Time |
Nick |
Message |
00:03 |
jin_xi |
i dont understand this: https://github.com/celeron55/minetest/blob/master/src/guiFormSpecMenu.cpp#L224 |
00:05 |
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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 |
01:28 |
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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 |
02:26 |
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04:03 |
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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 |
05:33 |
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05:33 |
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06:21 |
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06:22 |
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06:45 |
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08:03 |
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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 |
08:16 |
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08:18 |
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08:24 |
Calinou |
darkrose: could you merge my pull request for minetest_game please? thanks |
08:33 |
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08:43 |
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09:08 |
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09:30 |
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09:47 |
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09:56 |
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09:56 |
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09:58 |
RealBadAngel |
hi celeron55 |
09:58 |
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09:58 |
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10:11 |
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10:42 |
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10:48 |
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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 |
12:28 |
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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... |
13:35 |
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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 |
13:56 |
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14:00 |
thexyz |
minetest.setting_getbool(name) but minetest.setting_get_pos(name) =( |
14:04 |
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14:15 |
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14:18 |
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14:28 |
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14:32 |
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14:34 |
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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 |
14:46 |
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14:46 |
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14:50 |
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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? |
15:09 |
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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! |
15:32 |
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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 |
16:05 |
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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 |
16:53 |
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16:56 |
RealBadAngel |
celeron55, https://github.com/celeron55/minetest/pull/320 fixed it |
17:05 |
celeron55 |
lol, you left two |
17:06 |
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17:07 |
celeron55 |
quality, my dear RBA! you fail at it 8) |
17:07 |
sfan5[iPod] |
What? |
17:08 |
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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 |
17:54 |
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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" |
17:56 |
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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 ;) |
18:24 |
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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 |
19:41 |
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20:56 |
kaeza |
hello |
20:56 |
KikaRz |
hi |
20:56 |
kaeza |
hi again :) |
20:57 |
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21:07 |
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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 |
22:23 |
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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 |