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IRC log for #minetest-dev, 2016-10-29

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All times shown according to UTC.

Time Nick Message
00:55 Hijiri #4685
00:55 ShadowBot https://github.com/minetest/minetest/issues/4685 -- Add control information to player interacts by raymoo
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10:54 paramat please can we consider #2827 ? i'd love this in for release, long overdue feature
10:54 ShadowBot https://github.com/minetest/minetest/issues/2827 -- Allow overriding the hand by TeTpaAka
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11:49 paramat 'feature' label has been added, please use that in place of 'enhancement'
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12:05 * Zeno` looks at gregorycu
12:18 paramat game#1352
12:18 ShadowBot https://github.com/minetest​/minetest_game/issues/1352 -- Remove 'player falling damage' sound by paramat
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12:30 sfan5 umm
12:31 sfan5 paramat: that is definitely the wrong way to fix this issue
12:31 sfan5 what will you do when the engine placed way too many trees in wrong places? remove trees?
12:33 paramat we can always add a dedicated long-fall sound effect, which is actually what it is
12:34 paramat and in engine it could be renamed to avoid confusion
12:34 paramat what's wrong with the PR?
12:35 sfan5 hm
12:36 sfan5 well it should be clarified whether the fall sound should be played with enable_damage = false
12:36 sfan5 and the engine should act accordingly
12:37 paramat yeah it's confusing
12:39 paramat https://github.com/minetest/minet​est/blob/master/src/game.cpp#L840
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12:39 paramat i could reword the sound name here
12:40 paramat or better only play it when damage is enabled
12:41 paramat depends on whether we want it as an always-on 'long fall' sound effect
12:43 paramat so i'll keep the issue open for a while
12:45 paramat my guess is subgames are already using it as a fall dmamage sound, so an engine fix is needed yes
12:45 paramat (damage)
12:47 paramat game#1353
12:47 ShadowBot https://github.com/minetest​/minetest_game/issues/1353 -- Default: Remove unnecessary leaf 'visual scale' by paramat
12:49 paramat will merge games 1284 1348 1352 1353 in 30 mins
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13:20 paramat will merge those 4 in a moment
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13:38 paramat one doesn't apply and another has a possible error, will start again and merge my 2
13:44 paramat now merging
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13:46 tenplus1 hifolks
13:47 tenplus1 has something changed in latest dev build that BREAKS io.open feature ????
13:48 paramat merge complete
13:48 tenplus1 hi paramat
13:52 red-001 tenplus1 could it be related to mod security?
13:52 red-001 that got enabled by default recently
13:53 tenplus1 crap, lemmie cehck quick
13:53 tenplus1 how to disable
13:55 tenplus1 thanks dude, that was the problem... disabled and working
13:57 tenplus1 so ALL mods using external files will be affected ?!?!?!
14:00 red-001 yes?
14:01 tenplus1 dammit...  gotta add new checks in mods using files then... pah!
14:03 paramat #4614
14:03 ShadowBot https://github.com/minetest/minetest/issues/4614 -- Enable mod security by default by ShadowNinja
14:04 tenplus1 checking... gotta see what to do with new mods to handle security now
14:04 tenplus1 or does this mean until disabled, ALL mods using external files wont work properly
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14:27 paramat #4699
14:27 ShadowBot https://github.com/minetest/minetest/issues/4699 -- Lua voxelmanip: Add optional buffer param for 'get param2 data' by paramat
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15:55 paramat hi hmmmm if you are able to look, #4699
15:55 ShadowBot https://github.com/minetest/minetest/issues/4699 -- Lua voxelmanip: Add optional buffer param for 'get param2 data' by paramat
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16:14 Fixer https://github.com/minetest/minetes​t/pull/4686#issuecomment-257098948
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16:21 paramat looks like caves got added
16:27 Fixer and area further ahead
16:28 Fixer much more triangles
16:28 Fixer pretty big fps impact on my ati
16:29 paramat yeah
16:30 paramat stuff that occlusion culling didn't manage to cull
16:30 Fixer also caves :S
16:31 Fixer vertices drawn in this particular scene shoot up high, almost 1.8x or so
16:32 Fixer 1.57x
16:32 Fixer i was flying above this area before, to avoid confusion, everything that can be loaded was loaded (i hope)
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17:53 Fixer https://i.imgur.com/B97751W.jpg culing at spawns, land-water-caves system
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18:19 paramat est31 are you +1 for #2827 ? i'll test it
18:19 ShadowBot https://github.com/minetest/minetest/issues/2827 -- Allow overriding the hand by TeTpaAka
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18:47 paramat Fixer that's with 4686 applied?
18:47 Fixer without :)
18:50 paramat celeron55 something i remember you discussed #4686
18:50 ShadowBot https://github.com/minetest/minetest/issues/4686 -- Remove optimization that causes underwater and cave rendering glitches. by lhofhansl
18:52 paramat Fixer if that's solid ground on top, occlusion culling doesn't seem very effective
19:03 Fixer paramat: not a solid, it is 1 block ground, some water below, and solid ground
19:04 Fixer if you building on top of water and have tunnels and stuff going below - thats will be very hard to cull
19:04 Fixer by current method
19:05 Fixer i will walk some more, want to see how much stuff is rendered below me and behind the walls
19:08 Fixer not all spawns are like that
19:08 paramat i see
19:09 Fixer some are pretty nice with less overhead
19:11 Fixer water cities could be hard on fps it seems
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19:30 Fixer enable wireframe mode and go to extreme survival minetest city spawn, amount of rendered stuff is just mind blowing
19:30 paramat nore sfan5 rubenwardy any opinions on game#1326 ?
19:30 ShadowBot https://github.com/minetest​/minetest_game/issues/1326 -- Adding a default automation MLGame
19:30 sfan5 meh, we probably don't really need this
19:33 paramat 3 disapprovals then
19:38 Fixer more pictures, so much stuff not culled http://imgur.com/a/DRouM
19:38 Fixer water city*
19:47 nore paramat: I agree that mesecons probably shouldn't be added to mtg, but I think that there should however be automation at some point
19:47 garywhite mesecons is too heavy, now you could probably run a basic vanilla singleplayer game on 1.5GB RAM, but not with mesecons
19:50 paramat automation would be a big thing to maintain, so you can have that job :]
19:51 Fixer basic vanilla singleplayer game needs like 400-1400 mb depending on forests and v_range and walking
19:51 Fixer mostly it is well below 1gig
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19:54 Fixer i wonder if it is possible to not render that much below :/
19:56 Fixer another server, solid ground, but strange activity below https://i.imgur.com/529Xjc7.jpg
19:56 Fixer soo much unneeded stuff rendered
20:00 Fixer i wonder where is chunk boundary? at y=0 ?
20:00 Fixer what about just shifting it up so you have few blocks for ground and cull everything below
20:02 sfan5 you can't just shift the boundary up
20:03 sfan5 mapblocks end at y=0 y=16 y=32 and so forth, you can't reallychange that
20:04 Fixer so it renders y=0 to -16 for sure and I have impression even deeper
20:04 paramat looks like more than 16 nodes depth of stuff in these screenshots
20:04 Fixer yeah, it is strange
20:13 Fixer or maybe it does actually render just 0 to -16 mostly
20:13 Fixer hmmm
20:14 Fixer seen something deeper
20:18 paramat looking at occlusion culling, it seems to act in 'updatedrawlist' but only if the mesh is present, maybe you're seeing meshes that are not actually 'drawn'
20:21 Fixer clearly see caverns with lava there, they sometimes cull, but not always, interesting
20:22 Fixer sometimes 1 mapblock is not enough to cull?
20:23 paramat 'isOccluded' only needs 1 non-transparent node between camera and point
20:23 paramat for each mapblock centre and 8 corners are checked
20:27 Fixer remember that tiling draw fix?
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20:29 paramat yeah
20:29 Fixer i have question
20:29 Fixer about that
20:29 Calinou "-- Could NOT find Ncursesw (missing:  CURSES_LIBRARY)" on Ubuntu 12.04, how do I solve this? I have libncurses5-dev and libncursesw5-dev installed
20:30 Calinou it's optional but I'd like to build it, for an AppImage
20:30 sfan5 check what cmake looks for
20:30 sfan5 and see why it doesn't exist on precise
20:30 Fixer https://i.imgur.com/bTLPs5A.jpg i see that it simplifies land rendering, but why not trees? why not in caves?
20:31 paramat allfaces optional drawtype?
20:32 paramat fancy leaves are on?
20:34 Fixer i think yes, or this cave https://i.imgur.com/Ob9ekgW.png
20:34 Fixer let me check leaves
20:35 Fixer ok, yes, if simplest leaves are enabled it reduces them
20:36 paramat \O/
20:36 Fixer but what about caves?
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20:38 paramat seems to be a mix in that cave
20:39 Fixer same rock, i think those have different lighting
20:39 Fixer thats explains it, need to go deeper
20:40 Fixer ok, it does simplifies it more deeper
20:40 Fixer fine with it
20:46 Fixer https://i.imgur.com/l7guSUQ.png now why can't it cull this in center? i'm pretty far from it, yet it draws :/
20:48 Fixer i'm confused with this
20:49 Fixer yes, it says 0 blocks culled
20:50 Fixer ok, thats because i'm in blocks
20:51 paramat yeah
20:51 Fixer went into cave and it culled properly
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20:52 paramat https://github.com/minetest/minetest​/blob/master/src/clientmap.cpp#L281
20:52 Fixer got it
20:53 Fixer still, from what I see, in multiplayer, there will be a lot of overdraw near spawns unfortunately, way too much
20:55 Fixer server admins probably need to protect entire spawn including below + some distance away to avoid this
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21:02 Fixer last one for today: https://i.imgur.com/00zSiqW.jpg
21:05 Fixer someone said that (maybe est 31) occlusion on per node basis will be too costly, but how you know for sure, maybe it will be better?
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