Time Nick Message 01:19 paramat hmmmmmm and all #4336 01:19 ShadowBot https://github.com/minetest/minetest/issues/4336 -- Shaders: Disable by default by paramat 06:57 tenplus1 hi folks... would a kindly dev check this pull for inclusion please: game#965 06:57 ShadowBot https://github.com/minetest/minetest_game/issues/965 -- Ability to Disable bones, drop items or keep inventory. by tenplus1 07:38 tenplus1 hi nrzkt 07:58 tenplus1 game#1210 fixes falling nodes from glitching on open fencegates 07:58 ShadowBot https://github.com/minetest/minetest_game/issues/1210 -- Changed fencegate open collisionbox by tenplus1 16:25 Krock Any comments on #4330 ? A simple bugfix but I'm not sure if this belongs to verbosestream or not 16:25 ShadowBot https://github.com/minetest/minetest/issues/4330 -- Textures: Ignore unknown node in override.txt by SmallJoker 16:50 SloanOnLinux Hello everyone! 17:27 paramat hmmmm nore sfan5 sofar Zeno` a simple PR with huge performance benefit #4336 17:27 ShadowBot https://github.com/minetest/minetest/issues/4336 -- Shaders: Disable by default by paramat 17:33 Krock it doesn't solve the source of this problem 17:34 paramat correct, the proper fix is difficult, see discussion 17:36 paramat as explained, this is hopefully temporary 17:39 VanessaE RBA and I have gone round and round over shaders in the past. 17:40 VanessaE fwiw, I usually won those arguments ;) 17:40 VanessaE he had plans to further separate-out the different "pieces" so that e.g. tangent space could be called for only when needed. Not sure how far he actually got with that. 17:52 jin_xi this PR is palliative care 17:54 paramat yes, as explained *=S good grief 17:59 jin_xi well ffs change line 372 as well then. "...may increase performance on some..." 18:00 paramat the issue is the default, new players joining at a built-up spawn and getting 14 instead of 27 FPS 18:01 paramat the visual difference being barely noticeable 18:02 paramat "Eventually, once we only enable tangent space when it's needed, we can re-enable the basic nodes shader." 18:03 jin_xi i only use shaders for smooth day-night but thats a big one. still i don't thinks shaders can actually improve performance for anyone now that tangents are done regardless 18:04 paramat tangents are done only when shaders are enabled 18:04 paramat so essentially we've almost halved the performance of MT for no reason at all 18:05 paramat this is the simple temporary fix 18:05 paramat and players can always choose to turn shaders on 18:06 jin_xi it's ok im not even arguing that. just saying that the line in the conf example should be changed 18:06 jin_xi so it does not suggest shaders improve performance 18:06 paramat ok 18:07 paramat heh i can't believe it says that 18:07 paramat that was RBAs doing i'm sure 18:07 jin_xi it might have been the case before that tangent stuff was added 18:08 jin_xi i think its lighter to do day night in the shader than to update all the meshes 18:08 jin_xi which is why it's really a double blow, that whole issue 18:08 paramat ok, that line is misleading, will change it 18:57 Krock Now I understand why map_generation_limit wasn't made world-specific 19:06 paramat ? 19:06 paramat some think it needs to be 19:10 Krock #4338/ 19:10 ShadowBot https://github.com/minetest/minetest/issues/4338 -- Make map_generation_limit per-world specific by SmallJoker 19:11 Krock It wasn't easy to keep an eye on about 15 different files :< 19:11 paramat i see 19:16 Krock there are a lot different connections between mapgen-environment-servermap and so on. Is there any document that would describe how they access eachother? 19:17 Krock it looks like an infinite spidernet - on 3 dimensions 19:31 Krock aagh. the unittest fails because the cardcoded hash does not equal the new settings :< 19:35 Fixer https://imgur.com/uYkS3Ko JUMPING LIKE A BOSS (yes, it is bug nobody fixes) 19:47 Fixer https://github.com/minetest/minetest/issues/329 20:02 hmmmm map_generation_limit is implemented in a crummy manner to begin with 20:03 hmmmm why is it so far overreaching? 20:03 hmmmm the map_generation_limit should limit map generation. not everything else in the entire universe. 20:04 hmmmm instead what the guy did who implemented it first added a parameter to a fundamental function that just about everything uses to make sure objects or positions are not out-of-bounds and will cause bugs or errors 20:04 hmmmm when in reality it should simply... limit the map generation 20:04 hmmmm i could (and should) fix this by rolling back the majority of the map_generation_limit scope creep 20:05 paramat agreed 20:05 paramat so all outer mapchunks would be solid ignore 20:06 Krock currently they are solid ignore 20:08 paramat ok yes 20:09 Krock also would this now be a setting that shouldn't be changed, like the water level or chunksize 20:09 Krock so I think limiting the objects and players is fine 20:10 hmmmm i really hate to say this but 20:10 hmmmm your PR is a mess. 20:11 Krock \o/ 20:11 hmmmm i would prefer if it's not implemented like that at all 20:11 Krock But then I'd like to see another way to solve this because I think this must be a per-world setting 20:12 Krock however, if it gets too complicated we could just drop that idea 20:12 hmmmm it's already kinda complicated... 20:12 Krock indeed 20:13 hmmmm also i saw your rawstream << (int)sha1_result[i] << " "; 20:13 hmmmm i can't accept that 20:13 hmmmm that's circumventing the purpose of the unit test 20:13 Krock yeah.. no idea how kwolekr generated that char array 20:13 hmmmm it's not a hurdle to jump over, it's a check to make sure the output is what you acutally want it to be. 20:14 Krock but I have no clue where it puts the space or even how the real output will look like 20:14 hmmmm maybe he made sure the file being output was 100% correct and then ran sha1sum on it 20:16 paramat heh 20:25 Fixer https://github.com/xeranas/weather_pack/issues/6#issuecomment-233178506 20:26 Fixer reproduced light problem in corners 20:37 paramat saw that 20:37 paramat updateLighting has serious problems but it's nightmare code 20:39 paramat updated 4336 20:43 KaadmY celeron55: do you have a moddb account named "exmex"? 20:43 KaadmY because at http://www.moddb.com/games/minetest, the guy that put it up(exmex) is implying he made it 20:44 celeron55 he clearly is not implying that 20:45 celeron55 it's ridiculously outdated though 20:45 KaadmY yea 20:46 Krock paramat, updateLighting as a nightmare - I'd say that just fits perfectly :P 20:47 KaadmY the description seems to also be copied straight from a readme or such 20:48 Krock he copied it from the old minetest.net site and extended it a bit 20:48 KaadmY ah 20:49 Krock and it's completely outdated so why care about it? 20:49 KaadmY because it's outdated? ;? 20:49 KaadmY ;) 20:54 celeron55 well you have my permission to get it updated 20:54 celeron55 if that matters 20:55 celeron55 none of us including me care about a random site but if you care about this particular site, then you can try 21:29 paramat updated game#1208 testing needed 21:29 ShadowBot https://github.com/minetest/minetest_game/issues/1208 -- Default: Prevent placing sapling if tree violates protection by paramat 23:30 paramat #4339 23:30 ShadowBot https://github.com/minetest/minetest/issues/4339 -- CavesNoiseIntersection: Place riverbed node under river water by paramat