Time Nick Message 13:31 jas_ if anyone is interested, it appears the behavior of sneak jumping has changed between 0.4.17 and 5.0.0-dev, such that one may now sneak jump up sheer cliffs and thin air (here is a demonstration: https://www.youtube.com/watch?v=U2fzhg8aWKY ) 13:55 jas_ turns out one doesn't need to be near a node, just 'air' will do: https://www.youtube.com/watch?v=72Dryx8YeWY 14:14 Shara Using which exact settings? 14:14 Shara It does not seem to happen for me using new or old move 14:23 jas_ i'm not sure, i'll have to look -- thank you for testing. 14:24 jas_ it's possible that the speed of crouch or jump height is non-default 14:24 jas_ can you try https://github.com/jastevenson303/sneak_jump mod? 14:25 jas_ it doesn't happen in stable, and i test it every so often to check for changes 14:25 jas_ so it is new 14:25 jas_ (i think) 14:25 jas_ i will look and report back -- thank u again 14:27 tenplus1 hi folks, is there any reason why Minetest 0.4.17 uses 6% of my CPU just sitting on the main menu (clouds disabled) ???? 15:25 rubenwardy merging web#143 in 5 15:25 ShadowBot https://github.com/minetest/minetest.github.io/issues/143 -- Update gallery images by Treer 16:38 Krock Android startup crash fix incoming 16:47 Krock #7753 16:47 ShadowBot https://github.com/minetest/minetest/issues/7753 -- Fix temporary path crash in TestAuthDatabase by SmallJoker 16:53 paramat Krock is my hero ^_^ 18:32 paramat rubenwardy was web#143 merged? 18:32 ShadowBot https://github.com/minetest/minetest.github.io/issues/143 -- Update gallery images by Treer 18:33 paramat +1 20:26 paramat #7750 +1 good PR please review 20:26 ShadowBot https://github.com/minetest/minetest/issues/7750 -- Fix stretched stars, render stars before sun and moon by random-geek 20:39 hecks Does minetest have some kind of minimal hardware spec for graphics PRs? 20:42 hecks I'm in the mood to work on the renderer but I need to know what's allowed and what's not 20:47 sfan5 it shouldn't break android support (which is gles 1.0) 20:48 hecks would it be reasonable to bump this up to 2.0 (that is, require shaders) if the benefits were very well worth it? 20:49 sfan5 shaders don't work on android yet, but there's a pr 20:49 sfan5 IMO yes 20:49 hecks my line of thinking is, if a phone is good enough to render the amount of geometry MT pushes anyway, it probably supports shaders 20:50 hecks the other question I've got is vram, nice things like atlasing could potentially increase the vram requirement 20:52 hecks worst case one *could* keep the old code as fallback but that's a burden in itself 20:52 sfan5 oh no dont add texture atlases, we had those before and they were removed 20:52 sfan5 the reason why android currently uses gles 1.0 is because nobody wanted to make gles 2 work 20:52 hecks what were the issues with atlases, then? 20:57 sfan5 http://irc.minetest.net/minetest-dev/2013-02-28#i_2902151 http://irc.minetest.net/minetest-dev/2013-04-01#i_2974754 http://irc.minetest.net/minetest-dev/2013-12-10#i_3481417 20:57 sfan5 the gist of is roughly: it broke things, didn't work correctly and hindered some new features 21:00 hecks okay I get it 21:00 hecks and now that I think of it, texture pack mods completely rule out atlasing 21:01 hecks cause you can replace any one node with a 4096x4096 tile and the packer wouldn't know what to do with that 21:01 hecks CM::updateDrawList() count in profiler is the dreaded drawcall counter here, right? 21:02 sfan5 i think so, yes 21:02 sfan5 but you should measure it yourself instead of believeing me 21:03 hecks well I don't see anything else that looks like one 21:03 rubenwardy Texture atlases would be good 21:03 rubenwardy Our implementation was broken, a new one might actually work 21:03 hecks okay but what about the size problem I just mentioned? 21:03 rubenwardy No idea 21:04 hecks HD packs, while I think they're stupid, kinda wreck this idea 21:04 rubenwardy It could be disabled for thar 21:04 sfan5 not only hd packs, normal mods might use 32x mixed with 16x 21:04 sfan5 surely you can make a packer that can place varying texture sizes 21:05 hecks rather than disabled I'd put a limit on it and provide some options 21:05 hecks surely you can, but there's diminishing returns from making "atlases" of less than 10 textures 21:05 hecks also atlasing the way I'm thinking would require pixel shader... hence my questions about gl earlier 21:06 hecks in any case I don't think drawcalls (state changes) are the bottleneck here so in that case atlasing is the least concern 21:07 hecks sure, a great implementation would cut some worlds' rendering to one dispatch, if vertex count allows... but that's overkill 21:09 hecks the rest of the improvements I'm thinking of do not require shaders or extra memory 21:09 hecks and that is; better meshing and mapblock LODs 21:10 hecks LODs might require some thinking about how they're sent, though 21:21 sfan5 merging #7750 in 10 mins 21:21 ShadowBot https://github.com/minetest/minetest/issues/7750 -- Fix stretched stars, render stars before sun and moon by random-geek 21:41 paramat ooh LOD. have you seen the farmap PR? 21:42 paramat #3502 21:42 ShadowBot https://github.com/minetest/minetest/issues/3502 -- Far map and improved map transfer and rendering (WIP) by celeron55 21:43 paramat video https://www.youtube.com/watch?v=gQ8fo5VBKEM 21:53 paramat hecks , about requiring pixel shader, many desktop MT users turn the basic shaders (the master checkbox in settings) off because it significantly hits FPS 21:54 hecks well it's okay 21:55 hecks and farmap is a step in the right direction 21:56 hecks Now consider the following: https://pastebin.com/ZAy1TKWz 21:59 sfan5 > - Let modders specify if a node is used for terrain, or if it's manmade, and if it should be a light source 21:59 sfan5 this is already a thing 21:59 hecks sure, but specifically for LODs 22:00 hecks read the line right under it 22:00 sfan5 > - Also let node-modifying code specify if a change is important 22:00 sfan5 but why do we need this? 22:00 hecks to avoid unnecessary LOD updates 22:01 hecks if I build a mesecons machine for sieving seeds and ethereal bones, which does a node dig and place every step 22:01 hecks the LOD, seen from a kilometer, should probably ignore it 22:02 hecks or, at least, defer the LOD update of said block until the server has absolutely bugger all to do 22:02 sfan5 sure 22:02 hecks so what do you think of this proposal? 22:02 sfan5 that does not require modders to specify importance though, you can just do it based on distance 22:02 sfan5 sounds useful to me 22:02 paramat this looks very interesting. the only suggestion i'm not keen on is optionally specifying if a node is for terrain or manmade or light source. however that can be guessed from 'is_ground_content' and 'light_source' nodedefs 22:03 hecks more like optionally overriding it 22:03 hecks case in point; my dynlight hack 22:03 hecks that should not trigger LOD updates 22:04 paramat and i'm not keen on treating manmade structures different from terrain and using sprites for them. there is no clear distinction anyway 22:04 hecks at the same time, someone, ten years from now, may make themselves a huge VAO building megastructures with its lua AI 22:05 hecks and it would be nice to specify that this *should* update LODs 22:05 hecks as for manmade structure and deco tagging; this is for imposters 22:05 hecks imposters would be rendered as flat quads rather than voxels, at a super, super far distance 22:06 hecks either as mapblock-sized cross sections containing a snapshot of player buildings on them 22:06 hecks or as individual billboards depicting decos, especially in far off "virgin" mapblocks 22:07 hecks another reason for using imposters is that very far, low res blocks would not be able to render some features correctly, like trees 22:07 hecks or certain player structures 22:08 Jordach farmap is an excellent idea on paper, horrendous to maintain and use in practice 22:08 hecks imposters would help with that 22:08 hecks talking about c55's farmap or the proposal? 22:08 Jordach why not both 22:08 paramat well, for my first point i should say 'unsure about' not 'not keen on' 22:09 hecks well I say it's a vital feature 22:09 Jordach farmap relied on knowing the server seed 22:09 hecks there's nothing wrong with that; but my proposal puts the burden of LODs on the server 22:10 hecks which, as I mentioned, is about 15% extra work and no more (because math) 22:10 Jordach then you've got the serialisation of meshes to deal with, whats the format, what's the vertice/tri colours, whats the data stored as 22:10 hecks you do not send meshes; vertex colors are sampled client side from a palette that the server gives you 22:10 hecks with CID as the index 22:11 Jordach then you have to store those meshes in server memory on machines that may have as little as 1GB 22:11 paramat yes sprites for decos seems potentially good 22:11 hecks you don't store any meshes 22:11 hecks you store mapblock "mipmaps", which as I've said, require only 15% extra space 22:11 hecks just like 2D tex mipmaps will never exceed 33% of the original texture's size, it's a math rule that I forgot the name of 22:12 hecks all of this is not trivial but also not hard 22:12 hecks and I bet you my character model's panties that the result will be worth it 22:12 paramat lol 22:13 Jordach i doubt it 22:13 Jordach LOD on the fly with 10s to 50s of clients will do all but bring the server to it's knees 22:13 hecks one look at this picture will tell you how serious I am https://a.uguu.se/apfGJjAy78Se_pants.png 22:13 Jordach and considering we're already dealing with almost automated *clients* wasting disk space 22:13 hecks except most of those clients will see many of the same mapblocks 22:14 Jordach which means you still need to store them either as local storage or in RAM 22:14 hecks and with LODs, the "real" draw distance can be even more limited 22:14 hecks yes, store them... 15% and no more 22:15 Jordach 15% of texture memory for clients 22:15 hecks not texture memory 22:15 Jordach a mega ton of vertice data 22:15 hecks a tiny bit of texture memory for some sprites 22:15 paramat i've always wanted LOD because i tend to write mods that create megastructures, or mapgens with huge scales 22:15 Jordach depending on verbosity 22:15 hecks no more vertex data than a typical 200 distance scene right now 22:15 hecks since further mapblocks will be lower res 22:16 paramat anyway, certainly worth chatting to celeron55 about this sometime 22:16 hecks I would not be suggesting this if I weren't willing to do the grunt work 22:16 hecks but with such a big feature, a pre-approval and some assistance would help 22:19 paramat you might get c55 interested in helping out. when he gets inspired he codes like a monster 22:19 hecks make that two monsters 22:21 hecks but tell him to consider quickly, cause I might not have much time to do this 22:21 hecks if I do, it'll be a marathon 22:23 paramat i'll link him to this discussion 22:24 hecks I'm just very, very tired of this: https://a.uguu.se/MjC4x7iZOGwh_aaaaaaaaaaa.png