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IRC log for #minetest-dev, 2012-12-01

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Time Nick Message
00:03 jin_xi i dont understand this: https://github.com/celeron55/minetest/blob/master/src/guiFormSpecMenu.cpp#L224
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00:09 RealBadAngel scaling is dependent only on Y value of screen size
00:12 jin_xi i see
00:30 RealBadAngel shit
00:31 RealBadAngel i do not BELIVE IT
00:31 RealBadAngel i got it working
00:31 RealBadAngel who made this system in the first place>
00:31 RealBadAngel ???
00:31 RealBadAngel here it is how it works:
00:32 RealBadAngel to show the field.button you define the rectangle, according to the forsmspec coordinates
00:33 RealBadAngel add the padding
00:33 RealBadAngel 0.0 is the left top corner of the formspec
00:33 RealBadAngel to get the same rectangle on the screen
00:34 RealBadAngel you should take 0,0 as the screen corner
00:34 RealBadAngel add shift value to get the formspec postion
00:34 RealBadAngel and sub the padding
00:34 RealBadAngel its FUCKIN INSANE
00:40 RealBadAngel anyway i understood it ;)
00:41 RealBadAngel preparing the patch now
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01:44 RealBadAngel celeron55, im ready with the patch to formspec
01:44 RealBadAngel its pulled already
01:46 RealBadAngel fixed also a bug that VanessaE spotted, dragged stacks were drawn before buttons etc
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04:11 darkrose who's trying to ask me shit while I'm asleep?
04:13 dannydark Think it was RBA according to the log: http://irc.minetest.ru/minetest-dev/2012-11-30#i_2677383
04:14 dannydark I'm just reading through it at the moment trying to catch up with what I've missed
04:23 VanessaE darkrose: didn't you know?  you're supposed to magically absorb info from IRC while sleeping and let it manifest in your dreams.  you know, 0's and 1's floating around (and maybe a 2), commas colliding with semicolons, that sort of thing
04:24 VanessaE [insert Chuck Norris reference here]
04:25 * darkrose read that as comas colliding with semicolons
04:26 VanessaE if you have things colliding with your (semi)colon while in a coma, you got bigger problems than a few lines of code.
04:26 VanessaE :D
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08:09 RealBadAngel hi
08:09 sfan5 hi
08:10 RealBadAngel darkrose, it was me indeed ;) btw made the patch with single commit
08:11 darkrose cool, just looking it over
08:14 RealBadAngel if youre will wonder what those changes are for try this mod: realbadangel.pl/unified_inventory.zip
08:15 RealBadAngel http://realbadangel.pl/unified_inventory.zip
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08:24 Calinou darkrose: could you merge my pull request for minetest_game please? thanks
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09:58 RealBadAngel hi celeron55
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11:15 Taoki Can someone merge my anaglyph stereo too? It's waiting for ages
11:17 PilzAdam Ill test it
11:17 Taoki PilzAdam: Just merged latest master into it, please get the latest commit
11:19 PilzAdam is this correct? https://github.com/celeron55/minetest/compare/master...anaglyph_rebase1
11:19 PilzAdam its a rebase created by c55
11:20 Taoki Ah yes, that's one better
11:20 Taoki Sure, use that one
11:27 Taoki RealBadAngel: BTW, regarding the inventory menu. Don't rememver if you read what I said yesterday. My siuggestion is to remove the hard coded inventory menu and make one entirely in lua. Would be easier for any game or mod to customize it then... and now that we can read pressed keys it should be easy
11:28 Taoki I also suggest the same about the hotbar and all hud items, once lua will allow drawing to the hud
11:31 Taoki This might be a handy change with the feature to texture menus and all that. The two could go together I believe
11:33 PilzAdam Taoki, the anaglyph thing seems to work
11:34 Taoki Yeah. I tested it with 3D glasses too last time and all is good
11:42 PilzAdam done
11:51 * darkrose needs to by 3D glasses
11:52 * PilzAdam too
11:53 Taoki Red-cyan ones are easy to find and don't cost too much. You should try them out in MineCraft, it looks amazing :)
11:54 Taoki Funny fact about stereo 3D: Know how in reall life you can focus your eyes at different distances? eg: When you look at something right in front of you you see everything behind it blurred, then when you focus your eyes you see what's behind properly and the object blurred and doubled?
11:54 Taoki Well, with stereo in MC you can actually focus your eyes on blocks at difcferent distances like real life. Really crazy stuff :)
11:54 Taoki **different
11:54 PilzAdam and in Minetest?
11:54 Taoki No blur obviously, since the screen surface is still at the same distance. But if you look at a torch then at the blocks behind it, you'll see two torches
11:55 Taoki Well, in MT you do get the 3D effect well, but I'm not sure if focusing eyes works as well. Need to test it
11:55 Taoki Might work with strength set to -0.1 instead of 0.1 in case it's not cross-eyed
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12:37 PilzAdam Goodbye flying torches: https://github.com/celeron55/minetest/pull/318
12:51 darkrose why not just make it 'attached' the _node seems redundant
12:52 PilzAdam because its also falling_node
12:53 darkrose so make that just 'falling' then as well
12:54 PilzAdam attachment is also used for object too; attached_node prevents confusion
12:56 thexyz PilzAdam: +1 for this pull
13:01 PilzAdam thexyz, have you tested it?
13:02 thexyz no, should i?
13:02 PilzAdam no,
13:03 PilzAdam i tested it 1/2 hour
13:04 thexyz then merge it
13:04 PilzAdam okay
13:05 PilzAdam then we need to decide wich nodes in minetest_game should be attached
13:08 PilzAdam junglegrass, torch, dry shrub, sign, sapling
13:13 PilzAdam any other ideas?
13:14 darkrose apples
13:15 PilzAdam okay
13:15 PilzAdam what about rails and ladders?
13:15 thexyz in which direction are apples attached?
13:15 PilzAdam -y
13:19 thexyz hm.. let me check some apple trees photos...
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13:37 PilzAdam I will push: junglegrass, rail, torch, sign, sapling and dry shrub
13:37 PilzAdam anything against this?
13:38 thexyz it's fine
13:38 PilzAdam k
13:45 testeree hi would it be possible to have minetest as shown here? http://www.youtube.com/watch?v=_FjuPn7MXMs
13:52 darkrose that has nothing to do with minetest
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14:00 thexyz minetest.setting_getbool(name) but minetest.setting_get_pos(name) =(
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14:40 RealBadAngel hi all
14:41 PilzAdam hi RBA
14:41 RealBadAngel ive almost finished UI
14:42 RealBadAngel just one feature left
14:43 RealBadAngel gracting guide, im wonderin what to do with technic recipes for alloys, dusts etc
14:43 RealBadAngel theyre not registered ones
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14:58 RealBadAngel darkrose: can you merge my patch?
14:58 RealBadAngel im about to release mod that uses it
15:00 darkrose thexyz: PilzAdam: you guys got anything against this? https://github.com/celeron55/minetest/pull/317
15:01 celeron55 RealBadAngel: where is the patch?
15:01 PilzAdam its ok to me
15:02 celeron55 RealBadAngel: you can't expect anyone to consider merging something you haven't even shown yet
15:02 RealBadAngel https://github.com/celeron55/minetest/pull/317
15:02 darkrose celeron55: it's the pull request I just mentioned, should've highlighted you too
15:03 celeron55 there is a typo right on the first modified line 8)
15:04 RealBadAngel ?
15:04 PilzAdam titem name
15:04 RealBadAngel shit i already changed that
15:04 RealBadAngel thats why i had 2 commits in the first one
15:05 RealBadAngel but darkrose asked to merge it into one
15:05 celeron55 ?
15:05 RealBadAngel and it popped again
15:05 celeron55 well, you obviously failed to merge it then
15:05 RealBadAngel i will do it right away
15:06 celeron55 is this has_tooltip/tooltip thing something that already existed
15:06 celeron55 or did you add both
15:07 celeron55 because i think there only should be the string one, and a tooltip would be shown if it isn't empty
15:07 darkrose hah, RealBadAngel you were meant to rebase the typo fix into the main commit, not drop it all together.
15:07 celeron55 handling two variables for one function tends to make bugs
15:08 celeron55 otherwise it seems fine
15:08 RealBadAngel i want to add later tooltips for more stuff
15:09 RealBadAngel fields, regular buttons, images
15:09 celeron55 that doesn't make my point invalid at all
15:09 RealBadAngel so you say has_tooltip is not needed?
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15:10 celeron55 that is, remove "bool has_tooltip" and do if(!spec.tooltip.empty()) instead of if(spec.has_tooltip)
15:11 RealBadAngel ok, will do that
15:14 PilzAdam Ive discovered an odd bug: if shift and E is pressed Minetest handles it like space
15:21 celeron55 how god damn slow can github be...
15:21 celeron55 trying to push stuff there and it's like github wasn't even trying
15:22 PilzAdam to shaders_v4?
15:23 celeron55 ah, it seems to have went there during some of the tries
15:23 celeron55 (now that i was able to load the page after it failed too....)
15:24 celeron55 anyway, i was going to say that shaders_v4 might be worth a try for those not running an ancient computer
15:24 celeron55 it does some things i've been too lazy to implement to the mesh generator (because it's more complicated) and then a bit more
15:25 celeron55 and runs at <5fps on this laptop at lowest draw distance 8)
15:25 PilzAdam I will test it
15:25 celeron55 (didn't develop it on this laptop though, obviously)
15:28 celeron55 (runs fine on the crappiest possible sandy bridge at least)
15:29 PilzAdam the inventory images are a bit brighter (glasslike drawtype etc.)
15:30 PilzAdam oh, nice water!
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15:32 PilzAdam the lighting looks awesome!
15:34 PilzAdam normally i play with the not smooth lighting to get the cubic look of lighting; but the new shaders look cubic AND smooth!
15:34 celeron55 the only thing the shader does is it just sets the top brighter than possible with vertex colors
15:35 celeron55 it looks fairly good
15:35 PilzAdam it looks a bit strange when torches are placed at the side of a node
15:35 celeron55 the look could be implemented with vertex colors too but it would be very dark
15:38 RealBadAngel celeron55, ok patch is up again with changes you proposed, and that typo fixed
15:39 RealBadAngel code of course tested with my mod
15:39 PilzAdam celeron55, the new water is a bit glitchy at the edges
15:41 celeron55 i require a screenshot
15:42 RealBadAngel what shaders are you talkin about?
15:42 celeron55 the shader just lowers all water by 0.2 nodes
15:42 PilzAdam go to a neighbour node of the water look at the ground and turn around
15:44 PilzAdam http://www.zimg.eu/i/2462840433 and http://www.zimg.eu/i/1603990623
15:45 celeron55 wtf
15:45 celeron55 oh i see
15:48 celeron55 fix'd
15:50 celeron55 RealBadAngel: https://github.com/celeron55/minetest/commits/shaders_v4
15:50 PilzAdam yep, it works
15:53 PilzAdam celeron55, are the shaders client or server side?
15:53 celeron55 client, of course
15:55 celeron55 some kind of could be loaded from a server too, but it doesn't make much sense because a new shader generally needs at least new parameters to be passed to it from the main program too, and anything fancier requires special rendering steps etc
15:57 * PilzAdam watchs a vid of the GLSL shader mod for MC
15:57 darkrose dammit, I should've got a screenshot before that last shaders fix, was epicly bad
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16:16 celeron55 deserts look relatively awesome with this lighting improvement
16:18 PilzAdam yea, the lighting shader has the most effect on sand
16:19 celeron55 http://misc.minetest.net/screenshot_1463910756.png
16:22 RealBadAngel but somethin is wrong with the water
16:23 celeron55 how so
16:24 RealBadAngel hold on for screenshot
16:25 celeron55 well, probably because it just lowers it
16:25 RealBadAngel http://realbadangel.pl/underwater.png
16:25 RealBadAngel it also flashes
16:25 RealBadAngel when youre lookin at from sharp angle
16:25 celeron55 smaller image please, i'm on limited cell network
16:25 RealBadAngel not when staright at
16:27 celeron55 or how big is that... hell, i can't know if i don't load it
16:27 PilzAdam 1360x768
16:27 celeron55 i don't see a problem in that image
16:28 RealBadAngel http://realbadangel.pl/underwater1.png
16:28 celeron55 except that there are bubbles underwater
16:28 celeron55 nothing
16:28 RealBadAngel it flashes
16:29 PilzAdam not for me
16:29 celeron55 *what* flashes?
16:29 RealBadAngel when you have it on the edge of the screen, whole are is badly rendered
16:29 RealBadAngel with glithces and flashing lines whatever
16:31 PilzAdam If water flowing is behind a source block its randomly shown or hidden
16:31 PilzAdam if i move the camera it changes
16:31 RealBadAngel those water cubes you can see on the picture
16:32 RealBadAngel i came to this area because i saw from far its randomly flashing all the time with werid graphics artifacts
16:32 PilzAdam but this also appears in the current master
16:32 PilzAdam its because Minetest doesnt have alpha sorting or something like that
16:33 RealBadAngel those lowered water nodes (extra visible, which is wrong imho) are flashing
16:33 PilzAdam https://github.com/celeron55/minetest/issues/200
16:33 RealBadAngel not the water itself
16:35 RealBadAngel from certain angles they dissapear
16:36 RealBadAngel on the others that 0.2 part of node tries to be shown
16:36 RealBadAngel and is flashing
16:36 RealBadAngel find some sea and fly around a little
16:37 PilzAdam I did, but I didnt noticed anything like this (except what i said above)
16:38 RealBadAngel dunno, here the missing 0.2 part is tryin to be show on dirt nodes
16:38 RealBadAngel and it looks horrible
16:39 RealBadAngel all those extra visible water nodes are causing this
16:41 RealBadAngel celeron55, so my patch is ok now?
16:41 celeron55 those who can, do; those who can't, complain. 8)
16:41 celeron55 RealBadAngel: a moment
16:42 darkrose to counter the whingers :p I seem to be getting slightly better performance off the shader branch... which seems odd, but awesome
16:43 celeron55 the indentation is screwed at parts
16:44 celeron55 505, 837, 838
16:45 celeron55 and i guess 539, 541
16:45 Calinou darkrose: shaders can be faster than fixed-function on some GPUs
16:45 darkrose yeah, but my graphics card predates electricity
16:46 celeron55 what is it
16:46 darkrose ... maybe not that old, ati r600 I think
16:47 Calinou ati, understandable
16:48 Calinou well some nvidia gpus eat a lot of electricity too :)
16:48 darkrose r700
16:48 celeron55 apparently ati did some shader-related architecture rework to that
16:48 celeron55 so i guess it's optimized for shaders then
16:50 darkrose about a 5-10 fps boost at almost hd (1920x1038) resolution
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16:56 RealBadAngel celeron55, https://github.com/celeron55/minetest/pull/320  fixed it
17:05 celeron55 lol, you left two
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17:07 celeron55 quality, my dear RBA! you fail at it 8)
17:07 sfan5[iPod] What?
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17:09 darkrose and it's removing things from the docs that it shouldn't
17:09 celeron55 looks so
17:11 RealBadAngel where??
17:11 celeron55 the change in lua_api.txt
17:11 PilzAdam https://github.com/RealBadAngel/minetest/commit/ceeee48689c691eb91fb39b6c02720ae89482686#L0L460
17:13 RealBadAngel ehhh
17:13 RealBadAngel im remakin the patch all the time because some is changin the files...
17:15 PilzAdam why dont you use branches?
17:15 RealBadAngel you dont want to have multiple commits
17:16 RealBadAngel so i have to rebuild it from scratch each change to not have commits history
17:17 PilzAdam this doesnt answer my question
17:17 RealBadAngel change over changed file makes two changes to it
17:18 RealBadAngel and is recorded
17:18 darkrose learn to use rebase
17:18 RealBadAngel dont have such feature here
17:18 darkrose you have git? you have rebase
17:18 PilzAdam you still use GUI?
17:20 RealBadAngel theres such option, just found it
17:25 celeron55 1) make new commit to fix stuff, 2) use rebase to squash them together, 3) ???, 4) PROFIT!
17:30 darkrose 5) lose it all in tax
17:35 celeron55 i don't even know if i'm playing minetest or minecraft anymore because the change made the block rendering practically identical
17:35 celeron55 or, well, addition
17:36 celeron55 + 3d players...
17:36 celeron55 i have feared this day would come
17:36 celeron55 where are the creepers?
17:37 PilzAdam whats about the faster game start branch?
17:39 celeron55 well, actually i can tell this from minecraft even if the hud is hidden, because minecraft has those insane color variations when you place torches in dark
17:39 RealBadAngel celeron55, posted it again. its triple checked all over
17:39 celeron55 PilzAdam: the branch should be tested more to find out if the way the on-demand loading happens annoys people
17:40 celeron55 or, well... i guess it could be made configurable
17:40 PilzAdam the only bug i found was the creative inventory thing
17:41 RealBadAngel how it was affected?
17:43 PilzAdam if the creative inv is opened or a new page is selected the screen turns black for 0.1 s. or so
17:43 PilzAdam but only first time after loading the map
17:43 darkrose should next release be still 0.4.x or first of the 0.5 series? there's a quite a few new things in there now to maybe qualifiy for a version bump: anaglyph, models, shaders (?), filtering, etc.
17:44 PilzAdam then farming has to be merged
17:47 PilzAdam celeron55, i installed a MC TP...
17:52 celeron55 darkrose: no. the version will be raised to 0.5 based on compatiblity and the underlying framework
17:54 celeron55 if i end up for example reworking the network stack to use TCP instead of UDP, that would be a reason for 0.5
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17:55 celeron55 PilzAdam: screenshot!
17:56 darkrose alright, I just figured this was a good chance for a big "look what's new"
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17:56 celeron55 it is, but that doesn't require special version numbers
17:57 PilzAdam celeron55, wich resolution max?
17:57 Calinou UDP is not for games.. higher latency
17:58 celeron55 Calinou: you're as wrong as you could be
17:58 celeron55 PilzAdam: dunno, something 1000-ish
17:58 PilzAdam 1920x1080: http://www.zimg.eu/i/3294693692
18:00 PilzAdam 1022x676: http://www.zimg.eu/i/3709863832
18:00 Calinou TCP resends lost packets, this means it is slower..
18:00 celeron55 Calinou: UDP is bad if you have to make reliable transfer; TCP is bad if you don't need reliable transfer
18:01 celeron55 altough TCP is so highly tuned that in case of minetest it wouldn't actually matter so much
18:01 celeron55 that is why i am considering it
18:09 celeron55 i think somebody should experiment with tree generation
18:09 PilzAdam Lua?
18:09 celeron55 just... making the default trees taller, and making them like two types
18:10 celeron55 no lua
18:10 PilzAdam :(
18:11 jin_xi you can prototype something in lua to tune it?
18:13 PilzAdam celeron55, what do you mean "like two types"?
18:13 PilzAdam two different tree types?
18:23 * VanessaE mumbles something about jungles ;)
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18:26 celeron55 PilzAdam: yes
18:26 celeron55 jin_xi: well, obviously
18:27 celeron55 but the end result needs to be implemented in C++ at the moment becasue there is no other way to make them without cogging the server thread too much
18:29 celeron55 so, are there volunteers for implementing an "enable shaders" toggle switch to the configuration menu? it should set enable_shaders to 0 or 2 based on a checkbox (1 doesn't do anything useful at the moment)
18:30 celeron55 your employment benefits include [X] allowed to pick position of checkbox, [ ] pay
18:31 celeron55 [X] alloped to play in work hours
18:31 celeron55 w*
18:31 celeron55 [ ] no NDA
18:31 celeron55 umm...-no
18:33 celeron55 wtf
18:33 celeron55 is this some kind of a joke
18:34 celeron55 the indentation is even more wrong now
18:34 celeron55 RealBadAngel: ^
18:34 celeron55 maybe i'll just fix it...
18:53 celeron55 it's there now https://github.com/celeron55/minetest/commit/f4b7e1a5707850aad9f6c122c05de4d2f9ede074
18:55 celeron55 so i guess my next "job" is to add the configuration checkbox for shaders and on-demand item image generation; unless somebody else does them
18:55 celeron55 checkboxes*
19:00 celeron55 those can be done in a completely different branch, they have to just set the settings enable_shaders=0/2 and, say, enable_on_demand_item_images=false/true
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20:56 kaeza hello
20:56 KikaRz hi
20:56 kaeza hi again :)
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21:16 jin_xi celeron55: i attempted to add said checkboxes. could this work? http://pastebin.com/GcEmebrV
21:22 celeron55 rename the shaders setting to enable_shaders, then it should be directly compatible with the shader branch
21:22 celeron55 i guess i can cram all those together tonight then... well, at least try
21:39 jin_xi like so? http://pastebin.com/zpfM1imn
22:08 jin_xi https://github.com/celeron55/minetest/pull/322
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22:54 Taoki FYI: I'm going to push some code on a GIT branch soon, which checks if any property in player / entity position changed before sending it between client and server. So players who don't move in any way won't waste bandwidth on either side. Hope it can still be tested and added in tome for 0.4.4
22:55 Taoki My last change should be ready in some minutes
22:55 Taoki But basically, perfectly still players won't waste any bandwidth any more. Neither client sending to server or server sending to clients. Should be helpful on low connections when there are many players around
22:56 celeron55 have you modified the server side in any way? because i think it should automatically stop sending anything if the client doesn't send anything
22:56 celeron55 without modification
22:57 Taoki Both client and server. Since from what I seen either will send even if nothing has changed
22:57 Taoki For the server I used fields which were already there too so it doesn't add much
22:57 celeron55 then i don't think it will be ready in some minutes 8)
22:58 Taoki eg: lua entities has a last_position field already, which I can usually check against current position
22:58 Taoki nah, this one is easy. But I'll push on GIT soon so it can be checked
23:00 celeron55 i have a bunch of cleaned up commits here that add on-demand item visual generation, shaders and configuration options for both
23:00 celeron55 i guess i'll just push...
23:01 Taoki Shaders? :o
23:02 celeron55 read the channel log
23:04 Taoki wow :D I ned to check that out really soon
23:04 Taoki If the screenshots PitzAdam posted are of that, it's very pretty
23:10 celeron55 and i pushed it now
23:13 Taoki Need to finish my code and try :D
23:13 Taoki Thanks!
23:13 Taoki For coding it that is
23:18 Taoki BTW, about what you said earlier. MineTest isn't really going to become a copy of MineCraft. I don't want that either... but at the same time I do want to keep all the good elements (hence the same player model style). Firstly, MT is an engine with scripting, while MineCraft is an entity in one big jar file. Also, many features will kmake it different soon. The shader support right now is one.
23:26 Taoki celeron55: My position sending check branch is done. Alsom merged latest master with the shaders in it. https://github.com/MirceaKitsune/minetest/tree/send_position_check
23:26 celeron55 you should use rebase for feature branches
23:27 Taoki Will keep in mind from now. In another project where I used GIT for years, we always did merge master, so I picked up that habit
23:27 celeron55 i can't even find your other commit from there
23:28 Taoki Anyway that code is simple and should likely be bug free. I already tested it with local server and 2 clients and position is updated well
23:28 Taoki Sorry. It's two commits only
23:28 Taoki https://github.com/MirceaKitsune/minetest/commit/332175b40d601e023cf91d279fe149a113b6bfb6
23:28 Taoki https://github.com/MirceaKitsune/minetest/commit/14409e115eced2f76670e7cc8f069a25d67c347f
23:29 celeron55 the out m_position_not_sent in the upstream version content_sao.cpp
23:30 celeron55 it won't send anything unless the client has updated the position
23:30 celeron55 s/the out/check out/ (wtf?)
23:30 celeron55 so only the client commit is relevant
23:30 Taoki Ah, I understand. Is that the case for both players and lua entities? Is it a sure thing also? Need to look where that happens
23:31 Taoki But sure, in that case pick only that commit
23:32 celeron55 LuaEntitySAO also has a check already
23:33 Taoki Can't seem to be finding the lines for that, but you know best
23:36 celeron55 by the way, i don't like the faster digging animation that got merged from jordan4ibanez
23:37 Taoki Can't say I'm crazy about it either
23:37 celeron55 you can't even move a hand or a tool that fast
23:37 thexyz celeron55: https://github.com/celeron55/minetest/blob/master/client/shaders/test_shader_2/.opengl_fragment.glsl.swo
23:38 Taoki Anyway, I can confirm shaders are working. I can see the upper part being lit more strongly :) But, the sun light isn't directional yet (yes, I know it can't all be done at once, not meaning to rush)
23:38 celeron55 thexyz: lol
23:38 Taoki This should also make colored lighting more consistent. Though I think that should be implemented for both voxel lighting and shader one... but we'll see later, not there yet
23:38 thexyz shouldn't every liquid be lowered down? (like water)
23:39 celeron55 thexyz: it's a stupid hack and is just applied to everything that would be transparent like water
23:39 celeron55 has to be fixed some day
23:39 Taoki Wow, water IS lower too. Been waitint gof that
23:39 Taoki I'm so loving the latest changes <3
23:40 thexyz lava + water now looks funny http://i.imgur.com/YftV3.png
23:40 celeron55 switch off shaders if you don't like it, goddamnit
23:41 thexyz i didn't say that
23:41 celeron55 it's not like it'd be even supposed to work 8)
23:41 Taoki Anyway: Shader lighting should also make another feature in my models code possible... material colors. Someone should test that out, I think I will
23:43 Taoki Ah, it doesn't yet. Entities aren't subject to shaders, only the world
23:44 Taoki *shader lighting
23:46 celeron55 if regular modern opengl lighting is 1 and the traditional minetest lighting is 0, this one is 0.02
23:46 Taoki Added a line to player.lua locally to make players red... will see if it works when players use shader lighting too. Typically it should... that feature sets all material colors and shouldn't fail unless of an irrlicht bug
23:46 celeron55 it does almost nothing more
23:47 celeron55 don't expect to have anything better in a looooooong time
23:47 Taoki Better no. Though I assume lights can be given a direction, so the sun can shine from proper angles later on and such
23:48 celeron55 what?
23:49 Taoki I mean light coming from the sun / moon's positions on the sky. So not the top surface of clocks is necessarily lit, but those toward where the sun is facing as it basses by
23:49 Taoki Same story for torches
23:49 celeron55 that torch thing is practically impossible for now
23:50 Taoki That's ok. Not expecting everything at once so yeah :)
23:50 Taoki Totally a good start either way
23:50 Taoki Will shaders work on 0.4.3 servers (and GIT servers before the shaders update)?
23:51 celeron55 ehm
23:51 celeron55 why would they not
23:51 celeron55 it's just a rendering thing
23:51 Taoki Right. Wasn't sure if the server had to add new light sources for the sky or something
23:55 Taoki Hmm... I was expecting this uses addLightSceneNode server-side. Makes sense it isn't... shader lighting is probably not defined in the code at all
23:56 celeron55 it doesn't use anything that anyone would call "shader lighting"
23:56 Taoki How's it work without an addLightSceneNode then?
23:56 celeron55 because shaders are freely programmable
23:57 celeron55 they are just programs that take some input and do stuff and make some output
23:57 celeron55 if i want to brighten the topside of stuff, i just check if the normals point up and brighten it in that case
23:58 celeron55 dead simple 8)
23:59 celeron55 then if you want to do shadows or so, you need to make an extra render step to render from the light source and do some mathemagic
23:59 Taoki ah... right. You make the upper part brighter in a shader. I was silly and thought it now has dynamic lighting with fildering for shininbg inside caves. I'm slow to catch up sometimes :P
23:59 celeron55 the level of non-simpleness pretty much skyrockets

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