Time Nick Message 00:07 MinetestBot 02[git] 04thomasrudin -> 03minetest/minetest: Save forceloaded blocks file periodically (#8535) 139a07792 https://git.io/fjgJh (152019-06-10T00:07:33Z) 00:37 Blossum2k9 hello? 00:44 paramat go ahead and say what you want, many people are present and listening 01:03 fell Hi, has somebody an overview of digiline commands for other devices than mentioned on https://github.com/minetest-mods/technic/wiki/Digilines, i.e. digiline filter injector, chest, autocrafter? 01:09 cheapie fell: The digilines filter and the autocrafter come from pipeworks, not digilines. The filter accepts an ItemStack in table form, and the autocrafter accepts the strings "off" or "on" to start/stop it, "single" to craft one item, or a recipe (in table form) to set it. 01:11 cheapie digistuff also adds some more digilines devices - if you're using that, documentation for most of those devices is here: https://cheapiesystems.com/git/digistuff/tree/README 01:16 fell Thanks, cheapie, that is helpful. 01:57 MinetestBot 02[git] 04adrido -> 03minetest/minetest: Add compatibility to vcpkg buildsystem (#8317) 13bd6f1cc https://git.io/fjgTk (152019-06-10T01:56:55Z) 02:23 Pentium44 Soo, how much resources does minetest server really use these days? 07:52 BuckarooBanzai2 !tell cheapie do you plan to add protected digibuttons to https://cheapiesystems.com/git/digistuff or do you by any chance accept PR's? (and if so: over what channel :/ ) 07:52 MinetestBot BuckarooBanzai2: I'll pass that on when cheapie is around 09:03 VanessaE BuckarooBanzai2: cheapie takes PRs, too. just /msg, ask her to pull from your fork URL + branch 09:07 BuckarooBanzai2 VanessaE: thx will do 09:21 cheapie BuckarooBanzai2: I could add a protection checkbox, I guess, if I remember to do it at some point :P 09:21 MinetestBot cheapie: Jun-10 07:52 UTC do you plan to add protected digibuttons to https://cheapiesystems.com/git/digistuff or do you by any chance accept PR's? (and if so: over what channel :/ ) 09:27 BuckarooBanzai2 cheapie: i'll code something and ping you up when i'm done. a checkbox on the existing button sounds better than a new button though... 09:39 BuckarooBanzai2 cheapie: fyi: i did some protected nodes for the mesecon mod too: https://github.com/pandorabox-io/mesecons_protected_switch and https://github.com/pandorabox-io/mesecons_protected_button 09:40 cheapie The digistuff button already has a custom formspec, shouldn't be too hard to just add a "Use Protection" checkbox to it too, set a "protected" field in the node meta if it's checked, and check this on right-click. 11:02 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Formspecs: Close on metadata removal (#8348) 13e2f8f4d https://git.io/fjgqz (152019-06-10T11:01:07Z) 11:02 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Add disable_jump to liquids and ladders (#7688) 13e40be61 https://git.io/fjgqg (152019-06-10T11:00:35Z) 11:19 vantablack hey guys, I haven't checked new stuff in 0.5, are glowmaps still unsupported? 11:19 vantablack sorry I may go offline any moment (bad 2g connection) but I'll be checking logs anyway 11:24 Krock it's now called 5.0.0 11:24 sy why is that? 11:24 Krock glowmaps? the lightning stuff is still the same 11:24 Krock sy: because Minetest is finally feature-complete and bug-free 11:24 sy hah 11:25 VanessaE HAHAHAH 11:25 * VanessaE dies laughing 11:25 Krock rip 11:25 Krock at least it was a good death 11:25 VanessaE :P 11:25 Krock ^^ 11:26 Krock the 800-ish issues on GitHub want to tell me something else, though 11:27 vantablack I think I saw somewhere mentions that glowmaps will be supported in 5.0 11:27 sy was this the plan all along? 11:28 Krock I still don't have an idea of what "glowmaps" are 11:28 vantablack Also unrelated question: is there a minetest matrix rooms? I saw more and more projects shifting to matrix, or at least maintaining both irc and matrix and bridginf them 11:28 Krock Minetest development is still entirely on freenode 11:28 Krock servers use both, IRC and Discord for their chat rooms 11:29 Krock matrix maybe too, but I haven't seen such on a server yet 11:29 vantablack Well a texture mask to display pixels on something at maximum brightness despite different lighting level 11:29 Krock ah. you can do that with mobs/entities. setting the light level to something else than engine-calculated lighning 11:30 vantablack No, I need that on nodes 11:30 VanessaE THAT could be useful on nodes for sure 11:30 Krock nodes can also be a light source, but they will then also light up the surrounding nodes 11:31 vantablack Yes, I'm aware, I'm making an underground realms mod with high emphasis on glowing, avatar-style stuff 11:31 vantablack Howeved it's hard to make stuff that's distinctively glows 11:32 Krock avatar-the-life-action-thing 11:32 vantablack either the whole node or nothing 11:32 vantablack Also, I'm not deep into irrlicht internals, is it even possible to make something like shadows in minetest? 11:33 vantablack or screen space shaders 11:33 Krock yes, there were already some attempts, but they either rely entirely on node-placement or shaders 11:34 Krock https://www.youtube.com/watch?v=PBMOG_dTbWo -- Dynamic shadows with shaders 11:35 Krock raytracing in Minetest! [RTX ON, RTX OFF memes intensify] 11:36 VanessaE why the hate for shaders? 11:36 VanessaE that's precisely the kinda thing they were meant for 11:45 Krock indeed, but who could implement them? Such a PR would be great to review, especially because it cannot break the normal game (kind of modular) 11:48 VanessaE looks to me like Blockmen did. 11:48 VanessaE and RBA had some, too (I still have the code) 11:50 Krock IIRC BlockMen never published the code 11:50 VanessaE you DO know why right?> 11:53 VanessaE for as long as I can remember, you guys have basically been "go fuck off" whenever someone proposes a new shader, if there's any chance it can affect gameplay (even if it's just due to minor differences). who wants to bother coding them, in that case? 11:54 VanessaE or more generally, 11:54 VanessaE anything that relies on the GPU 11:54 VanessaE (where such a thing couldn't be implemented without one) 11:55 VanessaE in that regard, MT is perpetually stuck in the "must run acceptably on some ancient barely-qualifies-as-a-GPU integrated graphics" 11:59 VanessaE it's like real opengl lighting (even if it's just the sun and moon with dynamic light direction), and colored light sources. MT appearance could benefit greatly, but nooooooooOOOOOOOooooo too GPU-bound 11:59 VanessaE sorry to rant 12:16 epoch :) I enjoyed it. 12:23 Calinou on my PC, Minetest is running much faster than it used to, so there's a lot of margin available these days 12:23 Calinou besides, shaders are still optional today in Minetest 12:23 Krock VanessaE: do you know what the arguments were for blocking the PRs? The GPU is barely used anyway so I wonder what went wrong 12:23 VanessaE What I said is exactly why, Krock. 12:24 Krock whereas it might not work out well if shaders are a requirement to have lightning supported 12:24 VanessaE in short: those who hold the keys are afraid of making Minetest dependent on a good GPU, even if "good" is still 10+ years old. 12:25 Krock so, also drop all other renderers, such as direct3d? 12:26 VanessaE I can't speak to that. 12:26 VanessaE but everyone has opengl anyways 12:26 VanessaE I mean literally, who DOESN'T have it? or at least ...what is it, GLES or something 12:27 VanessaE I realize part of it has to do with not having the manpower to do the work, of course 12:27 Krock yes, was mainly thinking about the ES variant 12:27 VanessaE (then again, people leave when they see their contributions are ignored) 12:28 Krock software is handy to test in case it's a driver issue, but it's okay if it doesn't work nicely 12:28 Krock It doesn't work well at all 12:29 Krock still, the PRs are not lost. They require rebasing but could be re-proposed anytime again 12:29 VanessaE then they're lost. 12:30 VanessaE you know perfectly well that an abandoned PR may was well be dead. 12:30 Krock inb4 there were a few adopted PRs 12:30 VanessaE a few.... out of how many? 12:31 VanessaE but beyond all that, there's stuff not being done that's needed (think LoD like that old farmap code) 12:31 Krock just saying 12:32 VanessaE or that thing where MT should be using one Irrlicht scene node per chunk (if not per mapblock) 12:33 VanessaE or.. was that thing where a mesh gets simplified before rendering, ever merged? (i.e. a wide mass of say, stone, would be merged into a single pair of tris, and tiled) 12:36 Krock latter already happens 12:36 Krock see F5 grid view 12:37 VanessaE nope. 12:38 VanessaE or anyway not very well 12:39 Krock https://i.imgur.com/WwlcMbD.png 12:40 Krock it's along the x axis. IIRC the speed tests someone did weren't that exciting; not much of a performance boost 12:40 VanessaE yeah, now look at this: https://i.imgur.com/S975yAA.png --> https://i.imgur.com/fzp11yx.png 12:40 VanessaE looks pretty suboptimal to me 12:41 Krock the road seems to use rotated tiles/textures 12:41 VanessaE that's a perfectly flat plane of default:dirt_with_grass, made by worldedit. the road, too. 12:41 Krock then it's per-mapblock and in x-axis-lines 12:41 VanessaE (though yeah, lots of rotations in the road surface) 12:41 Krock apparently not so perfect as the grid shows it as rotated 12:41 Krock I suspect this is some leftover param2 data 12:42 VanessaE again, default:dirt_with_grass. that node doesn't *use* param2. 12:42 Krock because grass does not make use of that value and just keeps it unaltered 12:42 Krock and worldedit doesn't touch param2 data at all with //replace or //set 12:42 VanessaE seems to me the mesh simplifier should be ignoring param2 if the node hasn't the proper paramtype2 12:43 Krock if the node doesn't use param2 as rotation, yeha 12:44 Krock https://github.com/minetest/minetest/blob/master/src/client/mapblock_mesh.cpp#L917 12:44 VanessaE on that scene, btw, < 30 fps at only 150m view range 12:44 Krock hmm 12:45 Krock oh. it also can't combine the textures on different light levels. otherwise the entire face would be the same brightness 12:45 VanessaE -> shader 12:46 VanessaE :) 12:48 VanessaE oh, and all those caves under there. that costs FPS too. 12:48 VanessaE but anyways, you can see what I'm getting at. 12:50 Krock maybe https://github.com/minetest/minetest/pull/4933 could help there.. yet another PR to rebase 12:51 VanessaE Dec. 2016... 14:13 jluc nice shades on this vdo 14:13 jluc pity such devs cant be merged in mt 14:51 p_gimeno I don't see why extra fanciness shaders can't be incorporated as *optional* improvements. Surely a shader that casts shadows will not run fast enough on lots of GPUs, but so what? People don't enable ultra-high quality on such GPUs. 14:51 p_gimeno i.e. let people decide the compromise between quality and performance themselves 14:51 p_gimeno don't just steal the possibility of improving quality from those who can 14:55 p_gimeno there's also this: https://github.com/minetest/minetest/pull/7987 which I'd love to see merged. I tested it and loved it. 15:00 Krock indeed it is 15:03 Krock rebasing... 15:08 Krock testing... 15:12 Krock *happy make fan noises* 15:12 Copenhagen_Bram Does anyone play fliptest? I have a problem with it where there's no recipe I can find to craft an axe, there are however recipes for axe heads of different materials, but none of these axe heads are used in any recipes 15:21 p_gimeno Krock: were you talking about #7987? 15:21 ShadowBot https://github.com/minetest/minetest/issues/7987 -- Time-of-day-dependent face shading (#6165 revived) by Unarelith 15:22 Krock yes. force-pushing now 15:22 p_gimeno woot! thank you 15:24 Krock np. It's because I don't see much of a hope as soon it needs a rebase.. someone has to do this work 15:24 BuckarooBanzai2 are there any plans to add the new network commands to https://github.com/minetest/minetest/blob/master/util/wireshark/minetest.lua ? 15:24 Krock yes. just write a PR and let it merge into master :P 15:25 BuckarooBanzai2 :X 15:25 Krock actually most of this could be imported from networkprotocol.h 15:25 * BuckarooBanzai2 barfs in udp 15:27 Krock to haer an UDP Do you want joke? 15:28 BuckarooBanzai2 I would not get it anyway... 15:28 Krock to haer an UDP Do you want joke? 15:28 Krock aborted 15:28 BuckarooBanzai2 ;) 16:10 p_gimeno I've merged #7987 into my private branch. Thanks Krock! 16:10 ShadowBot https://github.com/minetest/minetest/issues/7987 -- Time-of-day-dependent face shading (#6165 revived) by Unarelith 16:11 Krock I feel quite stupid for not updating my shaders 16:11 Krock retesting 16:13 Krock aagh now I switched the branch and the builtin symlink is no longer up to date 16:13 Krock whatever. I hope it works since I couldn't see any visual difference 16:23 p_gimeno Krock: are you enabling the option in the settings? 16:23 Krock p_gimeno: yes. will retest now that my workspace is clean again 16:24 p_gimeno ah 16:27 Krock yes, it works. 16:28 p_gimeno indeed there's no shadow casting, which as lone_wolf points out, makes it look weird in areas that should be shadowed 16:29 Krock it only brightens the face which faces to the sun 16:30 p_gimeno it doesn't bother me, though - it makes things more alive 16:31 Krock it would look way more interesting if the sun didn't directly go from -x to +x 16:31 p_gimeno shadow casting would be a separate effect, this one has that limitation 16:31 p_gimeno yeah 16:31 Krock so at midday it's like the mexican street picture where the poles look as if they were from a video game without shadows 16:31 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Settings: Disallow space characters entirely 13f1f9361 https://git.io/fjgsd (152019-06-10T16:30:59Z) 16:38 p_gimeno I haven't seen that picture 16:40 Krock I'm mistaken, it's Hawaii: https://www.amusingplanet.com/2017/04/lahaina-noon-when-shadows-disappear.html 16:50 jluc disallow space character disallowed their shadows 16:51 Krock jluc: huh? 16:51 jluc joking 16:51 jluc see last commit log 16:52 Krock I'm glad this behaviour was already documented so no modder can say "but it worked before" 16:52 Krock read_the_docs.png 17:15 puzzlecube Anyone ever built Minetest for Chrome OS? If co, how can it be done from a GNU/Linux host? 17:18 Krock static linking should do it 17:24 puzzlecube Really that is all it ought to take? 17:25 Krock by pulling all functions from the libraries Minetest needs you get something similar to a standalone appimage 17:25 Krock *needs, you 17:25 Krock didn't try that before, though. 17:26 Krock if you feed it each library and link them all static, then you'll get a huge but somewhat portable Minetest app 17:27 Krock maybe this would work too https://elinux.org/Toolchains#Debian_cross-tools_packages 17:28 Krock so you'd be cross-compiling to another platform 17:47 puzzlecube I have lots of cross compiling toolchains. Although I think that documentation is a little old since it still says GCC 4.9 is latest. Might as well find out if I can make it work. 17:50 MinetestBot 02[git] 04pauloue -> 03minetest/minetest: Use CDB author and name in installed package's config (#8550) 134c11574 https://git.io/fjgGb (152019-06-10T17:49:00Z) 18:18 paramat https://i.imgur.com/fzp11yx.png there are reasons for most of those individual tiles and tile orientations: lighting errors along mapblock borders, altered lighting around light sources. merging the faces of the nodebox pavement might be complex, not surprised that isn't done. only the road centreline bemuses me 18:22 p_gimeno the lines in the road centreline are separate nodes from the asphalt 18:23 p_gimeno or so I believe 18:24 DS-minetest a link to the non-wireframe image can be found in the logs 18:27 paramat https://i.imgur.com/S975yAA.png 18:29 Krock I already mentioned before that different light levels and rotations can stop it from combining the tiles 18:30 Krock latter should not happen for most param2types 18:32 paramat yes i saw your comment after i wrote that =) 18:34 Krock oh okay