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IRC log for #minetest-dev, 2016-02-14

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All times shown according to UTC.

Time Nick Message
00:02 RealBadAngel kahrl, ive changed that in pr
00:04 kahrl well
00:04 kahrl with an increased angle you may just have to move farther away to get the problem again
00:05 kahrl but I can't load and render enough mapblocks to get the problem (with *1.1) before melting my computer
00:05 kahrl so I guess it's okay
00:08 kahrl (I'd like to know where the mathematical error in the existing function was)
00:08 RealBadAngel its over 20 yrs since my last math classes so i wont dig it ;)
00:26 RealBadAngel kahrl, i think i know whats wrong
00:27 RealBadAngel // Maximum radius of a block.  The magic number is
00:27 RealBadAngel // sqrt(3.0) / 2.0 in literal form.
00:27 RealBadAngel f32 block_max_radius = 0.866025403784 * MAP_BLOCKSIZE * BS;
00:27 RealBadAngel what sqrt(3) is doing here?
00:28 RealBadAngel diagonal of a square is a * sqrt(2)
00:31 kahrl we have a cube though, not a square
00:31 RealBadAngel ooops
00:32 RealBadAngel i told i shouldnt dig it ;)
00:32 kahrl :D
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05:20 paramat now merging game#839
05:20 ShadowBot https://github.com/minetest/minetest_game/issues/839 -- Consolidate ABMs by paramat
05:29 paramat merged
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07:47 RealBadAngel https://github.com/minetest/minetest/pull/3659#issuecomment-183843567
07:47 RealBadAngel kahrl, do you agree with that?
08:01 RealBadAngel #3707
08:01 ShadowBot https://github.com/minetest/minetest/issues/3707 -- Use proper variable types for uniform sampler layers by RealBadAngel
08:05 RealBadAngel hmmmm, thx for noticing above, that fixed bug i couldnt trace when coding renderer
08:09 RealBadAngel nore, please reconsider increasing camera_offset greatly, https://github.com/minetest/minetest/issues/3694#issuecomment-183536991
08:10 RealBadAngel nore, the issue you described with nodeboxes was caused by rendering precision AND the depth buffer
08:11 RealBadAngel from what i can see it should be possible to set offset at least 1k or even more
08:12 RealBadAngel with BS set to 1.0 (that affects also rendering precision) glitches are barely visible ~10 k distance
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08:59 est31 gonna push #3707 in 10 mins
08:59 ShadowBot https://github.com/minetest/minetest/issues/3707 -- Use proper variable types for uniform sampler layers by RealBadAngel
08:59 est31 its small Pr and pretty clear that the stuff it does makes sense
09:05 RealBadAngel est31, what bout 3705?
09:08 est31 last time I saw 3705 it set the angle far too wide
09:08 RealBadAngel changed that
09:08 est31 10 percent...
09:08 est31 well seems okay for me
09:09 RealBadAngel <kahrl> well
09:09 RealBadAngel <kahrl> with an increased angle you may just have to move farther away to get the problem again
09:09 RealBadAngel <kahrl> but I can't load and render enough mapblocks to get the problem (with *1.1) before melting my computer
09:09 RealBadAngel <kahrl> so I guess it's okay
09:09 est31 whats the actual issue here?
09:10 RealBadAngel blocks are disapearing in the corners, because of occlusion
09:10 RealBadAngel look at screenshot in PR
09:11 RealBadAngel visible at certain angles and heights
09:13 est31 ah I see
09:13 est31 hrmm could use a helpful comment
09:13 est31 I'll add a proposed comment on github
09:13 RealBadAngel ok
09:19 RealBadAngel est31, any comments on code #3695?
09:19 ShadowBot https://github.com/minetest/minetest/issues/3695 -- Use vertices with tangents only when its needed. by RealBadAngel
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09:36 est31 RealBadAngel, commented on the PR
09:39 blunaxela For code style, do you all use a checker like the kernel checkpatch.pl, or would that be too strict?
09:40 est31 no, we review it manually
09:40 est31 but checkpatch.pl would be an idea
09:41 est31 but its written for C anyway
09:41 est31 so needs changes
09:41 est31 probably not worth the effort
09:41 est31 5.9k lines
09:42 blunaxela yeah, i assume it might choke on c++ a bit, oh, and it's quite large...
09:54 blunaxela interesting, i need to figure out how to traverse the entire tree still, but /src/*.cpp only came out with trailing whitespace
09:58 est31 there should be almost no file anymore
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10:04 jhcole does anyone know how to remove a craft recipe
10:05 jhcole I'd like to use the trapdoor recipe to craft something else instead
10:25 blunaxela jhcole: (i'm very new to minetes) have you looked under <minetest>/games/minetest/mods/doors/init.lua
10:25 blunaxela that's where the recipe seems to get registered
10:28 jhcole yes, i could just change it there. The down side is that it makes my minetest_game less like upstream
10:28 jhcole i was hoping to do it in the mod where i'm using the recipe to keep the relevant code all in one place
10:32 jhcole i did notice the new trapdoor_steel recipe uses a different pattern than the trapdoor recipe, so i will probably change trapdoor to match the pattern of trapdoor steel, and maybe submit a pull request
10:33 RealBadAngel est31, what for adding reserve(n) if push_back does the reallocation automatically?
10:34 est31 the reallocation is done automatically yes
10:34 est31 but doing it with reserve is faster
10:34 RealBadAngel i see
10:35 est31 if push_back does reallocation twice or more often
10:36 blunaxela jhcole: ah, so the current trapdoor to be 2x2, and yours would be 2x3
10:36 blunaxela jhcole: what is your new recipe out of curiosity?
10:38 jhcole blunaxela: i think the current trapdoor is 2x3, i'm suggesting making it 2x2 to match trapdoor_steel
10:39 jhcole blunaxela: and also only output one trapdoor instead of 2
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10:41 Obani yo
10:49 jhcole blunaxela: i just reread what you wrote and think i completely misunderstood. My new recipe would be fences for all the different types of wood
10:49 RealBadAngel est31, vertex_count is number of vertices already stored, you propably meant nr of vertices im going to add, right?
10:51 est31 yes
10:51 est31 and the current size
10:51 est31 add them together
10:52 RealBadAngel so reserve(current + new) yes?
10:52 RealBadAngel do the same to p->indices?
10:52 est31 yes
10:55 RealBadAngel pushed changes, check it now
11:06 est31 RealBadAngel, got my +1
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15:43 xeranas Hi, can I add callback function on node for "player inside node" event?. From docs 'hacky' flags like "post_effect_color", "damage_per_second" suggest that there arent. Or I'm wrong?
15:44 kaadmy afaik you have to check manually
15:46 xeranas so every mod author adds theyr own on_step where they checks if they standing on right node? Even if "right" nodes could be few nodes in whole chunk?
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16:05 xeranas hmm on_step is for entities only
16:05 xeranas kaadmy: so how people checks if player steps on certain node (not entity)?
16:11 xeranas I talk about walkable nodes right now
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17:03 nrzkt sfan5, nore can you look at #3708 please ? and vote
17:03 ShadowBot https://github.com/minetest/minetest/issues/3708 -- Player::accelerateHorizontal/Vertical should be member of LocalPlayer by nerzhul
17:04 sfan5 nrzkt: what about d_wanted, can that be moved too?
17:04 nrzkt i didn't look at this variable atm
17:04 nrzkt wait a minute
17:05 nrzkt d_wanted is a local function variable
17:05 nrzkt we don't need to move it
17:06 sfan5 oops
17:06 sfan5 didn't see the declaration
17:06 nrzkt no problem :)
17:06 sfan5 nrzkt: you have my approval for 3708
17:07 nrzkt thanks for the review
17:18 Hijiri xeranas: I think the mesecons pressure plate uses an abm or node timer and checks if a player is on top
17:19 Hijiri you could also use register_globalstep
17:20 xeranas Hijiri: does not look eficient methods, but seems its all what we have. Thanks!
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18:37 everamzah !tell RealBadAngel the halo node highlighting goes opaque when there's two players?
18:37 ShadowBot everamzah: O.K.
18:38 everamzah oops http://i.imgur.com/h3zXr7f.png
18:40 kaadmy is the node hilighting work for multiple players now?!?!
18:40 kaadmy does*
18:44 everamzah kaadmy: oh it's not supposed to?
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18:47 RealBadAngel funny, what the hell transparency of the material have to do with number of players online?
18:47 everamzah no clue, me
18:47 everamzah dunno why, just that it seems to be the case
18:47 Calinou I guess it's like that water transparency issue?
18:47 Calinou where water becomes opaque in some MapBlocks, but only in multiplayer
18:50 RealBadAngel lol
18:51 RealBadAngel that will be hard one to track i afraid
18:56 Fixer happy birthday, RealBadAngel
18:57 RealBadAngel thx :)
19:06 RealBadAngel Calinou, indeed both work together
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19:30 RealBadAngel can anybody else vote for #3695? nrzkt, kahrl?
19:30 ShadowBot https://github.com/minetest/minetest/issues/3695 -- Use vertices with tangents only when its needed. by RealBadAngel
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19:41 RealBadAngel Calinou, that really "works". and  it is strange. open 2 clients, look at water. disconnect with one. water goes transparent. connect -> opaque
19:42 RealBadAngel simply connecting changes the water immediately
19:42 RealBadAngel halo suffers the same effect
19:44 RealBadAngel ive made a small pool at y = 400, and watching with pause on one client, the second player is standing at ground level, so far away
19:52 RealBadAngel i do have an idea
19:53 RealBadAngel those are materials changing somehow in the middle of rendering
19:53 RealBadAngel so, what changes when player joins?
19:54 RealBadAngel player nametag is being displayed
19:55 Fixer RealBadAngel, lol
19:56 Fixer RealBadAngel, may you fix all the bugz and not loose your insanity till the next birthday
20:01 RealBadAngel voild
20:01 RealBadAngel voila i mean
20:02 RealBadAngel ive disabled the bug
20:02 RealBadAngel content_cao.cpp line 978 is the source of transparency bug
20:03 RealBadAngel both for water and halo
20:05 Fixer interesting
20:05 Fixer i can test, if needed
20:05 RealBadAngel sure
20:06 RealBadAngel comment out all lines starting with m_textnode
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20:06 RealBadAngel 978 - 986
20:07 Fixer RealBadAngel, transperency bug = that thing with opaque water and with windows?
20:07 RealBadAngel idk if with windows, but water and halo for sure
20:12 RealBadAngel wonder whats in usin text node is wrong
20:13 Fixer compiling
20:45 Fixer RealBadAngel, looks like it fixed the problem for me, looking more
20:59 Fixer RealBadAngel, interesting, no bug for me
20:59 Fixer RealBadAngel, bug is disabled
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21:11 RealBadAngel Fixer, yeah, now have to find out whats wrong with text scene node...
21:15 Fixer RealBadAngel, yes, looks like water squares opacity, water opacity and windows opacity are fixed, however, other blinking bugs in complex liquids remain, like this https://i.imgur.com/Ucc5cXD.jpg (but it is very good start)
21:15 Fixer RealBadAngel, and damn it is slow without 3695
21:16 RealBadAngel the "other" bug is not related
21:16 RealBadAngel this is due to zbuffer sorting
21:16 Fixer RealBadAngel, yeah, i noticed they are different
21:16 RealBadAngel transparent stuff requires separate render pass
21:16 RealBadAngel will be done in the future
21:16 Fixer RealBadAngel, your code change fixed a LOT of blinking
21:17 Fixer checked on 2 servers
21:17 Fixer RealBadAngel, so very nice start
21:17 Fixer i have hope
21:17 Fixer RealBadAngel, player report another interesting bug to me, with glass and transperency
21:17 RealBadAngel most important in bugs elimination is to know the reason
21:17 RealBadAngel we do now
21:18 RealBadAngel bad news is that it looks like irr bug
21:19 RealBadAngel on the other hand i planned to remove nametags from the scene anyway
21:19 RealBadAngel they cannot stay there in current form
21:19 RealBadAngel have to be moved to HUD
21:20 Fixer RealBadAngel, have you seen smth like that? https://imgur.com/a/myQjU
21:20 RealBadAngel thats because of postprocessing. i cant shade texts with bloom dof etc
21:20 Fixer it is obsidian glass slabs
21:21 Fixer from one side they are ok, from another, they are transperent
21:21 Fixer they are from moreblock
21:21 RealBadAngel seems legit
21:21 RealBadAngel its glasslike drawtype
21:22 RealBadAngel glasslike framed should be used for such things
21:22 * Fixer pokes Calinou
21:23 RealBadAngel about nametags luckily i wrote waypoints code
21:24 RealBadAngel i will just move nametags into std::vector in hud and display them all same way as waypoints
21:25 RealBadAngel im not going to dig in irrlicht while i have to move them anyway, just havent thought i have to do that right now
21:26 RealBadAngel lol
21:26 RealBadAngel Fixer, you poked him too hard ;)
21:26 Fixer lol
21:28 Fixer RealBadAngel, so transperency could be fixed by mod maker?
21:30 RealBadAngel Fixer, i think its textured wrong way
21:30 RealBadAngel will check it later, but for sure you wont have such problems while using framed
21:31 RealBadAngel framed were designed for such things
21:37 Fixer !tell Calinou https://github.com/minetest-mods/moreblocks/issues/32
21:37 ShadowBot Fixer: O.K.
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22:53 Hijiri Is it true that non-fleshy damage types don't have an effect on players, even if their armor group is set?
22:54 Hijiri I know that immortal armor group has no effect
22:58 Hijiri actually I just tested it, it does have an effect
23:02 Hijiri actually no
23:02 Hijiri that was just the attacking client
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23:18 jhcole i've compiled the latest minetest server using DRUN_IN_PLACE=1 so i can do some tests before installing globally, but contrary to the dev wiki it is loading mods from '~/.minetest/mods/' instead of 'minetest-install-directory/mods/'. Does anyone know how to fix this?
23:19 jhcole Or how to run two separate instances of minetestserver, each with there own separate mod directories?
23:26 RealBadAngel if you compile in place theres no way it can use global mods
23:26 RealBadAngel propably you are running wrong bin?
23:26 Hijiri Is it possible to override how punch callbacks are called during a punch?
23:27 Hijiri I want to calculate the damage specially and then pass that to the existing callbacks
23:27 Hijiri if I overwrite minetest.register_on_punchplayer it won't change the behavior of existing callbacks
23:30 jhcole RealBadAngel: im running with ./bin/minetestserver in the git repo where i compiled
23:32 RealBadAngel jhcole, youre compiling the repos? better clone fresh sources, move them to destination folder and compile again
23:32 RealBadAngel propably you have there messed make files
23:35 jhcole RealBadAngel: perhaps, i'll try that, but i did pull the latest from the master branch, and git diff is null
23:36 RealBadAngel have you ever compiled game in this directory before?
23:36 RealBadAngel with different make options?
23:37 jhcole yes i have, I reran cmake though, is that not enough?
23:45 jhcole hmm, i'm seeing a warning from cmake 'Manually-specified variables were not used by the project: RUN_IN_PLACE'
23:45 jhcole oops, i had a lowercase l in PlACE
23:51 jhcole RealBadAngel: thanks for you're help, its working now :)
23:52 RealBadAngel if you want to clean it, you shall delete cmake_cache.txt
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23:53 RealBadAngel CMakeCache.txt actually
23:57 Hijiri Is it okay to access core.registered_on_punchplayers
23:57 Hijiri in a mod
23:57 Hijiri or is it meant to be internal

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