Time Nick Message 03:56 paramat kahrl is #3673 ready for merge? if so i'll merge it along with #3686 #3688 03:56 ShadowBot https://github.com/minetest/minetest/issues/3673 -- Add '/clearobjects quick' by kahrl 03:56 ShadowBot https://github.com/minetest/minetest/issues/3686 -- Small clean up and documentation additions. by kaeza 03:56 ShadowBot https://github.com/minetest/minetest/issues/3688 -- Documentation: Remove now unused 'vertical spawn range' by paramat 04:02 RealBadAngel also #3678, #3684, #3689 :) 04:02 ShadowBot https://github.com/minetest/minetest/issues/3678 -- Formspec: recreate item_image_button pressed state for its image and … by RealBadAngel 04:02 ShadowBot https://github.com/minetest/minetest/issues/3684 -- Dump shader programs on compile errors, fix mismatched pixel shader v… by RealBadAngel 04:02 ShadowBot https://github.com/minetest/minetest/issues/3689 -- Use single box for halo mesh by RealBadAngel 04:02 RealBadAngel hi 04:05 paramat could you add a short description for 3689? if it's a single cuboid for all uses that seems good to me 04:05 RealBadAngel theres explanation in code 04:05 RealBadAngel but can add that in PR too 04:05 RealBadAngel mainly, thats because of inner faces 04:07 RealBadAngel i can solve that later on with mrt easily, but now overlapping boxes (and surfaces accumulating transparent layer colors are just ugly) 04:08 RealBadAngel and its not single one for all, its calculated for each set of selection boxes, kinda bounding box 04:09 kahrl paramat: 3673 is ready, yes 04:11 paramat nice and simple, personally i don't think the halo needs to recreate the shape 04:11 paramat ok 04:13 RealBadAngel imho it should, but cant right now, at least ugly visual glitches 04:13 RealBadAngel +without 04:16 paramat yeah, i'm not too bothered either way 04:18 RealBadAngel tried to find any method to optimize mesh and remove invisible parts of faces but failed so far 04:20 paramat now merging the 3 i mentioned 04:21 RealBadAngel i do have way simpler solution to that, just project selection mesh on screen plane, get its 2D shape and blit it back onto original render with transparency 04:21 RealBadAngel with that approach we can also solve liquids rendering glitches 04:22 RealBadAngel thats the exact same problem here 04:23 RealBadAngel in fact this method can solve all the problems with rendering transparent things 04:24 RealBadAngel but, for that i will need mrt in (so, laaaaater ;) 04:26 RealBadAngel kahrl, could you check 3684 and 3689 too? 04:28 paramat merged 04:39 RealBadAngel kahrl, geometry shader is passed to GPU 04:40 RealBadAngel i was playin already with geometry shaders 04:40 kahrl yeah, but only for glsl shaders 04:40 kahrl the line I commented was about assembly shaders 04:40 RealBadAngel ah ok 04:41 kahrl RealBadAngel: and just a minor stylistic choice, but I'd make the output stream a parameter of dumpShaderProgram 04:41 RealBadAngel why? 04:42 kahrl that makes it clear at the call sites of dumpShaderProgram that the error message goes to errorstream but the programs are dumped to warningstream 04:43 kahrl and it makes dumpShaderProgram more general, so it could be used to dump to other stream later if needed 04:43 RealBadAngel ok, can do that 04:43 kahrl another stream* 04:45 RealBadAngel so, thats all bout dump thingy? 04:46 RealBadAngel btw, i wonder why i havent coded that before, that makes debugging glsl a lot easier 04:46 kahrl the change of pixel shader version should be in a separate commmit, since it's completely unrelated to dumping 04:46 kahrl commit* 04:47 RealBadAngel i just noticed it btw, that propably have no meaning at all since we set ver in headers 04:47 RealBadAngel but i dont believe drivers ;) 04:48 RealBadAngel ok, will make another PR out of it 04:49 RealBadAngel but it can have meaning, i remember folks reporting compile errors when for example float x = 1 was used 04:49 RealBadAngel 1.1 doesnt allow that, while 1.2 do 04:50 RealBadAngel in 1.1 you have to use form "float x = 1.0" 04:52 RealBadAngel on NVidia i was able to use both notations, AMD was reporting errors 05:09 RealBadAngel kahrl, updated dump PR 05:11 kahrl looks good 05:15 sofar RealBadAngel: want me to test shaders on Intel ? 05:15 sofar for one of your branches? 05:16 RealBadAngel you can compile mrt_1 branch 05:16 kahrl I can't comment on the halo PR too much, since I haven't played with halos yet, but I've commented a few things about aabb3f usage 05:18 sofar compiling... 05:18 RealBadAngel kahrl, yeah, pushing the changes now, your suggestion works 05:20 RealBadAngel kahrl, about visual side theres not much to comment in fact, just single box instead of overlapping ones 05:21 RealBadAngel overlapping transparent surfaces are not fixeable with current renderer, same as for water 05:21 sofar RealBadAngel: mrt_1 branch works just fine, but that doesn't have the problematic bloom code in it 05:22 RealBadAngel enable it 05:22 RealBadAngel use config settings 05:23 sofar o right 05:23 sofar still one GLSL compile error with bloom 05:23 kahrl RealBadAngel: makes sense 05:23 sofar vec4/vec2 type mismatch 05:24 RealBadAngel sofar, hold on i will update the branch in a few minutes 05:24 sofar texture2D(sampler2D, vec4) 05:25 RealBadAngel kahrl, could you merge the dump PR? i could add it to mrt branch and dump PP shaders compile errors 05:26 RealBadAngel (thats why i have exposed the function for anyway) 05:26 sofar cell & DoF are fine, no errors 05:27 RealBadAngel sofar, how about speed? 05:27 sofar looked entirely adequate, and my IVB isn't the snappiest at 1600x900, so, good 05:29 RealBadAngel kahrl, updated halo PR, im not sure if i should shorten the section with offset and expand 05:31 kahrl I think the shortened version may be a bit too confusing 05:32 kahrl about convertNodeboxesToMesh - is the offset_boxes parameter needed? It seems to be always set to false 05:32 sofar 28-30fps with bloom/tone/dof enabled, ~100 viewing range 05:32 RealBadAngel it will be needed when i will go back to shaped halo 05:32 kahrl and I'm not sure about its implementation anyway (adding 0.005 to the offset each box) 05:33 kahrl that seems like it would lead to extremely huge boxes for detailed nodebox models 05:33 RealBadAngel thats gonna be used by halo only 05:34 kahrl I'd say leave it out for now and add it back in when it becomes necessary 05:34 RealBadAngel and for that effect you would need 100 boxes to shift it by 1 pixel of 16x16 texture 05:35 kahrl 100 doesn't seem that much 05:35 RealBadAngel and 0.005 is the minimum value to disable textures fighting on same or near planes 05:37 RealBadAngel kahrl, the code is tested and works, i will need it anyway, why i should keep it in some branch (its just a few lines) and look for it god knows when? 05:37 RealBadAngel but can remove it if you insist 05:38 RealBadAngel 100 nodeboxes in one node? that would be a killer node for rendering, doubt if there are such nodes out there 05:39 kahrl I'm pretty sure there are 05:39 RealBadAngel i can remind only famous round barrels from the past 05:39 kahrl due to the transparency issues, is the shaped halo even something that's feasible to go back to? 05:40 RealBadAngel yes definitely 05:40 RealBadAngel also with fixed water transparency issues 05:40 RealBadAngel i do know how to fix that easily 05:40 kahrl good to hear :) 05:41 RealBadAngel short version: skip transparent stuff on solid pass 05:41 RealBadAngel project all the water onto screen plane 05:41 RealBadAngel get 2d shape 05:41 RealBadAngel put transparent 2d shape onto solid render 05:42 RealBadAngel voila 05:42 kahrl ah so you only see the nearest transparent thing if there are overlapping ones 05:42 kahrl yeah that works, many games do it that way 05:43 RealBadAngel that will work for any transparent surfaces 05:43 RealBadAngel i will code that when get mrt in 05:43 kahrl does that require shaders or can it be done with the fixed pipeline? 05:43 RealBadAngel mrt doesnt require shaders to work 05:44 kahrl nice 05:44 RealBadAngel i will just render transparent stuff to another RTT 05:44 RealBadAngel and blend in the final run 05:45 kahrl isn't RTT very slow though? 05:45 RealBadAngel no, cant see any slowdowns 05:45 RealBadAngel sofar, is mrt_1 branch slow for you? 05:46 RealBadAngel mrt_1 uses already up to 10 RTTs per single frame 05:46 kahrl I guess the slowdowns with using RTT for inventory textures came from the fact that you had to make one RTT for each item rendered 05:46 kahrl hmm, 10 05:46 RealBadAngel kahrl, that was even worse, that was whole scene 05:47 RealBadAngel or more, and still 60fps :) 05:47 kahrl that seems to be on the order of magnitude of # of items per creative inventory page, isn't it? 05:48 RealBadAngel kahrl, just creating new scene, camera, set light, rtt and all the shit was taking long 05:48 RealBadAngel now we just define single viewport on the current RTT 05:48 kahrl I see 05:49 RealBadAngel in fact rendering iventory item is not different from rendering it in world 05:50 RealBadAngel just viewport is small window instead of whole screen 05:51 RealBadAngel so if you are rendering shitload of meshes each frame, a few dozens more doesnt make any difference 05:59 RealBadAngel so, bout this offset, can i leave it or trash it? 06:03 kahrl eh I don't care enough about it to insist on leaving it out 06:04 kahrl but ask the other devs if they are ok with adding it 06:05 RealBadAngel then propably there will be 10 different opinions on that, i think i will just remember bout it and remove it now 06:06 kahrl well, ask 1 other dev 06:10 RealBadAngel nah, removed it, that may be in fact not needed when i code transparent render pass trick 06:10 RealBadAngel that would be general fix for all transparent stuff not only halo 06:12 RealBadAngel kahrl, since dump is approved by est31 and you, could you merge it? 06:12 kahrl yes, will do 06:12 RealBadAngel thx 06:12 RealBadAngel i will make that version mismatch PR on top of it right now 06:14 kahrl merged 06:14 * kahrl brb 06:15 RealBadAngel ok 06:25 RealBadAngel kahrl, #3690 06:25 ShadowBot https://github.com/minetest/minetest/issues/3690 -- Set proper GLSL pixel shader version by RealBadAngel 06:47 kahrl RealBadAngel: commented there 07:23 RealBadAngel kahrl, vertex shader version does not match pixel shader one 07:24 RealBadAngel for opegl 2.1 vertex shader is 1.1 pixel one 1.2 07:24 RealBadAngel theres no even 1.2 version of vertex shaders 07:25 RealBadAngel http://irrlicht.sourceforge.net/docu/namespaceirr_1_1video.html#a296c30d8c7591c4e083f7b7e2d4b35ad 07:26 RealBadAngel and http://irrlicht.sourceforge.net/docu/namespaceirr_1_1video.html#a4a0a5ebb62ca1b59a6bfb8e9fe81b250 07:26 kahrl oh, ok 07:27 RealBadAngel before opegl 3.0 there was a mess with versioning 07:28 RealBadAngel since 3.0 all versions numbers are the same for GLSL, pixel and vertex 08:05 RealBadAngel btw, why doors in minetest game have separate selection boxes for bottom and upper parts? 08:06 RealBadAngel upper part shall have selection boxes empty, lower one should have extended one to cover whole doors 08:08 RealBadAngel selection boxes are not limited to size of a node, can be extended 09:44 RealBadAngel nrzkt, see 3689 again 10:11 RealBadAngel nrzkt, also can you check 3678? 10:44 nrzkt link ? :D 10:44 nrzkt #3689 #3678 10:44 ShadowBot https://github.com/minetest/minetest/issues/3689 -- Use single box for halo mesh by RealBadAngel 10:44 ShadowBot https://github.com/minetest/minetest/issues/3678 -- Formspec: recreate item_image_button pressed state for its image and … by RealBadAngel 11:10 nrzkt RealBadAngel, comments done, okay for 3689, but little adjustements on 3678 11:21 RealBadAngel nrzkt, updated 3678 11:48 RealBadAngel kahrl, box.repair() works fine, updated 12:13 RealBadAngel btw, we have made introduced camera offset because rendering far areas was glitchy, but then we have to translate all the mapblock meshes when offset changes. 12:13 RealBadAngel that sounds pretty costly 12:14 RealBadAngel couldnt it be better to change BS instead? 12:15 RealBadAngel BS = 10 means shitload of useless calculations all the time anyway 12:16 nore RealBadAngel: we can't change BS because the problem is with single precision floats, so it is relative precision 12:16 RealBadAngel who said we cant change BS? 12:17 RealBadAngel ive applied BS = 1 and only physics get fucked up 12:17 nore I mean, changing BS wouldn't fix that problem 12:18 RealBadAngel at what distance problems with rendering were starting to appear? 12:18 nore We could change it though, except if someone else sees problems 12:18 nore Near the edge, like 16k or 30 nodes 12:19 RealBadAngel perfect 12:19 nore With thin nodeboxes, signs, etc 12:20 nrzkt nore => #3687 (trivial) 12:20 ShadowBot https://github.com/minetest/minetest/issues/3687 -- Drop luaentity_common.h which is not included anywhere by nerzhul 12:20 nrzkt please :) 12:20 nrzkt RealBadAngel, i agree this conversion of BS vs float is anoying and add many and many conversions 12:21 nrzkt sfan5, can you look ^ too please ? 12:21 nore nrzkt: I can't test it right now, but it looks good :) 12:24 RealBadAngel dividing coords by 10 will solve the problem then 12:24 RealBadAngel im doing mapblock_mesh cleanup atm, when im done with that i will remove camera offset and BS multiplications from whole engine 12:24 RealBadAngel that should save lotsa time for us 12:24 RealBadAngel with mapblock_mesh, btw, im coding using tangent vertices only when specific effects are used, so one could use shaders only for waving and other stuff without tangent space 12:24 nrzkt nore, it was not included anywhere :p 12:25 RealBadAngel that should speed up low end boxes same as without shaders at all 12:25 nrzkt RealBadAngel, will you update your mapblock server side cleanup ? This optimization is quite interesting for end users (and bandwidth) 12:25 RealBadAngel nrzkt, you mean 3166? 12:26 nore RealBadAngel: no, it won't, because floats are *relative* precision 12:28 RealBadAngel nore, i will check it anyway 12:28 nrzkt #3166 12:28 ShadowBot https://github.com/minetest/minetest/issues/3166 -- Send to clients only changed node metadata instad of whole mapblock by RealBadAngel 12:28 nrzkt yes :) 12:29 RealBadAngel nrzkt, i started with it a few days ago again, but still havent finished it, put it away for a moment, waiting for some solutions to pop up in my mind ;) 12:30 nrzkt RealBadAngel, no problem :) 12:30 nrzkt kahrl okay for merging #3687 ? 12:30 ShadowBot https://github.com/minetest/minetest/issues/3687 -- Drop luaentity_common.h which is not included anywhere by nerzhul 12:31 RealBadAngel nrzkt, ive fixed a few issues with it already, just grouping updates into single package left (thats a bit hard, because i do have put away changes that are too far and do that per each player connected) 12:31 RealBadAngel current design isnt helping doing so 12:32 RealBadAngel i think i will need to skip meta updates in current loop and make another one focused only on meta changes 12:32 kahrl nrzkt: looks good to me 12:33 kahrl RealBadAngel: changing BS will break existing maps 12:34 RealBadAngel if the gain in speed will be significant imho it will be worth it 12:34 kahrl coordinates including the BS factor are used at least in player coordinates and AFAIK a few things relating to objects 12:35 kahrl I say spawning a player somewhere far away from where they last left (and possibly deep underground) is never worth it 12:35 RealBadAngel if it will be only problem with incorrect spawn once that wouldnt be any problem at all 12:36 kahrl uh 12:37 kahrl having a completely black screen (because you're inside stone), not being able to do anything, and having to cheat (use /teleport) to fix it isn't "any problem at all"? 12:38 kahrl if the player even figures out that the problem is that they have to teleport, and doesn't just quit such a broken game out of frustrating 12:38 RealBadAngel "excuse me, mr moderator, could you teleport me back to spawn please?" 12:38 kahrl frustration* 12:39 kahrl I'm sure the moderators will be pleased with this work-creation program 12:39 RealBadAngel kahrl, lets just check if the change is worth thinkin about possible problems 12:39 kahrl and if there is no moderator? (singleplayer, or no one around) 12:39 RealBadAngel if it will be significant gain then we can think what to do with it, ok? 12:40 kahrl yeah, but like nore said, there won't be any 12:40 kahrl since floating point precision is relative to the size of the number 12:41 RealBadAngel if problem started with 16k or more and then max will be 3.2k ? 12:42 RealBadAngel im going to do those two things at once, cut BS and trash camera offset 12:44 nore RealBadAngel: no, it won't help, since all coordinates will be affected 12:45 nore And about old maps, they should be properly converted 12:50 RealBadAngel plants and leaves are waving funny way with BS=1 ;) (in shaders BS = 10 still) 12:53 RealBadAngel nore, on which objects i could observe rendering glitches? 12:53 RealBadAngel im in the world with BS=1 and camera_offset_step = 40000 12:53 nore RealBadAngel: signs, snow, and other thin nodeboxes 12:54 nore anything with the signlike drawtype actually 12:58 RealBadAngel nore, http://i.imgur.com/D9yXLvM.png 12:58 RealBadAngel how about that? 12:59 nore RealBadAngel: this one isn't signlike 12:59 RealBadAngel you said snow 12:59 RealBadAngel snow is nodebox 13:00 nore Yeah, but I thought it was thinner 13:00 kahrl don't you have to be farther away anyway 13:00 nore and you have to move a bit away and look at it from above IIRC 13:00 nore ah, I know 13:01 nore go to coordinates like 30k, 30k, 30k too 13:01 nore so all coordinates are big 13:01 nore else, it will only show the effect in some directions 13:01 RealBadAngel at y=30k i wont place anything 13:04 RealBadAngel were at 30k,0,-30k, 30k,0,30k 13:05 RealBadAngel still cant see any glitches 13:06 RealBadAngel http://i.imgur.com/iCEuy0o.png 13:06 RealBadAngel here also nothing 13:07 nore hm.. 13:07 nore still, it seems strange to me 13:07 RealBadAngel nore, you can check it by yourself, set BS = 1, and camera_offset_step to 40k 13:08 nore I'll try that when I will have some time 13:08 RealBadAngel i will make BS = 10 again and compare 13:10 RealBadAngel with offseting disabled ofc 13:12 RealBadAngel nore, ok, glitches are back 13:13 nore that *is* strange 13:13 RealBadAngel i can see flickering textures 13:14 RealBadAngel so, BS + camera_offset = BullShit. Q.E.D. 13:24 RealBadAngel a conclusion, that would be an accurate reason to release .14 , dont you think so? :) 13:27 RealBadAngel at 30k glitches are visible at almost everything, texures are fighting each other 13:27 RealBadAngel selection boxes do disappear 13:27 RealBadAngel nodeboxes are "shaking" when moving camera 13:36 RealBadAngel kahrl, so, what do you think about it now? 13:41 RealBadAngel do you know what happens when you cross the camera offset barrier ? 13:41 RealBadAngel turn on profiler and look at this mess 13:44 RealBadAngel folks are complainin about spikes and "stuttering", thats propably main reason 13:45 RealBadAngel when some1 is walkin around 200,0,0 crossing the offset change line, all the meshes around are translated and refreshed all the time 13:52 RealBadAngel also that would the reasons why VBO gets jerky from time to time 13:52 RealBadAngel it means also reloading all the meshes into VRAM again 13:54 RealBadAngel so,"Down with the bloody big head ;) 14:38 nrzkt kahrl, nore #3692 ? :) 14:38 ShadowBot https://github.com/minetest/minetest/issues/3692 -- v2d & aabbox3d cleanups by nerzhul 15:07 est31 nrzkt, sorry for the email spam 15:09 RealBadAngel well, with completely no camera_offset code and BS = 1.0 glitches are in fact still here, harder to notice but not really gone 15:40 RealBadAngel est31, could you check 3678 too? kahrl and nrzkt already reviewed it 15:42 nrzkt est31: rebased :) 15:43 est31 nrzkt, PR is fine with me 15:45 nrzkt okay, i changed the commit message to be clear now 15:48 est31 nrzkt, should I merge, or do you want to merge 15:52 nrzkt if you want, go :) 15:58 nrzkt thanks est31 16:47 Fixer i'm complaining yes 16:47 Fixer stutter is at least since 0.3.* 16:53 jin_xi woah, RBA you talking about killing camera_offset? 16:53 * jin_xi hopes 16:57 RealBadAngel jin_xi, atm i can see slight glitches at 30k, but really cant see anything at 2k no matter how hard i try 16:57 RealBadAngel why offset was set to 200? not 2k for example? 16:58 jin_xi idk but crossing offset is way to visible to users when it should not be. it messes with some mods (attachment stuff if i remember right) 16:59 RealBadAngel i will try to dig some more around it but maybe later 16:59 RealBadAngel anyway results are promising 17:15 kaadmy wow the tonemapping is really obvious with pixture ;) 17:16 kaadmy i have a problem regarding z-depth fighting with waving water too 17:17 kaadmy Look at the water to the right of the waterfall area https://usercontent.irccloud-cdn.com/file/BAS9qPBk/zdepthfighting.png 17:17 kaadmy and i get 4 fps with shaders :( 17:17 kaadmy but i get about 20 with no shaders anyway ;) 17:18 RealBadAngel i will speed up shaders without bump mapping and parallax too 17:19 kaadmy i had shaders on with tonemapping and waving water and plants 17:21 RealBadAngel but even if you are not using bumps or parallax tangent space vertices are used 17:22 RealBadAngel and that seems to be a problem for slower boxes/gpus 17:23 kaadmy and i noticed recently without shaders has gotten slower 17:23 kaadmy 5-6 fps slower with 30-node viewing range 17:23 kaadmy while before in about the same area i got a good fps with 60+ viewing range 17:27 RealBadAngel last change that could affect fps without shaders was about to speed it up 17:27 RealBadAngel and it is confirmed by others that they have regained 20% more fps 17:28 RealBadAngel change was pushed 4 days ago 17:30 kaadmy i'm using git, updated yesterday 17:32 RealBadAngel could you check which of latest changes from a few days is causing less fps for you? 17:33 Fixer you mean tanget commit? 17:33 Fixer i lost 0-2 FPS with it 17:33 Fixer paramat on other hand gained +20% 17:33 Fixer tangent* 17:33 Obani I think I gained some FPSs too 17:34 RealBadAngel the tangent commit was about non shaders only 17:34 kaadmy my craptop barely has opengl in the first place 17:34 kaadmy anyway halos work now 17:35 kaadmy and the fps seems to be much better now with latest git... 17:35 Fixer RealBadAngel, yes, compared to earlier build i lost 0-2 fps in no_shaders mode 17:35 kaadmy still have the broken animations tho 17:35 Fixer RealBadAngel, and gained that lag thing %) 17:35 RealBadAngel kaadmy, broken animations of what? 17:35 kaadmy the spinning items in inventory look neat ;) 17:36 Fixer inventory looks nice, shading is cool 17:36 kaadmy RealBadAngel: the player model animation only plays one frame before re-starting 17:36 kaadmy i'll test with minetest_game, see if it's pixture's problem 17:36 RealBadAngel kaadmy, you can blame for many things but not for players animation for sure ;) 17:37 kaadmy yup, pixture's problem 17:37 RealBadAngel Fixer, im working on mapblock mesh atm, im going to speed up things here a bit 17:38 Fixer RealBadAngel, nice, good luck with that! 17:42 RealBadAngel well, atm is not any nice ;) http://i.imgur.com/3soR5n3.png 17:42 RealBadAngel trying to find a damn bug lol 17:42 kaadmy huh :) 17:42 Fixer RealBadAngel, feels like my old home, with faulty Radeon 9600 memory 17:42 Obani lol 17:43 Obani Is this experimental art ? 17:43 kaadmy nope, it's a buttload of $$$ if you put it on a canvas :D 17:43 RealBadAngel i wouldnt call that damn bug an artist ;) 17:43 Obani Well no, you are :p 17:44 Obani You made this :p 17:44 Krock Interesting art you made there 17:45 RealBadAngel i got a better lookin bug with pp recently 17:45 kaadmy would it be possible to have animated wield/inventory images? 17:45 kaadmy like animated torches in your hand? 17:46 RealBadAngel try this one: http://i.imgur.com/uBR8lTX.png 17:46 RealBadAngel this is really an effect of bug 17:47 Obani Nice one 17:48 RealBadAngel kaadmy, why not, doable 17:48 Obani include it in luaapi for we can make effects with it :p 17:48 RealBadAngel and those are shaders for paramat: http://i.imgur.com/dToCnLw.png ;) 18:40 kaadmy another nice addition would be to have flat node drawtypes, like plantlike, signlike, torchlike and such to use extruded wield meshes 18:46 kaadmy dang, the meshes for inventory items seems to have massive performance problems for me 18:46 kaadmy i get 6 fps in the inventory 18:47 kaadmy 7 fps if i disable the item animations 18:47 kaadmy wow 18:47 kaadmy that's what causes the huge fps drops for me 18:47 kaadmy disabling the hud goes from 25 to 50 fps 18:48 kaadmy soo.. is there an option to disable the mesh items? 18:55 kaadmy RealBadAngel: is it possible to disable the item meshes? 18:55 sofar item animations can be disabled separately 18:55 kaadmy not animations, the item meshes 18:56 kaadmy this(https://github.com/minetest/minetest/commit/6cd2b3b445bf558fda1e5a7908adef8e3a45449a) 18:56 sofar do you have animations enabled? 18:56 kaadmy no 18:56 kaadmy doesn't change anything 18:56 kaadmy and disabling the hud with all 8 slots with items in them goes from 15-20 to 40 18:57 kaadmy fps* 18:58 sofar pretty sure it can't be disabled just like that 18:59 kaadmy i'm trying to find a way to revert back to images 18:59 kaadmy seems like too much has been changed to allow that easily tho :( 19:05 Fixer have no problem with 3d items in inv 19:08 kaadmy my craptop barely has opengl in the first place 19:08 kaadmy ^ most people won't have that problem 19:51 Hijiri Does on_rightclick for items work even if the client is on stable? 19:52 Hijiri since RMB state is sent 19:53 Hijiri actually I can't find item on_rightclick in the lua doc on master, maybe I was mistaken 19:53 Hijiri oh, I see it 19:53 Hijiri on_secondary_use 19:55 Hijiri I would guess that it needs a newer client since the client has to send what it's pointing too I guess 19:55 Hijiri ok yeah nevermind, I read the issue introducing it originally and it says old clients won't send the event 23:18 Taoki RealBadAngel: HDR seems to work nicely in latest master. Eagerly waiting for bloom and DoF to be there too :) 23:19 Taoki Also, I'm not seeing items spin in the inventory, like in that video. Is there a setting for that? 23:20 sofar yes, it's a hidden setting in minetest.conf 23:21 sofar no wait 23:21 sofar it's actually in the UI 23:21 Taoki What's the name? 23:22 sofar inventory_items_animations 23:23 Taoki Thanks. Works for me, looks great!