramat ok 04:49 RealBadAngel hi guys 04:50 RealBadAngel so, can we have 3612 merged? 04:51 hmmmm #3612 04:51 ShadowBot https://github.com/minetest/minetest/issues/3612 -- Filmic HDR tone mapping by RealBadAngel 04:51 hmmmm doesn't this require IrrPP 04:51 RealBadAngel no 04:51 RealBadAngel thats the only pp effect that can go in with current shaders 04:53 RealBadAngel it just modifies final color 04:55 hmmmm is there any way to cut down on duplicated shader code? 04:55 RealBadAngel which part do you mean? 04:55 RealBadAngel nodes and water ones? 04:55 hmmmm the same tonemapping code is repeated in both the node and water shaders 04:56 hmmmm aren't you able to make a 'common' shader file? 04:56 RealBadAngel water shader in its current form will be removed 04:56 hmmmm well, whatever 04:56 RealBadAngel i need another commit for it 04:56 RealBadAngel but later on 04:57 RealBadAngel this will eliminate those duplicated code 04:57 hmmmm does this code break the alpha channel? 04:57 RealBadAngel why do you think so? 04:58 RealBadAngel alpha is preserved, only rgb is changed 04:58 RealBadAngel or at least should be, lemme check 04:58 hmmmm vec4 col = vec4(color.rgb, gl_Color.a); col *= gl_Color; ---> vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); 04:58 hmmmm this is not the same at all 04:59 RealBadAngel damn, it was before but nerzhul wanted to simplify the code 04:59 RealBadAngel i will fix that right now 05:08 RealBadAngel meanwhile: #3676 05:08 ShadowBot https://github.com/minetest/minetest/issues/3676 -- Fix displaying item_image_button label by RealBadAngel 05:09 hmmmm dammit RBA :) 05:09 hmmmm your 6cd2b3b seems to be causing a lot of regressions 05:09 hmmmm who signed off on this!?!? 05:11 RealBadAngel this was complex change and lotsa folks were testing it. it happens that sometimes not everything is caught 05:12 RealBadAngel if i got report about it earlier i would code it right away 05:12 RealBadAngel it was 30min work 05:12 hmmmm mm 05:12 hmmmm so let me understand this 05:12 RealBadAngel about 3612, youre wrong, everything is fine, alpha is preserved as it should 05:13 hmmmm what was it about 6cd2b3b that made it regress? 05:13 hmmmm in 3676 you remove the text from the button and instead superimpose a static text control over it 05:13 RealBadAngel completely new way of displaying items, meshes instead of textures 05:13 sofar paramat: I'm not worried about the gravel texture needing revisions - I'd rather redo it 5+ more times and get it "right" 05:13 hmmmm oh I see 05:13 hmmmm right 05:13 RealBadAngel so buttons had to be emulated 05:14 hmmmm so now those buttons have no text or graphics on them 05:14 hmmmm they have 3d meshes drawn in that area 05:14 paramat ok 05:14 RealBadAngel yes 05:14 hmmmm and now with this they have text superimposed on top of all that 05:14 hmmmm that's sensible I'd say 05:14 RealBadAngel same as itemstacks 05:14 RealBadAngel which gained ability to display stack count btw 05:15 RealBadAngel so mods can become easier 05:15 hmmmm formspecs didn't previously have the ability to display static text controls? 05:15 RealBadAngel https://github.com/minetest-technic/unified_inventory/commit/b3c6c922861f9936cc03fae5cd6cabb9cacd9e27 05:15 RealBadAngel only labels 05:15 RealBadAngel but those have focus 05:15 hmmmm okay 05:16 RealBadAngel so if you put there a label, you wont be able to push that button 05:16 hmmmm RBA, I have a complaint about the commit message 05:16 hmmmm it's pretty vague 05:16 hmmmm why not make it something like: 05:16 RealBadAngel static text is well, just static ;) 05:16 RealBadAngel that even could be exposed for mods to use 05:17 hmmmm FormSpec: Add StaticTextSpec and superimpose over item image buttons 05:17 hmmmm This fixes Issue #3672, "Inventory items are covering item_image_button labels" 05:17 ShadowBot https://github.com/minetest/minetest/issues/3672 -- Inventory items are covering item_image_button labels since 6cd2b3b 05:17 hmmmm ? 05:17 hmmmm how about that 05:17 RealBadAngel i can add new formspec element, thats ok 05:18 hmmmm it explains what the fix is and how it solves the problem 05:18 RealBadAngel but buttons have to be emulated anywyay 05:18 hmmmm whereas the current commit message says, "Fix thing" 05:18 RealBadAngel ok, i will explain it more 05:18 hmmmm it's a step up from proller's "fix" commit messages 05:18 hmmmm lots of room for improvement though 05:19 RealBadAngel hehe i got that feeling when typing that commit message lmao 05:22 RealBadAngel ok, ive changed it as you suggested 05:23 hmmmm anyway back to 3612 05:24 hmmmm so the way it is right now, without your commit, it seems like vec4 col = vec4(color.rgb, alpha); col *= gl_Color; is not functionally the same as the code you replaced it with 05:25 hmmmm that being said, the current code is the thing that seems faulty, and your new code is correct 05:25 hmmmm because look 05:25 hmmmm with the old one you set col to color.rgb, gl_Color.a 05:25 hmmmm then you multiply col by the entire gl_Color, not gl_Color.rgb 05:26 hmmmm so that means col.a = gl_Color.a^2 05:27 hmmmm but then at the end after all the calculations, the alpha is overridden again 05:27 hmmmm this only matters if the alpha channel plays a role in the intermediate computation of any of the RGB values 05:27 RealBadAngel hold on 05:27 RealBadAngel http://pastebin.com/aEkVsYiM 05:27 RealBadAngel please read that piece 05:28 hmmmm ? yes I know that already 05:28 RealBadAngel ive put there explanations whats going on here 05:28 hmmmm I am just saying that the new code and old code might not create the same exact result, if the alpha channel is used in calculating rgb anywhere else 05:29 hmmmm which it doesn't seem so 05:29 RealBadAngel its not, cant be 05:29 hmmmm I'm not saying your new code is wrong 05:30 RealBadAngel maybe before it wasnt made clear that alpha doesnt play any role and is restored at the end 05:30 hmmmm okay whatever this is settled 05:30 hmmmm no changes need to be made 05:30 hmmmm what about the #define ENABLE_TONE_MAPPING? 05:31 RealBadAngel what about it? 05:31 hmmmm I added notes to the PR 05:31 hmmmm but I asked if you need to #define it to a value of 1 in order to activate 05:33 RealBadAngel checkin it now 05:34 hmmmm you might be able to optimize tonemapping by precalculating whiteScale 05:34 RealBadAngel well, ENABLE_BUMPMAPPING also is not using 0/1 and i dont recall any reports that bumpmapping is not working on ATI 05:34 hmmmm what is the reason for some of the defines being 0/1 and some others not, then? 05:35 RealBadAngel frankly i cant remember right now, its old code 05:35 hmmmm mmmmmmmmmmmmmmmm 05:35 hmmmm maybe you should've added COMMENTS 05:35 RealBadAngel it was something about complex IFs on compilation time 05:36 hmmmm if you do remember, please make a PR that adds a comment explaining why 05:36 RealBadAngel if you check only if variable exists, you dont need to check for its value 05:36 RealBadAngel but if you want to evaluate its value using and, or you need its value 05:37 hmmmm well, duh 05:37 RealBadAngel so, its enough when you check: #ifdef ENABLE_PARALLAX_OCCLUSION 05:38 RealBadAngel you dont need the value, but fact its here 05:38 RealBadAngel if (GENERATE_NORMALMAPS == 1 && normalTexturePresent == false) 05:38 RealBadAngel here you need its value 05:38 hmmmm yes but i thought you said that certain shader compilers interpret it in different ways 05:38 RealBadAngel no 05:38 RealBadAngel look, theres #ifdef 05:38 RealBadAngel if defined 05:38 hmmmm okay 05:39 RealBadAngel so #ifdef ENABLE_TONE_MAPPING is absolutely correct 05:39 hmmmm great 05:41 RealBadAngel about optimization, i could precompute some things to make it faster 05:41 RealBadAngel and leave original formulas as comments 05:42 hmmmm yeah, that's what I would do for whiteScale 05:43 RealBadAngel gain wont be huge, but here all little things do accumulate 05:43 RealBadAngel its calculated per each pixel 05:49 RealBadAngel in fact i can precalculate more things in main equation 05:53 RealBadAngel 3 muls, 1 div less per one execution 05:55 RealBadAngel well, div is 0.01 / 0.3 im not sure if i can put there precalculated one 05:55 RealBadAngel hmmmm, what do you think? 05:56 RealBadAngel its 0,03(3) 05:56 hmmmm E / F? 05:56 RealBadAngel yeah 05:56 hmmmm I don't think combining those constants will help 05:56 hmmmm they look like easy pickins for the shader optimizer 05:57 RealBadAngel they do modify the colors curve 05:57 RealBadAngel im not sure we do want to make them settable by user 05:58 RealBadAngel you mean optimizing by compiler? 05:58 hmmmm yes 05:59 RealBadAngel i have no idea if those get optimized 05:59 RealBadAngel it may depend on drivers 06:00 hmmmm to represent 0.03(3) what you should do is round it to 0.03334 06:00 hmmmm floats typically have 5 decimal places of accuracy 06:00 RealBadAngel ok, will try 06:00 RealBadAngel also im replacing C*B, D*E and D*F 06:01 RealBadAngel surely it wont harm if we do optimize it on our own 06:01 hmmmm sure 06:16 RealBadAngel hmmmm, something like that: http://pastie.org/10714316 06:25 hmmmm yes 06:25 hmmmm looks good 07:07 paramat ok kahrl hmmmm i'll merge #3661 in a moment along with #3649 07:07 ShadowBot https://github.com/minetest/minetest/issues/3661 -- Remove ClientMap::m_camera_mutex by kahrl 07:07 ShadowBot https://github.com/minetest/minetest/issues/3649 -- FindSpawnPos: Let mapgens decide what spawn altitude is suitable by paramat 07:10 paramat now merging 07:24 paramat merged 07:48 RealBadAngel hmmmm, updated 3612 with optimizations 07:50 hmmmm looks good, but you never answered that one note 07:50 hmmmm shouldn't exposureBias be const float? 07:51 RealBadAngel ah, indeed 07:53 RealBadAngel done 08:01 RealBadAngel hmmmm, so any ohter comments on 3612 or 3676? 08:02 hmmmm 3612 is merged 08:03 hmmmm what's 3676 again?? 08:03 hmmmm oh that 08:04 RealBadAngel whoever can confirm its working its me, it hit UnifiedInventory 08:04 RealBadAngel ive already updated UI to reflect latest changes 08:05 hmmmm i can't test it 08:05 RealBadAngel afaik UI is the only mod using that feature so its propably only one affected 08:06 hmmmm vanessae's server uses UI right? 08:06 RealBadAngel yeah 08:06 hmmmm i'd try that out but it'd take longer to connect to it than it would to go through the tedious process of going to the forum, searching for the mod, downloading it, extracting it, making a new world with it enabled, etc. 08:06 hmmmm ugh 08:07 RealBadAngel just grab UI 08:07 hmmmm well it doesn't matter 08:07 RealBadAngel https://github.com/minetest-technic/unified_inventory 08:07 hmmmm i'm sure if it doens't work somebody else will complain 08:09 RealBadAngel ok, so now im gonna finish #3166 08:09 ShadowBot https://github.com/minetest/minetest/issues/3166 -- Send to clients only changed node metadata instad of whole mapblock by RealBadAngel 08:09 RealBadAngel it waited for too long already 08:09 hmmmm what does it still need? 08:10 RealBadAngel a) elimination od double meta updates per tick 08:10 RealBadAngel idk yet a reason for those, need to find out 08:10 RealBadAngel b) gather all the metas and send them as single package 08:11 RealBadAngel before b) was kinda done by sending whole mapblock, but thats unacceptable anymore 08:12 RealBadAngel sending many small packages is better than whole block already, but better would be a single one, dont you agree? 08:17 kahrl RealBadAngel, slight regression with item image buttons: previously the item and label moved a few pixels when pressing the button (giving a 3d appearance), now neither moves 08:18 RealBadAngel kahrl, that i cant emulate 08:18 RealBadAngel buttons are drawn by irrlicht, images and text by formspec code 08:18 kahrl yeah I'm not sure if it is actually needed 08:19 kahrl though it would be nice to have, if only for consistency with normal buttons 08:19 RealBadAngel item image buttons are already very specific and i dont think they should act the same 08:20 RealBadAngel at least thats not needed 08:20 RealBadAngel pressing the button effect is still here 08:21 RealBadAngel but to keep that consistency patch for irrlicht would be needed not for formspec 08:24 kahrl I suppose you could check button->isPressed() when rendering the item and label 08:26 RealBadAngel shitload of things should be rewritten then 08:26 RealBadAngel we dont render formspecs each frame 08:27 RealBadAngel im not sure thats doable even 08:27 RealBadAngel not "render" but "regenerate" 08:29 kahrl oh, I thought I saw a loop over the StaticTextSpecs that did a m_font->draw 08:32 RealBadAngel checkin now it could be possible to offset it when drawing text 08:47 RealBadAngel fuck 08:47 RealBadAngel i can code it, hmmmm is gonna kill me ;) 08:48 RealBadAngel kahrl, ^^ 08:51 kahrl RealBadAngel: heh 08:52 RealBadAngel but i can do that easily for labels on the buttons 08:52 RealBadAngel in fact i coded that already 08:52 RealBadAngel another thing are images 08:52 kahrl images should be similar, no? 08:53 RealBadAngel but those are another story, theyre in HUD 08:53 RealBadAngel nah, that will be easy too 08:53 kahrl aren't they ImageDrawSpecs, in GUIFormSpecMenu? 08:53 RealBadAngel exactly 08:54 RealBadAngel ok i know what to do 08:54 RealBadAngel talking really helps 08:55 RealBadAngel while im still back there, maybe i will add static_text to formspecs? 08:55 RealBadAngel that is really useable 08:55 RealBadAngel formspecs doesnt have that feature exposed 08:55 kahrl hmm, what would be the difference to label? 08:55 RealBadAngel not being able to hover 08:56 RealBadAngel labels are stealing focus 08:56 kahrl huh 08:56 kahrl why would a label be able to get focus 08:56 RealBadAngel put a label that will cover a button 08:57 RealBadAngel you wont be able to press that button 08:57 kahrl oh 08:58 RealBadAngel so in some cases static text would be really better than labels 08:59 kahrl I think from an interface point of view it shouldn't be a totally new kind of formspec element, but an option to label 08:59 RealBadAngel or that 08:59 RealBadAngel even easier to code 08:59 Hijiri clearly formspecs need to be an FRP framework 09:01 RealBadAngel oh we had many talks what formspecs should be, easier to talk about than code it ;) 09:01 RealBadAngel at some point SN was coding them as lua tables i think 09:07 RealBadAngel kahrl, ok, made those labels on button clickin, now images 09:08 kahrl nice 09:08 nrzkt RealBadAngel, isn't this better to add a label attribute to make them static text ? 09:09 RealBadAngel nrzkt, thats exactly what we have agreed on 09:09 RealBadAngel but i will do that in separate commit 09:40 everamzah names are behind the water. (water is obstructed view of names) 09:43 everamzah http://imgur.com/a/TYSun 09:45 RealBadAngel kahrl, #3678 09:46 ShadowBot https://github.com/minetest/minetest/issues/3678 -- Formspec: recreate item_image_button pressed state for its image and … by RealBadAngel 09:46 RealBadAngel can you test it? 09:57 kahrl RealBadAngel: instead of the hardcoded values I'd suggest using skin->getSize(gui::EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X) and _Y 09:57 kahrl for the image 09:57 kahrl and for the text, skin->getSize(gui::EGDS_BUTTON_PRESSED_TEXT_OFFSET_X) and _Y 09:59 kahrl maybe call the field "parent_button" instead of "button, to make the intent clearer 09:59 RealBadAngel ok will try them 09:59 kahrl "button"* 09:59 RealBadAngel sure 10:01 kahrl also it seems like line 1506 through 1509 are no longer needed at all 10:06 RealBadAngel indeed 10:07 kahrl hooray for less code :) 10:09 RealBadAngel at least at some spots ;) 10:10 kahrl touche :P 10:15 everamzah sometimes this halo(?) thing doesn't update http://imgur.com/a/2NcBW 10:18 RealBadAngel doesnt update? what do you mean? 10:18 everamzah sometimes it's not see-through. but opaque, rather, and i can't see at all what i'm pointing at 10:19 everamzah normal: http://imgur.com/jjLLTWJ 10:19 everamzah but maybe it's normal, because sometimes that's how it is for see-thru nodes and water 10:21 RealBadAngel are you using noclip when it becomes opaque? 10:21 everamzah no 10:21 RealBadAngel please can you determine when exactly it happens? 10:22 everamzah no. kind of a rare thing. _felt_ like it wasn't updating, but i'm sorry i can't be clearer 10:22 everamzah it's probably nothin :O 10:22 RealBadAngel shouldnt happen at all 10:22 RealBadAngel i will try to look for a possible reason 10:22 everamzah diggin the new gfx changes, tryin some em out now 10:22 everamzah maybe some1 else will notice it, too 10:22 RealBadAngel for sure 10:23 * everamzah wonders if it's a graphics driver/memory thingy on his debian laptop 10:23 RealBadAngel its a simple mesh 10:23 RealBadAngel but a change to clean it up was rather huge 10:23 RealBadAngel over 20 files touched 10:23 everamzah \o/ 10:24 RealBadAngel so its possible that somwhere sits a nasty bug and just pops up from time to time ;) 10:25 everamzah i don't notice it now. but before there was another player nearby and it seemed to happen more (?) 10:26 everamzah i wonder why these ones are offset: http://imgur.com/a/4ysFc 10:26 everamzah maybe it's the node selection size def 10:27 kahrl everamzah: that's because it scales the mesh outwards from the center of the node 10:27 everamzah ah 10:28 RealBadAngel everamzah, can you make a screenshot of that chair with boxes selection mode? 10:28 everamzah sure 10:29 * everamzah scrolls furiously 10:30 everamzah sry, offhand do u know the setting name? (haha) 10:30 RealBadAngel use menu 10:30 everamzah ya i am i'm scrolling. i forgot what i turned on, even 10:30 everamzah oh 10:31 everamzah node_highlighting i found it 10:31 * everamzah crosses fingers for a search box 10:31 RealBadAngel its in client/graphics/ingame/basic 10:32 everamzah http://imgur.com/a/rrEa0 10:32 everamzah looks tight, on the box 10:32 everamzah afk 10:34 RealBadAngel ok, i will try to correct the halo then 10:34 RealBadAngel kahrl, ok, ive updated the PR 10:37 kahrl RealBadAngel: code looks good to me now, will test 10:38 kahrl oh, git says 1 line adds whitespace errors 10:39 kahrl I've marked it on github 10:40 kahrl and s/button/parent_button in guiFormSpecMenu.h:251 10:42 RealBadAngel ok 10:51 everamzah seems to be opaque pretty often when there's two players together 10:52 * everamzah wonders whether you saw the imgur album first linked with the names behind water 10:54 RealBadAngel thats pretty normal 10:54 everamzah oic 10:54 RealBadAngel player name tags are rendered wrong way 10:54 RealBadAngel that will be changed when i move tags to HUD where they should be 10:55 RealBadAngel those tags cannot be rendered as 3d obects in the world, i have to move them away from here 10:56 RealBadAngel otherwise tags will be shaded with all the postprocessing effects 10:56 RealBadAngel so its on my TODO list already 10:59 RealBadAngel kahrl, ok. fixed. does the change work for you? 11:03 kahrl RealBadAngel: still a compile error :( 11:03 kahrl I've marked the two bad lines 11:03 RealBadAngel wut? 11:03 kahrl did it compile for you? 11:03 RealBadAngel will check clean sources 11:03 RealBadAngel maybe ive messed something 11:04 kahrl error: expected ‘,’ or ‘;’ before ‘rect’ 11:04 kahrl in line 2440 and 2479 11:04 RealBadAngel lol yeah 11:05 RealBadAngel looks like i was coding on other folder 11:05 RealBadAngel and compiling another one 11:08 RealBadAngel gui::EGDS_BUTTON_PRESSED_TEXT_OFFSET_X seems to be always 0 11:08 RealBadAngel only Y changes 11:09 RealBadAngel for it to be nice lookin i think i shall use (Y, Y) 11:10 kahrl or just use image offset for both 11:10 kahrl that's more correct imho 11:10 RealBadAngel what about different fonts? 11:10 RealBadAngel some big ones? offset propably will be then smaller for text 11:11 RealBadAngel Y, Y works ok 11:11 kahrl I don't think the offset should depend on font size 11:11 RealBadAngel we dont know that 11:11 kahrl yeah but using Y for X seems very wrong 11:12 RealBadAngel can you try image one? 11:13 kahrl works well 11:13 RealBadAngel image one offset seems to be smaller indeed 11:13 RealBadAngel so leave there IMAGE one? 11:13 kahrl yeah 11:13 RealBadAngel ok 11:13 kahrl but write a small comment why it's IMAGE and not TEXT 11:19 RealBadAngel done 11:19 RealBadAngel seems to be polished now 11:22 kahrl lgtm now 11:51 Megaf Hi all, can you test this for me? Start a server (with pre generated map), wait 10 minutes, observe memory use on the server. Join the server, walk around in your already generated map, for about 10 minutes, observe the memory use climb. Leave the server, wait 10 minutes, memory use will not return to when you started the server. Memory use only climbs. 11:51 Megaf no matter the settings in minetest.conf 11:52 Megaf in my case it climbed from around 112 MB to 192 MB 11:52 Megaf 193* 11:53 nrzkt Megaf, Player* objects are not free, only session & playerSAO 11:56 Megaf I don't understand that 13:50 xeranas Hello, minetest.add_particlespawner have parameter colissiondetection and I wonder if I can destroy particle on its colission? 15:09 sofar xeranas: you can't right now, no 16:25 RealBadAngel wb hmmmm 17:04 RealBadAngel kahrl, hmmm, here? 17:39 Fixer hmhmhm, got craaash on latest git playing on 0.4.12 just test server, logs are clear 17:43 Fixer nt.dll error 17:59 red-001 that happens to me sometimes 17:59 red-001 usually when quitting the game after it was running for a long time 18:00 Obani RealBadAngel, does your master branch on Minetest-HD contain the dof ? 18:03 RealBadAngel no 18:03 RealBadAngel postprocessing is far from being complete 18:04 Obani RealBadAngel, do you have screenshots of dof in action, I can't recover them in my history 18:04 Obani ? 18:07 red-001 https://www.google.ie/search?q=site%3Airc.minetest.ru+inurl%3Aminetest-dev+dof 18:07 RealBadAngel http://i.imgur.com/dCfPFYq.png 18:08 Obani Thanks RealBadAngel 18:09 sofar RealBadAngel: I must say, DoF+tonemapping is pretty 18:09 sofar RealBadAngel: did you ever look at those shader compile errors ? 18:09 RealBadAngel what errors? 18:11 sofar I posted those ... 5/6 days ago? 18:11 RealBadAngel i was fixing some for sure 18:12 sofar it was on my Intel IVB gfx 18:12 RealBadAngel but im sure if the ones you mean 18:13 RealBadAngel anyway i had to step back to root and eliminate obstacles first 18:13 sofar RealBadAngel: http://irc.minetest.ru/minetest-dev/2016-02-03#i_4523129 18:13 RealBadAngel i will go back to pp soon 18:13 red-001 did you add the fix for building in VS2013? 18:13 sofar yeah no worries, I was travelling and in CET and didn't see you online at the time 18:14 RealBadAngel red-001, as i said, i will be back to coding pp soon 18:14 RealBadAngel just a few more things to fix first 18:15 RealBadAngel i need clean depth buffer, without any garbage here first 18:15 sofar RealBadAngel: also DoF gave me some weird black sufaces in some cases, I wonder if that was parralax occlusion 18:19 RealBadAngel sofar, that was bumpmapping given wrong textures 18:19 RealBadAngel theres shitload of things to fix 18:19 RealBadAngel but one by one 18:19 sofar cool 18:21 RealBadAngel if i will start writing now whats need to be fixed you would sit there and read for half an hour 18:21 RealBadAngel so just be patient ;) 18:22 RealBadAngel also, from fixing old thing quite nice new features pops in 18:22 RealBadAngel see latest commits 18:22 sofar I'll try and test on Intel later this week again 18:23 RealBadAngel sofar, btw, you should press your commits waiting 18:23 sofar I've been out for a week, and I'm patient 18:23 sofar but yes, there's a few that really are getting stale at this point 18:24 RealBadAngel why 3503 is idle? 18:25 RealBadAngel move your ass and finish it 18:26 sofar honestly I don't understand why it wasn't merged ~ 16 days ago 18:26 hmmmm #3503 18:26 ShadowBot https://github.com/minetest/minetest/issues/3503 -- Nodebox: Allow nodeboxes to "connect" by sofar 18:27 sofar the cleanups requested don't necessarily make the code better 18:27 hmmmm it has a "WIP" tag 18:27 sofar I can't remove tags 18:27 hmmmm i see. 18:27 sofar est31 already +1'd and said it could get merged as is 18:28 sofar I agree it's not ideal code, but due to the fact that there's no common class inheritance this is what it is 18:28 sofar also, it's fairly simple code, really 18:28 hmmmm well things usually require at least two code review +1s 18:28 sofar hmmmm: a review from you would be very helpful ;) 18:29 hmmmm (note that there are some non-developers who take it upon themselves to +1 a PR that they didn't actually review, they just like the concept of) 18:29 hmmmm if the code can be made cleaner and it's pretty easy to do so, then please... 18:29 sofar nrzkt hasn't +1'd it. His reviews have been thorough and both him and est31 can't yet agree on a proper resolution of the non-common-class problem they'd additionally like to see solved 18:30 hmmmm minetest upstream is meant for mostly production-ready code 18:30 hmmmm ehh 18:30 hmmmm no offense to nrkzt, but his reviews tend to be: "make this variable const" 18:30 sofar hmmmm: that's the problem, ideally VManip and map are made into related classes so inheritance works for us 18:30 hmmmm i wouldn't give that as much weight personally 18:30 hmmmm i'll check it out 18:31 sofar I'll take this PR to the end, as far as it needs to go, obviously 18:34 RealBadAngel hmmmm, can you also check #3678 ? you shouldnt have much work with it this time 18:34 ShadowBot https://github.com/minetest/minetest/issues/3678 -- Formspec: recreate item_image_button pressed state for its image and … by RealBadAngel 18:34 hmmmm one thing at a time 18:34 hmmmm this sort of pileup is exactly what discourages me from wanting to be active in #minetest-dev 18:34 RealBadAngel sure, just a reminder ;) 18:34 hmmmm i haven't even been able to code anything myself 18:35 RealBadAngel maybe seeing us on code streak will pump you too? 18:35 hmmmm I have a full time job too 18:36 RealBadAngel like everybody 18:37 RealBadAngel but you have to admit that mt needs some activity, lately it was rather stagnating 18:37 RealBadAngel over half a year since last release... 18:37 hmmmm this is what always happens 18:37 hmmmm if i take a break, minetest stagnates 18:38 RealBadAngel hehe 18:38 nrzkt hmmmm, i have a reduced activity these days and i mainly look at code robustness where i can't look at code general design 18:38 hmmmm nothing ever gets done, PRs pile up, and there's an unexplainable performance regression 18:38 RealBadAngel aw cmon, ive solved a few old issues lately 18:38 red-001 nrzkt are you nerzhul? 18:38 nrzkt RealBadAngel, 0AD also don't have a great cycle, STK too, and that's not a problem :) 18:38 nrzkt red-001, yes 18:38 hmmmm i am talking in general that's how the pattern seems to be 18:39 hmmmm whenever I take a break from minetest and come back, there's a new major performance regression 18:39 sofar it's unavoidable. Question is how to solve it. 18:39 nrzkt hmmmm, we didn't see you since some time, and we didn't see a performance regression, ? :) 18:39 hmmmm maybe that's because i'm not officially "back" yet 18:40 RealBadAngel maybe it could be a good time to get VBO in for a change? 18:40 hmmmm why is vbo not in 18:40 RealBadAngel because nobody dared? 18:40 hmmmm ridiculous 18:40 RealBadAngel i was lookin at memory usage today 18:41 RealBadAngel the eating memory is not within VBO itself 18:41 hmmmm I'll review it after these two pending reviews and then we'll commit 18:41 hmmmm i know, it's irrlicht 18:41 RealBadAngel no its mt 18:41 hmmmm what's going on with mt? 18:41 RealBadAngel some blocks get never unloaded 18:41 RealBadAngel i can tell you step by step how to notice it 18:42 RealBadAngel i started to read code around but im not familiar with it 18:43 RealBadAngel but i put there some dumps runtime and checked that certain areas are NEVER unloaded 18:43 * red-001 never sees areas unload 18:44 RealBadAngel so, hardware buffers cant be freed neither 18:45 RealBadAngel check this: spawn at ground level, make sure that you have some are loaded around you, best look at minimap and make sure all around you gets generated 18:45 RealBadAngel now fly up, like y=1000 18:46 RealBadAngel stay at this level for a while 18:46 RealBadAngel look down and press R, you will see the area down there 18:47 RealBadAngel still here 18:47 RealBadAngel teleport at 0,5000,0 18:47 RealBadAngel wait again 18:47 RealBadAngel teleport back to 0,1000,0 18:47 RealBadAngel look down with R 18:47 RealBadAngel area is STILL here 18:48 RealBadAngel no matter what you will do, it will never get unloaded 18:50 red-001 can #3656 be reopened ? 18:50 ShadowBot https://github.com/minetest/minetest/issues/3656 -- Stop water from spreading over water. by red-001 18:50 red-001 I added a fix for the problem with rivers 18:51 red-001 or should I make a new PR? 18:52 RealBadAngel so, either those blocks are not checked for last usage time once they felt out of range, or somehow their timers are not updated anymore 18:53 RealBadAngel i got a feeling that this can be related to code that allows to keep blocks loaded without active player around 18:54 RealBadAngel because it keeps a single area loaded all the time 18:54 RealBadAngel hope this observations will help some1 finding the reason 18:56 RealBadAngel (note that when you fly up new blocks keep loading and unloading all the time, so it works in general) 19:01 RealBadAngel ok, enough on that topic. i do have a question: i need to resize mesh, kinda scale but not by multiplying vertices by a factor (that works well only for cuboid having (0,0,) as center) 19:02 RealBadAngel so i need to sub factor from box.min and add to box.max 19:03 RealBadAngel question is, how to call that method? its not scaling. resizing? expanding? 19:03 sofar is it a scaling with offset? 19:03 RealBadAngel offset is for translation, when you move the box 19:04 RealBadAngel i want to make box bigger by given factor 19:04 sofar yes, but a normal scale implies that the center remains identical. don't you just scale with a different center? 19:04 RealBadAngel i want to keep the center 19:05 red-001 !seen paramat 19:05 ShadowBot red-001: I saw paramat in #minetest-dev 11 hours, 40 minutes, and 37 seconds ago saying "merged" 19:05 RealBadAngel and normal scale works only with center at 0,0,0 19:06 RealBadAngel sofar, http://i.imgur.com/YbNphtr.png 19:06 RealBadAngel this is done with scale mesh 19:06 sofar that helps, a lot :) 19:06 sofar grow? 19:07 sofar seems much more sensible as a name 19:07 RealBadAngel factor can be negative too 19:07 sofar yes, growing can mean downwards too 19:07 sofar trees grow roots downwards 19:07 sofar branches get thicker downwards as well as upwards 19:08 RealBadAngel wouldnt expand be better? 19:08 celeron55 you obviously first translate it so that origin is at center, then scale it, and then revert the translation 19:09 celeron55 same thing as if you wanted to rotate it around a point that is not the origin 19:09 sofar RealBadAngel: expand, sure, that could work as well 19:10 celeron55 so, it's just scaling around a different origin 19:11 RealBadAngel celeron55, that will work fine i think 19:12 RealBadAngel but sub/add (i need small resize just) could be less costly 19:13 RealBadAngel celeron55, http://pastebin.com/wfwuPSyb something like that 19:13 RealBadAngel less code than 2 translations + scale 19:18 red-001 !tell paramat could you reopen https://github.com/minetest/minetest/pull/3656 ? 19:18 ShadowBot red-001: O.K. 19:20 nrzkt RealBadAngel, there is a timeout on loaded areas if i remember 19:20 RealBadAngel yes there is 19:20 RealBadAngel problem is that those block get never unloaded 20:59 nrzkt RealBadAngel, your eb3840a3f88dd9902ff1c5ea50d90a7f33e08d82 didn't work on AMD cards, everything is red 21:03 nrzkt #3682 21:03 ShadowBot https://github.com/minetest/minetest/issues/3682 -- tone mapping shader don't compile on AMD cards 21:06 est31 nrzkt, which opengl version? 21:09 celeron55 RealBadAngel develops stuff on nvidia which has the most error-ignoring shader compiler 21:09 nrzkt mesa versio 21:09 nrzkt mesa version* 21:09 nrzkt if i remember it's the last 3.X 21:10 Calinou radeonsi should support OpenGL 4.1 now 21:10 Calinou soon 4.2 21:10 nrzkt Calinou, not atm because some OpenGL 4.0 extensions are not supported 21:10 nrzkt mesa has 4.1, AMD & intel not 21:11 Calinou https://mesamatrix.net/ 21:11 Calinou everyone but intel and nv50 do :) 21:11 Calinou intel lacks two extensions, one in 4.1, one in 40 21:11 Calinou 4.0* 21:11 nrzkt yes but 4.0 is not enabled for AMD cards in mesa 11.1 atm 21:12 nrzkt irrlicht used 3.3 then, and if i remember needs 4.2 at least for opengl 4.X 21:15 nrzkt how can i debug this shader, i didn't have any log :( 21:16 est31 nrzkt, do you use minetest or epixel 21:16 nrzkt this is the same code for the client 21:16 est31 it has different logging system 21:17 nrzkt ofc, but all logs are present 21:17 est31 minetest redirects irrlicht errors to log 21:18 est31 when shaders fail to compile, it generates error via irrlicht logging system 21:18 est31 http://irrlicht.sourceforge.net/docu/classirr_1_1video_1_1_i_g_p_u_programming_services.html#a4a8d3b727ee9223d8baa353b82da0478 21:18 LuciousLisa o/ 21:19 LuciousLisa just here to let you guys know that i just found out about minetest and that you're pretty awesome people. 21:19 est31 I tested it, edited client/shaders/water_surface_shader/opengl_fragment.glsl and added "ddd" 21:19 est31 LuciousLisa, thats great to hear! 21:19 est31 nrzkt, it prints me errors like: 21:19 est31 2016-02-09 22:17:25: ERROR[Main]: Irrlicht: GLSL shader failed to compile 21:19 est31 2016-02-09 22:17:25: ERROR[Main]: Irrlicht: 0:61(1): error: syntax error, unexpected NEW_IDENTIFIER, expecting $end 21:19 est31 2016-02-09 22:17:25: ERROR[Main]: generate_shader(): failed to generate "water_surface_shader", addHighLevelShaderMaterial failed. 21:20 nrzkt strangely i have irrlicht logs are engine start but not after, looking for the problem 21:20 nrzkt did you remember where is the irrlicht logging mapping ? 21:21 est31 nrzkt, see commit a93838707a9aab104c20b6a971d8c622184a508f 21:21 nrzkt yeah irrlicht is mapped too on my server 21:32 nrzkt est31, in fact the problem was in clientlauncher, mapping was wrong on my log4cpp build :) 21:33 nrzkt ok i have the error now 21:33 nrzkt Irrlicht: 0:31(1): preprocessor error: #version must appear on the first line 21:39 est31 yeey my guess turned out to be right :) 21:39 nrzkt :) 21:39 nrzkt this permit to fix a bug in my log4cpp interface with irrlicht, that's good :p 21:40 nrzkt thanks 21:45 nrzkt this is strange, every shader failed 21:45 nrzkt selection shader, default_shader, which was added before and worked 21:50 nrzkt i confirm this is due to the tone mapping thing. I checkout-ed previous commit and everything works properly 21:55 sofar is there a way to print which shader fails to compile? 21:56 nrzkt i found the issue 21:56 nrzkt due to a merge problem, sorry :) 21:56 nrzkt a little optimisation i didn't reported to MT... 21:56 sofar yeah but, it's really hard to see which shader fails the issue 21:56 sofar adding a "glsl compilation failed in shader file "foo"" message may help a ton 21:56 nrzkt and git add old code i didn't see and make a strange shader :) 22:00 nrzkt i will report this change to MT in a PR 22:05 nrzkt est31, can you look at #3683, it's trivial :) 22:05 ShadowBot https://github.com/minetest/minetest/issues/3683 -- shader.cpp: don't test twice if shader programs are present by nerzhul 22:06 sofar it's trivial, but does that actually fix something? 22:06 nrzkt sofar, a PR is not only for fixing things. Here the PR permit to fix the double same test in shader.cpp :) 22:07 sofar then you should write that in the commit message. 22:07 sofar :) 22:07 sofar oh, nvm 22:07 sofar I misread the title 22:07 nrzkt write what ? the commit message is explicit :p 22:07 sofar it's just a double test, nothing really broke 22:08 nrzkt no, just a little contribution on my spare time i fixed in my MT forked branch that can be backported easily :) 22:15 est31 nrzkt, +1 22:18 nrzkt if you are okay, then merge when you want :) 22:20 est31 done 22:21 nrzkt thanks :) 22:24 Fixer https://github.com/minetest/minetest/issues/329 22:24 Fixer 2 Dec 2012 22:25 Fixer LOL 22:25 Fixer and this is not fixed yet 22:28 nrzkt Fixer, thanks for issue #3680 22:28 ShadowBot https://github.com/minetest/minetest/issues/3680 -- Merge singleplayer and server tabs (and probably use server method to play local games?) 22:28 Fixer nrzkt, no problem, feel free to poke it 22:28 nrzkt i think there is a cleanup to do on singleplayer, not especially server/single tab, but server threading used in single/multi 22:29 Fixer btw, i'm just now swimming underwater with prelast git on 0.4.12 server and see no drowning, but after taking damage - drowning reappears 22:42 sofar 2016-02-09 14:35:33: ERROR[Main]: generate_shader(): failed to generate "nodes_shader", addHighLevelShaderMaterial failed. 22:42 sofar what? 22:42 sofar my minetest is all red 22:42 sofar I just pulled Tip of Tree 22:42 est31 hmm 22:43 est31 does something come before the code 22:43 est31 some error of some kind? 22:43 sofar tons of errors 22:43 sofar pasting 22:43 est31 mhh mine is erronenous too 22:44 est31 nrzkt, you broke it, it seems 22:44 sofar https://gist.github.com/sofar/e128879eb631b321ef04 22:44 nrzkt est31 wtf :( 22:44 nrzkt it fixed for me... 22:44 est31 no 22:45 nrzkt oh ! 22:45 est31 the change is wrong obviously 22:45 nrzkt there is an inversion in my commit 22:45 nrzkt if (!vertex_program.empty()) { 22:45 nrzkt + pixel_program = shaders_header + pixel_program; 22:45 est31 yeah 22:45 nrzkt if (!pixel_program.empty()) { 22:45 nrzkt + vertex_program = shaders_header + vertex_program; 22:45 nrzkt those two conditions are inverted 22:47 nrzkt sofar, 22:47 nrzkt https://github.com/nerzhul/minetest/commit/e90f7f8585bf55dda4991188c4a6dfb60ff03994 22:47 nrzkt apply this please and tell me if it's better :) 22:47 sofar ahhh lol 22:47 sofar one sec respinning a PR myself atm ;) 22:47 nrzkt ok, don't do a PR for this i will push it in master if you confirm it's good for you 22:47 sofar I'm pushing #3608 so it can finally get merged ;) 22:47 ShadowBot https://github.com/minetest/minetest/issues/3608 -- Fix backface culling when connecting to new servers by sofar 22:48 nrzkt good sofar, i added a little comment this evening 22:49 est31 nrzkt, tested the patch it fixes the bug 22:49 sofar I saw, hence the update 22:50 sofar nrzkt: looks perfectly OK now! 22:50 sofar after I applied https://github.com/nerzhul/minetest/commit/e90f7f8585bf55dda4991188c4a6dfb60ff03994 22:50 nrzkt perfect i push it, sorry for the inversion :) 22:51 nrzkt pushed :) 22:53 sofar so, now you have time to merge 3608? :) 22:53 nrzkt not me, but maybe est31 :p 22:56 est31 I'll have a look 23:09 est31 mhh 0.4.13 dev clients before the patch but after commit 735e3b70596e16d04de1edcd878deec3c539c6ed that connect to servers after the patch will probably crash 23:09 est31 but we dont guarantee backwards compat for old dev clients 23:09 est31 so that's okay 23:12 sofar yup 23:12 sofar there's not that much in between just yet anyway 23:13 est31 meh, I bet we get bug reports. either way they ought to be closed. 23:16 Fixer crash? i was having crash today of unknown nature, ntdll one 23:17 est31 sofar, #3503 can now be rebased I think 23:17 ShadowBot https://github.com/minetest/minetest/issues/3503 -- Nodebox: Allow nodeboxes to "connect" by sofar 23:17 Fixer could someone swim a little on new clients? 23:18 Fixer ok, drowning started to work again (randomly) 23:36 Hijiri is the player pos always the bottom of the collisionbox or is it hardcoded 1m below the collisionbox origin? 23:56 sofar est31: ty, indeed it needs rebasing I see