Time Nick Message 00:11 est31 I'll push a fix for #3766 soon 00:11 ShadowBot https://github.com/minetest/minetest/issues/3766 -- 31e0667 broken android build 00:11 est31 oneliner 00:15 est31 https://github.com/est31/minetest/commit/4498b535d47d1ed9fadd51bfa8a1c4b88ca8b16e 00:15 est31 this will be pushed in 10 minutes 00:16 est31 little update https://github.com/est31/minetest/commit/b78c1b148e00316d2fca9786c965f74628b5aa6d 00:25 Fixer i see a weird low-bumping up when walking near some nodes 00:25 Fixer and on other nodes i hear fast-repeated-walk-many-times thing 00:26 kaeza terminate called after throwing an instance of 'LuaError' 00:26 kaeza what(): Runtime error from mod '' in callback handleMainMenuButtons(): Attempt to set secure setting. 00:26 sofar are they plain nodes or maybe mesh nodes or nodeboxes? 00:26 kaeza ^ enable secure.enable_security and then try to disable from main menu 00:27 Fixer sofar, when walking near cottages: fence_small and when walking off the mesecons_pressure_plates 00:27 sofar so nodeboxes 00:27 est31 kaeza, there is a current bug in modding security 00:28 est31 kaeza, #3765 00:28 ShadowBot https://github.com/minetest/minetest/issues/3765 -- minetest.request_insecure_environment() always returns nil 00:28 Fixer sofar, yeah, looks like it 00:28 est31 can you try to rollback before that commit and try? 00:28 kaeza est31, "a" bug? :P 00:28 est31 if it is broken before as well file a second bug 00:28 est31 if its not broken before, add a comment to the issue, its useful to know what all is broken 00:33 kaeza est31, that's a different issue 00:33 est31 then file a bug :) 00:34 est31 and point out that you tested that its a different issue 00:35 kaeza that issue is about RIE returning `nil` for some reason, this one is about mainmenu being unable to toggle security setting 00:38 est31 kaeza, did you test it on an old revision 00:38 est31 on which revision did you test it the first place 00:41 kaeza est31, uhm... it doesn't matter? this issue should manifest on anything after some commit where `setting_set*` was made to fail if the prefix is `secure.` 00:42 kaeza or after the tree-based settings were added, whichever is more recent 00:42 Fixer nore is nerzhul? 00:43 est31 no 00:43 Fixer anyway, new walking regression - https://github.com/minetest/minetest/issues/3767 00:43 est31 kaeza, on what revision did you test it 00:43 est31 but do a bug report on github 00:43 est31 with all you know 00:43 est31 we'll find out the rest 00:45 kaeza est31, 997be66 and c6d7d20 00:45 kaeza (parent of your linked commit, and local master HEAD, respectively) 00:46 est31 okay 00:55 est31 you want to file it? or should I? 00:55 kaeza I'm compiling latest HEAD to test 00:56 kaeza don't see anything relevant in the logs, though 00:57 Fixer lol, new android bug 00:58 kaeza wish this thing compiled faster. Windows subprocesses are crap 01:05 kaeza So what is happening is `setting_set*` disallow editing of settings prefixed by `secure.` in any case. Main menu needs to use `setting_setbool` to toggle `secure.enable_security`, so there you go 01:11 kaeza est, #3769 01:11 ShadowBot https://github.com/minetest/minetest/issues/3769 -- Unable to turn off security from main menu. 01:33 sofar heh, a fun thing happened when I combined all the TNT patches and set off multiple TNT blocks - Item Drops were ejected up to 30 nodes far away, wheeee 01:33 sofar I hope I can blow a cow that far 01:33 sofar that would be epic 05:56 sofar est31, where art thou? 05:57 sofar I've got crops converted to nodetimers, working great! 05:57 sofar except, now I need the LBM code to work :) 07:14 RealBadAngel ShadowNinja, here? 07:16 RealBadAngel ShadowNinja, replace "useNormalmap" with "textureFlags" in game.cpp 07:28 RealBadAngel ShadowNinja, commented it in PR code 10:07 everamzah thank you for door selection fix 10:11 RealBadAngel np 10:27 nrzkt kahrl, nore ShadowNinja , can you look at the little #3771 ? 10:27 ShadowBot https://github.com/minetest/minetest/issues/3771 -- GOTBLOCKS & DELETEBLOCKS: test packet size only once by nerzhul 10:31 nore nrzkt: LGTM, but untested 11:32 Fritigern Steel doors nowadays can be opened by anyone, and don;t show owner when pointed at them. Is this supposed to happen? 12:12 Obani Fixer, I don't think so 12:13 Fixer Obani, ? 12:13 Obani ops 12:13 kahrl nrzkt: maybe the size is tested in that strange current way to deal with the possibility of integer overflow? 12:14 Obani Fritigern, I don't think so 12:16 kahrl nrzkt: also relatedly, count is u8, so 1 + count * 6 is *very* likely to overflow 12:17 kahrl or does the * 6 promote the whole thing to int? ugh, I can never remember 12:19 kahrl it appears to be promoted to int (on my compiler) 12:27 nore kahrl: it would be good to do the promotion explicitely though I would say 12:28 kahrl nore: agreed 12:28 nore also, the new test is exactly the one that happened at the last iteration of the loop previously 12:29 nore although, I am wondering 12:29 kahrl nore: well, I wasn't so sure about that, because count is u8, but i is u16 12:29 kahrl but yes, the standard guarantees that those are promoted to int 12:29 nore if we receive a shortened packet, because the last part got lost 12:30 nore then we previously did all that we could do, until there was not enough remaining 12:30 nore but with the patch, we reject the whole packet 12:30 nore I don't know which is better though 12:31 nore (however, if we decide to keep the current code, I'm for adding a comment that explains why) 12:31 kahrl the packet length if part of the udp checksum, so if a packet gets truncated it should be thrown away 12:31 kahrl well 12:32 kahrl that and the kernel should ensure that the length (as specified in the udp header) matches how long the payload is 12:33 nore then the patch looks good, except that I would add explicit conversion 12:33 kahrl yeah 12:51 nrzkt kahrl, * 6 = size of v3s16 12:51 nrzkt 1 is the u8 for count 12:51 nrzkt the test is okay for the length 12:51 nrzkt nore, explicit conversion where ? 12:52 nore nrzkt: to convert count into int 12:52 kahrl nrzkt: well say you have u8 count = 100 12:52 kahrl nrzkt: and u8 tmp = 1 + count * 6 12:52 kahrl nrzkt: then tmp is not 601, it's 89 12:55 nrzkt kahrl, i see :) 12:56 nrzkt (int)count * 6 fits ? 12:56 kahrl yeah, that's good 13:00 kahrl perhaps the clearest would be (u32), and remove the (s16) before pkt->getSize() 13:00 kahrl since pkt->getSize() returns u32 13:00 kahrl dunno, either way is fine with me 13:04 paramat nore sfan5 game#867 13:04 ShadowBot https://github.com/minetest/minetest_game/issues/867 -- Default/mapgen: Make forest clearings larger and more common by paramat 13:06 paramat nore sfan5 2 more easy ones to review game#866 game#868 13:06 ShadowBot https://github.com/minetest/minetest_game/issues/866 -- Remove dig_up() from cactus. by MT-Modder 13:06 ShadowBot https://github.com/minetest/minetest_game/issues/868 -- Control leaf decay with sneak. by MT-Modder 13:06 nore paramat: +1 to the idea for 867, haven't tested it yet 13:07 paramat the screenshots show the lowest densities 13:08 nore 868 looks good too 13:09 nore 866 too, although I don't know what is best between removing dig_up for cacti or making it work for branched cacti too 13:09 nore but I agree that we shouldn't keep the current way 13:10 nore and if we want to add something that supports branched cacti, we can either do it as a mod or do it later, so +1 13:10 paramat ok. no idea how to make branches auto-dig 13:10 paramat ok 13:10 paramat thanks 13:11 paramat so i guess i cn merge 867, will do later 13:11 nore paramat: either keep metadata info in the cacti (probably best way actually for multiple cacti that spawn close to one another), or make a bfs/dfs to find the branches of the cacti (but then, if several cacti touch one another, it will have strange effects) 13:12 paramat ugh this is not worth it 13:12 paramat :) 13:12 nore well, it depends on what we want the game to look like :) 13:13 nore but since trees are not cut either right now, I'd say it is good like this 13:13 paramat ok yes we can consider later 13:14 kahrl is there a engine issue corresponding to game#760? 13:14 ShadowBot https://github.com/minetest/minetest_game/issues/760 -- Creative inventory search function disables exiting of inventory 13:14 kahrl I'm used to pressing E to get in & out of inventory (from playing another sandbox voxel game), and find this really annoying 13:18 everamzah if you press tab it goes from the text input to some other button 13:18 everamzah shift-tab goes backwards. but for some reason, text input gets precedence 13:20 kahrl I wish there didn't have to be a workaround at all 13:21 kahrl IMHO the search field shouldn't be focused by default 13:21 kahrl maybe assign a key like '/' to focus the search field 13:21 kahrl (yeah, I know that leads into dark formspec territory that nobody wants to enter) 13:21 everamzah that's what i said. but i think it would be a fine addition to formspecs to set it by default where you like, but that's another thing 13:22 everamzah hard-coding ctrl+f or / would work tho 13:23 everamzah i opened an engine issue right after that 13:23 nrzkt kahrl, nore can you set your +1 on #3771 on github ? :) 13:23 ShadowBot https://github.com/minetest/minetest/issues/3771 -- GOTBLOCKS & DELETEBLOCKS: test packet size only once by nerzhul 13:24 everamzah https://github.com/minetest/minetest/issues/3495 13:24 everamzah #3495 13:24 ShadowBot https://github.com/minetest/minetest/issues/3495 -- Open/Close Inventory key breaks if there is a text input 13:24 everamzah oh 13:26 kahrl ah 13:27 kahrl well, I'll never get used to pressing esc since I don't play in creative often 13:27 kahrl oh well 13:28 kahrl I guess the people that play in creative often should decide this 13:28 everamzah that's why i thought it would be nice to set this behavior like you'd set a listring or something. oh well indeed 13:31 nrzkt nore, ty 13:32 nore nrzkt: you're welcome :) 13:34 paramat i eventually got used to using ESC to exit 13:37 kahrl I guess ESC is okay if you're using the default keybinding of I for inventory 13:37 kahrl both ESC and I are hard to reach from the WASD position 13:37 kahrl but with E for inventory, it's annoying to have to reach out to ESC to close it again 13:38 kilbith kahrl, once you do an operation on the inventory, you can escape with E as usual 13:39 kilbith i find your comments extremely nitpicky 13:39 paramat yes i agree i use E for inventory 13:40 paramat bit am ok with it now 13:40 kahrl kilbith: that makes the interface stateful which tends to make an interface harder to use 13:41 kahrl kilbith: btw, what's nitpicky to one person annoys another, that's life 13:42 kilbith no, at first opening it expects a string, but in 99% of time you do an operation in the inventory 13:42 kahrl not really 13:42 kilbith and of course it's engine's issue 13:42 kahrl I often just open the inventory to see if I have a certain item in it 13:43 kilbith did you read kaeza's comment already ? 13:43 kilbith https://github.com/minetest/minetest/issues/3495#issuecomment-167636443 13:43 kahrl yes, I did 13:44 kahrl like I said: "oh well". I'm not going to force anybody to touch formspec code 13:45 kahrl so I won't make the issue a blocker, nor even reopen it 13:45 kilbith so we have the best compromise, first opening -> expects a string, otherwise you open for an operation and you can exit it the usual way 13:47 kahrl I'd prefer it if keymap_inventory closed the inventory (if search box is empty), any other letter went into the search box, / and ctrl-f focused the search box 13:47 kahrl but again that might confuse someone, so: "oh well". 13:50 kilbith i'm more annoyed by that currently, formspec wise : https://github.com/minetest/minetest/issues/3403 13:51 kahrl I was hoping you wouldn't mention that 13:52 kilbith asking for months now :) 13:53 kahrl nobody wants to work on the miserable, miserable formspec code 14:11 nrzkt Merging #3771 14:11 ShadowBot https://github.com/minetest/minetest/issues/3771 -- GOTBLOCKS & DELETEBLOCKS: test packet size only once by nerzhul 14:49 paramat nore sfan5 this one seems important and is a simple fix game#815 14:49 ShadowBot https://github.com/minetest/minetest_game/issues/815 -- Change written book formspec to wrap text by tenplus1 14:53 * VanessaE growls at paramat 15:01 paramat ah that :} 15:02 VanessaE yeah, that. 15:02 * VanessaE growls more loudly 15:12 RealBadAngel kahrl, SN wanted i think 15:12 RealBadAngel he had them changed to use tables afaik 15:13 RealBadAngel btw, what do you think about adding to default some mod to use waypoints? 15:24 everamzah oooh 16:00 RealBadAngel #3774 16:00 ShadowBot https://github.com/minetest/minetest/issues/3774 -- Halo: highlight selected face by RealBadAngel 16:00 RealBadAngel ^^ no setting for it yet 16:05 RealBadAngel and i think #3763 can be merged, no problems reported at all. only speedup :) 16:05 ShadowBot https://github.com/minetest/minetest/issues/3763 -- Mapblock mesh: Allow to use VBO by RealBadAngel 16:29 Fixer RealBadAngel, superfluos gave me big impressive boost (VBO was also on) 16:30 Fixer RealBadAngel, original diff 16:30 Fixer RealBadAngel, +30 % fps boost 16:30 RealBadAngel Fixer, i think the gain can highly depend on GPU used 16:30 RealBadAngel for me its marginal 16:31 RealBadAngel but thats good it can speed up intels and the like 16:31 RealBadAngel one thing that worries me is that issue i cant reproduce 16:31 RealBadAngel see the last screenshot in the PR 16:32 Fixer yeah 16:32 Fixer have not seen it 16:32 Fixer but i do have some slight issue with trees 16:32 Fixer but boost is impressive 16:32 Fixer big difference 16:33 RealBadAngel no matter if its 2 or 20fps, each gain is worth it 16:33 Obani You're atlking about the superflous shaders settings PR ? 16:33 RealBadAngel what kind of issue you have? 16:34 Fixer RealBadAngel, now i can into 200 on just test spawn 16:34 Fixer and got up to 40 fps 16:34 Fixer RealBadAngel, gain is really noticable for me, on Just Test is hugely noticable 16:38 Fixer RealBadAngel, on heavy LinuxGaming scene i've tested before istead of 28 i got 39 16:38 RealBadAngel Fixer, so what about the trees? 16:38 Fixer RealBadAngel, very minimal issue 16:38 Fixer RealBadAngel, one sec 16:38 RealBadAngel Fixer, do note that SN's PR has many mistakes 16:39 RealBadAngel ive pointed whats needed to be fixed 16:39 Fixer RealBadAngel, so they can lower performance :( 16:40 RealBadAngel no 16:40 RealBadAngel some variables are not set 16:40 RealBadAngel minimap cannot work for example, bumpmapping, relief 16:40 Fixer but performance with VBO + this really impresses me (apart from usual stutters on chunk, but that can be fixed) 16:40 RealBadAngel there are 2 matrices not set 16:41 Fixer RealBadAngel, it gives big boost on heavy scenes 16:41 Fixer RealBadAngel, i did not use refiel or bump in those tests anyway 16:41 Fixer RealBadAngel, shaders + tone + waving 16:43 RealBadAngel those are actually not messed 16:43 RealBadAngel what about those trees? 16:43 Fixer wait 16:43 Fixer RealBadAngel, could be mipmap related, waiting for day 16:44 Fixer RealBadAngel, with those I can go into v_range 200 on servers department 16:46 Fixer RealBadAngel, it is hard to spot, let me find it 16:46 Fixer spotted 16:47 Fixer RealBadAngel, however, it can be mod problem or smth 16:48 Fixer RealBadAngel, it is custom tree with banana-leaves, it is not waving as others do, look on leaves: https://i.imgur.com/VY42pnO.png 16:48 Fixer maybe it is just mod problem, let me check it in other build 16:49 RealBadAngel whats wrong with them? 16:49 RealBadAngel ah 16:49 RealBadAngel that would be mod if others are waving 16:49 Fixer RealBadAngel, leaves has some kind of small white lines 16:49 Fixer yes 16:49 Fixer let me check in client without that 16:50 Fixer without VBO and superfl 16:50 sofar the banana leaves texture is ugly and has vertical patterns 16:50 Fixer RealBadAngel, same problem, so it is not related 16:50 Fixer RealBadAngel, we are good 16:50 Fixer RealBadAngel, now i need to spot that black problem 16:50 sofar not to mention that whoever made it, never has seen a banana leaf 16:50 RealBadAngel lol 16:50 RealBadAngel indeed 16:51 sofar I used to have a banana plant 16:51 sofar their leaves are huge 16:51 Fixer i will go eat and feed the dog and go back for testing, this PR is big deal for me 16:51 RealBadAngel anyway good enough thats a tree. some kids think that bananas grow in markets ;) 16:52 RealBadAngel Fixer, dont mix that. dont eat the dog ;) 16:54 Fixer RealBadAngel, heavy scenes is much better now 16:54 Fixer RealBadAngel, i still think 100 is somewhat big for default 16:55 RealBadAngel its only for the first run 16:55 RealBadAngel i dont think its anything wrong with it 16:55 RealBadAngel i usually play at 200+ 16:55 Fixer RealBadAngel, with 100 on heavy servers with VBO+superfl i have 45fps, not bad, without it it will be 20 16:55 Fixer or even less 16:55 Calinou I play at 256, like Minecraft's old "Far" setting 16:56 Fixer 100 is usable now 16:56 Calinou this works well on GNU/Linux with GTX 570 16:56 Calinou but on Windows with GTX 960M, I do not always have 60 FPS 16:56 Calinou :/ 16:56 Calinou while GTX 960M is 20% slower, it shouldn't be that slow, I guess Minetest is slower on Windows 16:57 RealBadAngel Calinou, have you tried VBO? 16:57 Calinou nope 16:57 Fixer RealBadAngel, try opening/closing doors near light source 16:57 RealBadAngel then try 16:57 RealBadAngel you will be suprised 16:57 Fixer RealBadAngel, slightly blinks 16:58 Fixer RealBadAngel, will make gif, one sec 16:58 RealBadAngel Fixer, please wait with finding issues til SN fix the PR 16:58 Fixer i will collect issues anyway and recompile when PR is ready 17:00 Fixer Calinou, 60fps at 256 in multiplayer? 17:00 Fixer RealBadAngel, what view range is default for android btw? 17:01 Fixer RealBadAngel, have you looked at lava before fog thing? 17:01 RealBadAngel Fixer, 50 i think 17:01 RealBadAngel and no 17:04 Fixer RealBadAngel, lol, that mapgen stutters in singleplayer, fps hits 125 fps cap, stutters lower it to 50 and back to cap 17:04 Fixer RealBadAngel, at 240 17:05 RealBadAngel such stuttering can be a threading issue i think 17:07 Fixer huge forest at 240: 55 fps 17:07 Fixer looking above it 17:07 Fixer can go down to 45 17:08 Fixer but it is very good anyway 17:08 Fixer ~55-60 inside in forest, very good 17:08 Fixer worst case 17:08 Fixer mem usage below 900 mb 17:10 Fixer RealBadAngel, and that thing was sitting for years in PRs 17:11 Fixer afk 17:12 Calinou Fixer> Calinou, 60fps at 256 in multiplayer? 17:12 Calinou yes, on most servers 17:12 Calinou with 4× MSAA, shaders on 17:12 Calinou anisotropic on 17:12 RealBadAngel Fixer, i havent seen this at all till i was looking for some gregorycu code and found it 17:15 Fixer Calinou, O_0 17:18 Calinou this is a graphics card released in 2010 :) 17:19 RealBadAngel Calinou, but thats an actual graphics card :) 17:19 RealBadAngel not an intel ;) 17:21 Fixer Calinou, nvidia has better drivers in linux, than ati 17:22 * Krock remembers Linu's sentence "Nvidia, fuck you!" 17:23 Fixer Calinou, funny thing is that GTX 570 is very close to my ATI HD6870 in terms of performance, or even the same, yet, my OGL performance in Windows suck so much 17:24 Fixer Calinou, i usually play with 70 on multiplayer to have usable gameplay 17:24 Calinou no, it is not 17:24 Calinou GTX 570 is the performance of an HD 6970 17:24 Calinou (AMD didn't have anything to compete with the GTX 580) 17:30 RealBadAngel looks like .14 is gonna be fastest release ever 17:46 nrzkt R9 Fury ? 17:49 RealBadAngel nrzkt, looks like vbo, shader settings, and hopefully meta stuff too, will basically double FPS at least 17:50 nrzkt waiting for merge then 17:51 RealBadAngel nrzkt, VBO is not WIP anymore i think, you can take off the label and vote for it 18:22 paramat nore sfan5 can anyone check the code of game#815 ? simple fix for broken books 18:22 ShadowBot https://github.com/minetest/minetest_game/issues/815 -- Change written book formspec to wrap text by tenplus1 18:23 sfan5 seems good 18:23 paramat ok 18:32 paramat nore sfan5 how about game#602 ? ShadowNinja seems keen, i feel too neutral to +1 18:32 ShadowBot https://github.com/minetest/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001 18:37 Fixer Calinou, 6970 is just 20% faster then 6870 iirc 18:37 paramat will merge game#815 game#858 game#866 game#868 soon 18:37 ShadowBot https://github.com/minetest/minetest_game/issues/815 -- Change written book formspec to wrap text by tenplus1 18:37 ShadowBot https://github.com/minetest/minetest_game/issues/858 -- Door protection fix, and fallback compatibility code for mods. by sofar 18:37 ShadowBot https://github.com/minetest/minetest_game/issues/866 -- Remove dig_up() from cactus. by MT-Modder 18:37 ShadowBot https://github.com/minetest/minetest_game/issues/868 -- Control leaf decay with sneak. by MT-Modder 18:38 paramat (very soon) 18:53 RealBadAngel Fixer, you may want to try this together with vbo and shader settings pull: #3775 18:53 ShadowBot https://github.com/minetest/minetest/issues/3775 -- Send to clients only changed node metadata instad of whole mapblock by RealBadAngel 18:54 RealBadAngel still WIP but i have fixed a few issues with it 18:54 RealBadAngel especially you may want to try VanessaE spawns (lotsa of machines there) 18:55 RealBadAngel 3775 is a continuation of 3166 ofc 19:33 RealBadAngel #3776 19:33 ShadowBot https://github.com/minetest/minetest/issues/3776 -- Shaders: fix fog not affecting opaque liquids by RealBadAngel 19:36 Fixer RealBadAngel, unfortunately i'm somewhat busy, will try in 1 hour or so 19:36 Fixer when i come back i will look at it 19:38 RealBadAngel theres nothing to test. it works 19:40 RealBadAngel this one is pretty obvious and a one liner 19:52 Fixer back 19:53 Fixer RealBadAngel, i will try 19:54 Fixer vbo + fix fog + superfl + 3775 19:55 Fixer RealBadAngel, liberty land has nice mesecons house that has oscilator with lamp that causes periodic -5fps spike 19:59 RealBadAngel Fixer, then you should try it :) 19:59 Fixer RealBadAngel, but server should have it too, right? 19:59 RealBadAngel also i remember VE creative spawn being DAMN slow 19:59 RealBadAngel ah, indeed 19:59 RealBadAngel yup 20:00 Fixer VanessaE, is that 3166 patch enabled on some of your servers? 20:00 RealBadAngel it was once 20:00 RealBadAngel now for sure not 20:01 RealBadAngel it could be good to have some backup of such spawn 20:01 Fixer i can test on localhost 20:01 Fixer with some simple digging 20:02 Fixer or local save that house and install mesecons 20:02 RealBadAngel the meta change will require heavy load to see benefits 20:02 Fixer RealBadAngel, digging one block will only change one block 20:03 Fixer not entire mapblock 20:03 RealBadAngel its not about digging 20:03 est31 its about metadata changes Fixer 20:04 Fixer oh ok 20:04 RealBadAngel VanessaE creative is full of technic and other machines that are causing massive number of meta updates 20:04 RealBadAngel without that patch i remember i got <10 fps there 20:05 RealBadAngel patch let server update metas without sending whole block 20:05 RealBadAngel and thus wont cause mesh updates 20:06 Fixer ok 20:07 Fixer RealBadAngel, lava before fog is fixed 20:08 RealBadAngel ofc :) 20:18 paramat #3776 seems straightforward and is tested, can anyone +1? 20:18 ShadowBot https://github.com/minetest/minetest/issues/3776 -- Shaders: fix fog not affecting opaque liquids by RealBadAngel 20:19 est31 paramat, +1 20:20 paramat thanks, i'll merge it later along with #3762 20:20 ShadowBot https://github.com/minetest/minetest/issues/3762 -- Sheet Ore: Eliminate crash caused by PcgRandom range max < min by paramat 20:26 paramat now merging games 815 858 866 868 20:44 paramat merged except 815 which conflicted 20:47 Fixer RealBadAngel, so when mese oscilator turns lamp on and off there will be spikes even with 3166? 20:48 RealBadAngel Fixer, mese wires will change textures, so mesh updates will still be here i think 20:51 Fixer we need Vanessa to patch server with it again 20:56 paramat here's the latest batch of improvements for mgvalleys #3741 code is reviewed, can anyone +1? 20:56 ShadowBot https://github.com/minetest/minetest/issues/3741 -- Mgvalleys: Add Dry Riverbeds by duane-r 20:58 Fixer RealBadAngel, could be related to superfl: https://i.imgur.com/p9hI3Ba.png 20:58 nore paramat: +1 to game#602, and I think sofar is right on it too (access should bypass minetest.is_protected too, and thus should be defined in builtin) 20:58 ShadowBot https://github.com/minetest/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001 20:58 paramat ok 20:59 nore paramat: github says game#815 has no rebase conflicts... 20:59 ShadowBot https://github.com/minetest/minetest_game/issues/815 -- Change written book formspec to wrap text by tenplus1 21:00 paramat yes, but during attempted merge it failed 21:00 paramat that happens sometimes 21:01 nore strange 21:04 RealBadAngel Fixer, definitely 21:12 sofar paramat: I'm just hiding for the next doors bug now ;) 21:13 sofar paramat: aside that, I've succesfully used LBM's to convert 'farming' to use node timers, which is cool 21:13 paramat nice 21:13 sofar paramat: I need to tweak the growth rate and distribution, but aside from that it's finished 21:14 sofar I'll have to do some measurements on a large field to determine median growth time and stddev, and key from that 21:15 Fixer RealBadAngel, so on just test scene turning vbo and superfl gives near +100% fps boost (from 36 to 70) 21:17 paramat nore sfan5 i'm considering adding a 'needles_snowy' node, that drops normal needles, this would allow whiter prettier pines in taiga without extra snow nodeboxes. also allows a 'snowy pine' schematic that can grow from saplings placed near snow 21:18 paramat related, i'll consider using snowblocks as dust in taiga, to remove nodeboxes for FPS gain (RBA) 21:18 Fixer you sure it really kills fps? 21:18 RealBadAngel paramat, that may not be needed with vbo etc 21:18 RealBadAngel Fixer, yes it does 21:19 RealBadAngel paramat, but if you can achieve equally nice effect using less vertices than thats good 21:20 paramat ok. snowblocks as dust are possibly not as pretty on pines, so not sure 21:20 Fixer 63 vs 90 with superfl when shaders are disabled 21:20 Fixer oh wait 21:21 RealBadAngel paramat, i also was thinkin bout needles with snow as single node 21:21 RealBadAngel wonder how that would look like 21:21 Fixer ah, sry, no difference when shaders off 21:21 paramat well we'll soon see 21:21 sofar could use the snow cover texture overlay over grass but using it over leaves 21:21 Fixer forget to turn off vbo 21:21 sofar no new texture needed for that 21:22 paramat sofar yes or something similar 21:22 sofar may want to poke holes in it, though 21:24 RealBadAngel i think new texture would be better 21:25 RealBadAngel ha! managed to eliminate duped meta updates :) 21:25 sofar for realz? 21:27 Fixer RealBadAngel, so i've looked more and just on just test VBO + superfl gives near 100% fps boost (from ~38 to ~71) 21:27 RealBadAngel need to clean the code now but it works 21:27 Fixer RealBadAngel, superfl has biggest effect 21:27 RealBadAngel Fixer, for me its quite opposite ;) 21:27 Fixer RealBadAngel, VBO: 38 to 45, Superfl: the 45-71 21:28 Fixer RealBadAngel, slow down? 21:28 RealBadAngel almost no change with settings, vbo doubles fps 21:28 Fixer RealBadAngel, lol 21:28 Fixer damned 21:28 RealBadAngel it highly depends on gpu, amount of vram etc 21:29 Fixer RealBadAngel, and vbo+superfl doubles for me too 21:29 Fixer 1024 mb 21:29 Fixer must have thing 21:29 RealBadAngel ofc 21:29 Fixer i will wait for more updates of that superfl thing 21:29 Fixer i've observed water problems with it, i think it is related to blinking 21:29 RealBadAngel ShadowNinja have to update it 21:29 Fixer on fog distance 21:30 RealBadAngel ok, im going to take a nap 21:30 RealBadAngel later on i will continue on meta 21:30 Fixer ok 21:46 Hijiri Is there somewhere I can read about how the release is coming along 21:51 celeron55 Hijiri: it seems nobody has created a milestone on github (usually there is) and there also isn't a thread on the forum (which is less usual), so everything is happening on this channel it looks like 21:52 est31 there is also the "blocker" label 21:52 celeron55 it might be a good idea to add a milestone 21:53 est31 yeah 22:11 Hijiri celeron55: ok, thanks 22:11 Hijiri I didn't want to ask how soon the release is in the channel because that's usually on a project channel's list of annoying questions 22:16 Wuzzy I have worked on the tutorial recently (2.0.1). What do you think? Does it have any chance to be bundled with Minetest in the future? 22:16 Wuzzy Also, I am interested on your thoughts on this: https://forum.minetest.net/viewtopic.php?f=5&t=10312#p208204 22:25 Hijiri :+1: 22:28 Fixer Wuzzy, things will probably go faster if you open github issue for that 22:29 Wuzzy is github the right place for that? 22:29 Wuzzy I have not thought of that, but, oh, well. 22:30 Wuzzy btw, what do YOU think about including it? :) 22:34 Fixer Wuzzy, yes 22:34 Wuzzy :-) 22:39 sofar Wuzzy: making a "start tutorial" popup in minetest/builtin/game/ shouldn't be too difficult 22:40 Fixer sofar, or just make subgame icon with "Help" pic 22:41 sofar nope, don't hide it. people aren't gonna find it 22:41 sofar "Hey! We see this is your first time in minetest! Wanna play the tutorial?" [ YES ] [ I know my way ] 22:42 sofar I think even experienced players will appreciate that 22:43 Fixer sofar, but icon will be visible on singleplayer page (at least on pc) 22:57 Wuzzy Oh, you don’t understand. 22:57 Wuzzy I said the icon should be hidden because the button for starting the tutorial is somewhere else 22:58 Wuzzy From the player perspective, it should not look like a normal subgame. Would also be annoying to have tutorial next to “real” sub-GAMES 23:31 paramat any thoughts on whether i should merge #3143 ? it has approvals 23:31 ShadowBot https://github.com/minetest/minetest/issues/3143 -- Add CONTRIBUTING.md by davisonio 23:33 est31 i dont know whether it really helps people 23:33 est31 lemme read through it once again 23:33 sofar Wuzzy: I can see that hiding the tutorial may be helpful in some situations, but honestly I don't think it should be a requirement for merging it 23:34 Wuzzy right 23:34 sofar maybe a tab for the tutorial is a good idea 23:36 est31 paramat, there are multiple issues with contributing.md right now 23:37 paramat ok 23:37 Obani Wuzzy, I think your tutorial should be in minetest 23:37 Obani But I also think you should add more eye candies to the map 23:37 kahrl created a 0.4.14 milestone, devs please add any issues to it that you consider important to be done before the release 23:37 Obani Such as natural looking floatting islands 23:37 Obani Those useless things that make the first look tastier 23:38 Wuzzy I have no idea what you are talking about, Obani 23:38 paramat kahrl ok 23:38 Wuzzy “natural looking floatting islands” 23:38 Wuzzy There are no floating islands in real life, so … XD 23:38 Obani -.- 23:38 paramat heh 23:38 Obani And there are no floatting castles too... 23:38 Obani And no tutorials 23:39 Obani And no voxel worlds 23:39 Obani The idea is just to make it better looking 23:39 Wuzzy I was joking about your “natural” part of the suggestion 23:39 Obani And to enrich the environnement 23:39 Obani oh 23:39 Obani sorry :p 23:39 Obani I mean, take islands from a mapgen, and include them as schematics :p 23:40 Wuzzy anyways, I don’t think it would really fit to the castle style imo. Also, I’m lazy xD 23:40 Wuzzy oh. you mean, just one uniform island and just paste it everywhere? XD 23:40 Obani No, many islands 23:40 Wuzzy oops 23:40 Wuzzy thats what I thought 23:40 Obani Like if it was a pretty world 23:40 Obani But as it's a tutorial, it would be closed 23:41 sofar est31: I'm obviously full-thumbs up on LBMs, they work wonderfully, and I suggest to get it merged :) 23:42 est31 nice :) 23:43 sofar plus I think the farming nodetimers are going to be desirable for servers (a lot) 23:43 Wuzzy paramat: I think the CONTRIBUTING.md is good. The only thing I don’t like is the weird chat/Internet slang (“+1” … seriously?) 23:43 sofar since it distributes node updates and reduces abms 23:44 paramat i'll merge #3762 #3776 in a moment 23:44 est31 kahrl, should we only add issues to the milestone, or should we also add prs? 23:44 ShadowBot https://github.com/minetest/minetest/issues/3762 -- Sheet Ore: Eliminate crash caused by PcgRandom range max < min by paramat 23:44 ShadowBot https://github.com/minetest/minetest/issues/3776 -- Shaders: fix fog not affecting opaque liquids by RealBadAngel 23:45 paramat PRs also i think 23:47 kahrl yeah, PRs too 23:47 est31 fine, added three PRs I'd like to see in 0.4.14 23:47 est31 two by me, both of which are still WIP unfortunately 23:47 est31 can devote more time later this week 23:47 est31 and one by sofar 23:49 paramat now merging to engine 23:53 Fixer 3763 and 3770 is ground breaking for me 23:55 kahrl Fixer: added to milestone 23:56 Fixer i'm actually playing with them 23:56 Fixer effect is doubled fps 23:58 paramat merge complete