Time Nick Message 00:01 hmmmm how does regular glass overcome this problem? (note: at this point the only thing i'm doing is using EMT_TRANSPARENT_ALPHA_CHANNEL and drawing it with glasslike) 00:03 hmmmm http://ompldr.org/vaTZ1aw 00:17 hmmmm erm, it doesn't, nevermind 00:18 hmmmm from what i understand, irrlicht does have transparency sorting but it's just broken 00:19 kaeza how old is Irrlicht? because it seems pretty bugged for a project so widespread 00:19 hmmmm *shrug* 00:20 kaeza it just strikes me odd 00:21 kaeza well, it's no surprise when MT is about 3yrs old and there are tons of bugs lol 00:23 hmmmm note: EMT_TRANSPARENT_ADD_COLOR needs to be used for mobs shooting things, it looks awesome 00:30 hmmmm ah, irrlicht does do transparency sorting, but only per-node, but the entire minetest world is a node 00:30 hmmmm well crap this is dumb 00:31 hmmmm how do we fix this.... what if we put all transparent nodes (water, this new node type, clouds, etc.) into their own separate irrlicht scene nodes 00:32 hmmmm obviously this wouldn't work too well if someone were to mix and match transparent nodes with solid nodes 00:33 hmmmm am i mistaken about this? should irrlicht be able to do transparency sorting with varius materials on a single node 00:37 kaeza https://github.com/minetest/minetest/pull/679 01:02 hmmmm you know this might be a dumb suggestion but... doesn't metology use hardware lighting? what if we just go and check out what they're doing for light occlusion? i know they're not the greatest, but if they have this sorted out, i'd like to see how 01:05 kaeza https://dl.dropboxusercontent.com/u/100008207/screenshot_doomtest.jpg 01:05 kaeza :D 01:07 hmmmm erm, not metology, terasology* 01:07 hmmmm the hell is with the *ologies 01:07 hmmmm hah 01:07 hmmmm i assume you did that with the hud api 01:08 kaeza yep :P 01:09 kaeza with those changes much more flexible layout is possible 01:10 kaeza you can even fake "wielditems" by using an overlay and fully transparent (i.e. empty) wield images 01:36 RealBadAngel thats why we are having problems with too many vertices/indices sometimes. i guess mt way is an abuse of irrlicht. in their forums ive read an answer about this limit 01:36 RealBadAngel "who would need so many indices/vertices for a single model??" 01:37 RealBadAngel by now it is like we are displayin world same way as other irrlicht apps single mob or player model for example 02:16 hmmmm let's just try hiding transparent faces that are behind other transparent faces 02:24 VanessaE hi all. 02:24 VanessaE hmmmm: what's news? figured out the alpha channel issue? 02:25 hmmmm i guess you can use it if you accept that it won't look right around water 02:25 VanessaE (I saw the screeshot) 02:25 VanessaE +n 02:25 VanessaE not right, how? 02:25 hmmmm thought you saw the screenshot 02:26 VanessaE http://ompldr.org/vaTZ1aA\ 02:26 VanessaE http://ompldr.org/vaTZ1aA 02:26 VanessaE this one, yes. 02:26 hmmmm this http://ompldr.org/vaTZ1aw 02:26 VanessaE ah, didn't see that one 02:26 VanessaE that could be an issue :) 02:27 VanessaE same thing that causes clouds to appear in front of water fountains and the like, I guess 02:27 hmmmm yes, except this is much more irritating 02:27 VanessaE lol 02:27 hmmmm and since this entire thing was to be for ice, that make it pretty much unsuitable 02:27 VanessaE rigt 02:28 VanessaE I bet you'll figure it out though, given adequate time 02:28 hmmmm [10:16 PM] let's just try hiding transparent faces that are behind other transparent faces 02:28 VanessaE right 02:30 RealBadAngel http://i.imgur.com/t2HpgHT.jpg 02:30 RealBadAngel this is where i am at the moment 02:30 RealBadAngel im pretty done with it, just a single issue to solve 02:31 VanessaE beautiful 02:32 VanessaE *looks at screenshot again*... what issue? 02:33 RealBadAngel you cant see it there ;) sometimes, dunno why on the edges of the block check for neighbours doesnt see glasslike nodes 02:34 VanessaE oh 02:34 RealBadAngel then you need to punch it to update and form correct connections 02:35 RealBadAngel im not sure what causing it, but its a really weird behaviour, when you place nodes from left to right it wont happen 02:35 RealBadAngel if in reverse order, on block edge next wont see previous node 02:36 RealBadAngel but if you punch it, it will recheck and look ok 02:38 RealBadAngel http://i.imgur.com/NZUNRkE.png 02:39 RealBadAngel this is huge glass surface, right after reload game 02:39 VanessaE weird. 02:39 RealBadAngel see artifacts? 02:39 VanessaE yes 02:39 RealBadAngel after some time they all will disappear 02:39 RealBadAngel or when you come closer and punch it to force update 02:40 RealBadAngel this is not a bug in my code 02:40 VanessaE as far as you know ;) 02:40 RealBadAngel n2 = data->m_vmanip.getNodeNoEx(n2p); 02:40 RealBadAngel if (current == n2.getContent()) 02:40 RealBadAngel detNodeNoEx seems to fail sometimes 02:40 RealBadAngel *get 02:41 hmmmm by fail you mean return CONTENT_IGNORE? 02:41 hmmmm or just return something wrong 02:41 RealBadAngel this happens when blocks are fully loaded 02:41 RealBadAngel i can reproduce this bug when placing nodes 02:41 hmmmm that's a pretty huge bug if that's the case 02:42 RealBadAngel im placing a line of nodes one by one 02:42 RealBadAngel when im crossing block border this function doesnt see the neighbour 02:43 RealBadAngel but in certain direction only 02:43 RealBadAngel if i perform check from left to right it works 02:43 RealBadAngel from right to left dont 02:46 RealBadAngel http://i.imgur.com/KwYJEdv.png 02:46 RealBadAngel i just placed 2 nodes inside to form connections, this one selected and one above 02:47 RealBadAngel and they dont see neighbours to the left 02:47 RealBadAngel however if i do punch the nodes to the left, they will see new ones 02:47 RealBadAngel and connections will be fixed 02:48 VanessaE well that means you could do the hacky thing and simulate a punch after each node is placed ;-) 02:48 RealBadAngel left on the screenshot is x+, right is x- 02:48 VanessaE but that's a horrible solution 02:48 RealBadAngel its worse 02:48 RealBadAngel punching the placed node wont help 02:49 ShadowNinja RealBadAngel: normal glass has that issue too 02:49 RealBadAngel you have to punch node next to it i mean in other block 02:49 RealBadAngel the faulty connection is at the border of blocks 02:50 RealBadAngel so, to the point, gedNodeNoEx is bugged imho 02:50 VanessaE hey Mr. Literal, the ";-)" usually means "I'm not being 100% serious" :-) 02:50 RealBadAngel this cannot be because block is not loaded or something 02:50 RealBadAngel it surely is loaded 02:56 RealBadAngel btw it will fix itself after some time 02:57 RealBadAngel looks like getNodeNoEx is workin on kinda cache 02:57 RealBadAngel and its got updated or somethin 02:57 hmmmm by the way you do realize that a block can be blank if loaded with emergeBlock() anymore, right? 02:57 hmmmm s/anymore// 02:58 hmmmm that might be what's tripping you up 02:58 hmmmm i changed it that way so nothing else besides the emergethread can generate map 02:59 RealBadAngel it updated now after like 1 minute i placed the blocks 02:59 RealBadAngel (nodes) 03:00 RealBadAngel notice this wont happen if i place new nodes 1 to the left 03:00 RealBadAngel they will always see neighbour in x- direction 03:00 RealBadAngel and bug wont pop up 03:01 RealBadAngel it happens only in + direction, imho on all axises 03:03 RealBadAngel i will check it later today when i will be back from work 03:03 RealBadAngel now have to go, cya later 03:19 VanessaE bbl. sleep. 04:02 kaeza what is VoxelManipulator? some kind of "double-buffered system" for the world? 04:02 kaeza just being curious 04:05 ShadowNinja kaeza: It is a faster way of modifying the map 04:06 kaeza ah I see that 04:15 Pentium44 ohh hi ShadowNinja 04:16 ShadowNinja Hello Pentium44. 04:16 Pentium44 you have you been? 04:16 Pentium44 its madchicken13 04:16 Pentium44 or WiredOnLinux, or M13, or UbuntuNerd too 04:17 Pentium44 same person 04:19 ShadowNinja Pentium44: huh, are you saying I am that person? I am not and this should be in #minetest. 04:20 Pentium44 sorry, and no 'I' am that person 04:20 Pentium44 that is what I meant 04:20 ShadowNinja OK, well better stop chatting here. 04:21 hmmmm hrm 04:22 hmmmm how would you guys like to tell minetest to use the alpha channel of a texture? 04:22 hmmmm would you set alpha to some value below 255? 04:22 hmmmm or would you rather have a new boolean parameter, use_alpha (this would require a change in the ContentFeatures version) 04:24 ShadowNinja hmmmm: Is there an advantage to the second version (if I am understanding you correctly)? 04:24 hmmmm well it's not as hacky, and what happens is clearer. 04:27 ShadowNinja Well I think you want Minetest to use a transparent texture if it is one, I can't think of any case where you wouldn't. 04:27 hmmmm you think i would want that, but in fact i don't 04:28 ShadowNinja Why not? 04:30 hmmmm because the drawing mode used for this type of material is quite slow 04:31 ShadowNinja Well that is what I was asking when I asked about the disadvantades ;-) 04:32 ShadowNinja So add the uses_alpha or similar option 04:33 hmmmm you must've understood me ... 04:34 VanessaE hmmmm: re: alpha, it should be based on whether the node's textures have an alpha channel at all, imho 04:34 VanessaE rather than an explicit flag 04:34 hmmmm and i just explained why that's not happening 04:34 VanessaE sorry, guess I missed it 04:36 VanessaE *reads* again 04:36 VanessaE ok, so a flag then. 04:36 hmmmm and then i said adding a new flag would require a contentfeatures version change 04:36 VanessaE saw that. 04:37 hmmmm meh, i'll just add a flag in lua but it won't actually be part of contentfeatures. 04:38 hmmmm and it'll just modify the alpha parameter on its own 04:40 VanessaE now the real question: can this be used arbitrarily e.g. with nodeboxes? or strictly cubes? 04:40 hmmmm can glass be used with nodeboxes? 04:41 VanessaE well the texture certainly can ;) but I mean for example, in the "fancy" door in homedecor. The glass insert there should have been translucent, were it possible. 04:42 hmmmm i remember seeing a glass tube nodebox for something 04:42 hmmmm that's not glasslike? 04:43 VanessaE that was probably pipeworks pneumatic tube. 04:43 VanessaE and no, it ain't. 04:45 VanessaE (that is, however, another example that would look beautiful with skilled use of alpha) 04:53 hmmmm you might be able to use it without glasslike 04:53 hmmmm you just need to make sure that the backface isn't culled 04:53 hmmmm erm that's stupid 04:53 hmmmm that comes automatically with nodebox 04:54 hmmmm nvm, so yeah, you can use this with nodeboxes 05:04 VanessaE seet 05:04 VanessaE sweet, too. 05:38 hmmmm i still have to make the shader for this 05:39 VanessaE oh that'll be real fun 05:40 VanessaE I don't think I'd worry about that, honestly. 05:40 VanessaE more pressing is the need for smooth lighting across nodeboxes/2d objects 05:40 VanessaE (frankly, the flat lighting among smooth-lighted objects makes those things look like total shit in some situations. :-/ ) 05:42 VanessaE (issues https://github.com/minetest/minetest/issues/104 and https://github.com/minetest/minetest/issues/125 ) 05:46 khonkhortisan Quothe the raven, 404 05:48 VanessaE khonkhortisan: 2d objects issue (look at the ceiling), http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/homedecor1.png 05:52 VanessaE nothing handy that shows the nodebox issue but we've all seen that one. same effect, but in 3d. 05:52 kaeza there's one in the slabrealm mod 05:54 VanessaE http://i49.tinypic.com/2v8oljl.jpg 05:55 kaeza that one 05:55 VanessaE (the other one is misleading because of the attempted recolored slab textures) 05:57 khonkhortisan it looks topographic 05:57 VanessaE mmhmm 06:25 celeron55 i see quite little comments in here about https://github.com/minetest/minetest/pull/679 so i assume nobody opposes it 06:25 * celeron55 merges 06:26 VanessaE merge it. seen kaeza's joke image? :) 06:33 ShadowNinja If you feel like merging some pull requests I have some that nobody oposes... 06:35 khonkhortisan repost: http://imgur.com/wqJaBg7 06:36 khonkhortisan I have some that people oppose :) 06:37 ShadowNinja Me too (but for bad reasons imo). 06:38 khonkhortisan I put the cart before the horse (rail before the cart) 06:43 ShadowNinja Well I hope they get merged, I had better go now. 06:53 celeron55 umm well 06:54 celeron55 i guess if i merge some small scriptapi stuff, it won't conflict too much with sapier's rework stuff 06:54 celeron55 it might though; i already said him there won't be changes if he gets it done fast 06:55 celeron55 well the hud improvements already conflict with such so i'll just do this 11:03 PilzAdam RealBadAngel, for your problem with the new glasslike: I had the same problem when fixing new_style_water 11:04 PilzAdam the solution is to treat CONTENT_IGNORE as a node of the same kind 11:04 PilzAdam so all glasslike nodes "connect" to CONTENT_IGNORE 11:24 kahrl that may be an improvement but I wouldn't call it a solution 11:25 kahrl a solution (although expensive) would be to regenerate the meshes of all connected mapblocks when a block is received 11:25 Calinou kahrl is back ö_ö 11:26 kahrl I've been for a while :P 11:26 Calinou +1 for regenerating mapblock mesh when there's glasslike nodes at the edge 11:26 PilzAdam kahrl, yea, but at least for water that works quite good 11:27 Calinou water doesn't suffer from that problem too, why? 11:27 Calinou does it regenerate mesh like I said? 11:28 kahrl there also used to be edges with the smooth lighting depending on the order of block loading, because of CONTENT_IGNORE. But I haven't seen those in recent versions 11:30 Calinou while we're talking at rendering issues, there are two bugs related to nodeboxes and other "transparent" drawtypes: 11:30 Calinou - any "transparent" drawtype is drawn 1 light level darker than it should be. as a result of this, I'm forced to use sunlight_propagates for stairs+ nodes (in moreblocks now) so that textures are not darkened 11:30 Calinou fix: draw them 1 light level brighter, except if they're in light level 0? 11:31 Calinou - plantlike/signlike/nodebox/glasslike/allfaces/allfaces_optional/fencelike nodes should have sunlight_propagates set to true by default 11:31 Calinou (airlike too?) 11:44 PilzAdam kahrl, c55 has fixed the "shadow edges" in 0.4.2 or so 11:55 celeron55 yeah, i added the diagonal neighbors to the mesh generator voxelmanipulator as it turned out it didn't slow it down at all 14:04 bookwar1 celeron55: I unblocked the domain name. As I understand, now you need to ask your registrar to initiate transfer, then they will ask my registrar and then I should approve 14:52 celeron55 bookwar1: replied by e-mail 15:11 sfan5 is dtime in milliseconds? 15:12 celeron55 in minetest almost all times are in seconds; IIRC that isn't any different 15:12 sfan5 ok 15:55 RealBadAngel hi all 15:55 RealBadAngel PilzAdam, thx for tip, but this is rather very nasty hack 15:56 PilzAdam yea, it seems like it works only for water 15:56 RealBadAngel im pretty sure by now under which certain circumistances this bug occurs 15:56 RealBadAngel so hopefully i will be able to find the reason 16:24 hmmmm ah thanks for merging that celeron 16:28 hmmmm you also added the 'don't prepend ~!~ Server' thing... personally i wanted there to still be some way to differentiate between server and client messages, like slightly different-colored text 16:29 celeron55 i'd think of that more like differentiating what the player writes from other text 16:30 celeron55 (that's how irc clients do it; your nick or lines are in different color) 16:30 Exio hmmmm: by default the messages will still have -!- server 16:30 PilzAdam can we change "PM from player:" to ">player<"? 16:31 RealBadAngel use bold to highlight broadcaster 16:31 hmmmm can't without making a bold font 16:31 Jordach cant we just colour it yellow 16:31 celeron55 i'd say just don't touch it anymore 16:31 celeron55 it's good enough 16:31 celeron55 :P 16:32 hmmmm how about this https://github.com/minetest/minetest/pull/670 16:32 RealBadAngel so use irc way then 16:32 RealBadAngel server: blah blah 16:32 RealBadAngel player: Hello 16:32 celeron55 the mods are responsible for differentiating themselves somehow if they disable the regular server notice text 16:33 celeron55 and i belive they will do so because otherwise anyone will see it doesn't make any sense 16:34 celeron55 hmmmm: how is that not a problem on ARM? 16:34 Jordach lemme just compile this on arm 16:34 hmmmm ARM is usually run in little endian mode 16:34 celeron55 (i think minetest has been succesfully built on android, albeit doesn't actually work) 16:34 Jordach celeron55, correct 16:34 Jordach Irrlicht just wont :P 16:34 RealBadAngel again on the problem with getNodeNoEx 16:35 RealBadAngel celeron55, have you read what i wrote today in the morning about it? 16:36 PilzAdam hmmmm, why do we need snow and dirt_with_snow? 16:36 hmmmm because that's what's needed for a snow biome..? 16:36 hmmmm isn't it? 16:36 PilzAdam i think dirt_with_snow isnt needed 16:36 PilzAdam just add a snow layer on top of it 16:36 Jordach yeah, we have a hot place, but no cold place 16:37 RealBadAngel should be added with flag? 16:37 hmmmm but how will people build on the ground with that 16:37 Jordach PilzAdam, you do realise the grass side needs re-texturing right 16:37 Jordach hmmmm, buildable_to 16:37 hmmmm oh okay 16:37 Jordach snow acts like water or a liquid 16:37 hmmmm sounds good then 16:37 RealBadAngel flag snow=1 then dispaly it with snow texture added 16:37 PilzAdam Jordach, all other nodes need side retexturing too if snow is on them 16:38 RealBadAngel same way as ores are added to stone 16:39 RealBadAngel ofc snow will require top, and side textures, top will be replacement, side mixed with original side one 16:40 celeron55 PilzAdam: because dirt_with_snow looks good 16:41 PilzAdam yea, dirt_with_gras with snow over it doesnt look good 16:41 Jordach i agree with celeron55 16:41 celeron55 i agree that there could be a better way, but i also think many other ways will be just hackier 16:41 Jordach anyways, MC has dirt_with_snow 16:41 Jordach so why are we complaining 16:42 celeron55 Jordach: because we can sometimes do better 16:42 Calinou MC doesn't 16:42 Jordach celeron55, we did beat them to modding :P 16:42 hmmmm hmmmm 16:42 RealBadAngel celeron55, long story short: consider 2 blocks next to each other. check at pos from node placed in direction x+ to node in block in direction x-, will always see correct content 16:42 Calinou grass blocks look like they have snow on their sides when there is a snow cover above 16:42 celeron55 we'd need some kind of a group -> grass re-texture definition table 16:42 Calinou and there are (stackable!) snow covers 16:42 celeron55 and then make the client apply a different grass based on it 16:42 celeron55 but it's kind of arbitrary 16:42 hmmmm if we can semi-fix the transparency sorting problem and add a colored drawtype, biomes would be in good shape 16:43 RealBadAngel when you do the very same in differen direction x- to x+, it WILL ALWAYS give you content ignore 16:43 celeron55 RealBadAngel: just fix it, i don't want to think of that 16:43 hmmmm we are getting snow and all these neat blocks 16:43 hmmmm it's all coming together 16:43 Jordach hmmmm, were looking more polished 16:44 RealBadAngel celeron55, i will try 16:44 RealBadAngel i really dont like solution PA suggested to treat ignore as same node we would want to have there 16:45 hmmmm one question though 16:45 hmmmm is there a way to pass my color-to-blend to the shaders? 16:45 RealBadAngel propably it will work in this very case, but who knows what it could break 16:46 hmmmm I figure since i'm mucking around with shaders anyway, it'd probably be a good time to add the color drawtype in too 16:46 celeron55 hmmmm: that's a complicated subject 16:47 hmmmm well as it stands, if i can't pass my color along to the shader, then this feature just won't happen 16:47 celeron55 currently two light values (IIRC) are passed as the vertex color components R and G, to be mixed by the shaders according to a global which contains the current day cycle brightness 16:48 hmmmm according to a global 16:48 hmmmm hmm 16:48 celeron55 so there is B left in that 16:48 Exio can't you pass that as a "variable"? 16:48 Exio (to the shader, i mean) 16:48 celeron55 (A is obviously used for actual alpha) 16:48 celeron55 well shaders are kind of limited in where they can get data 16:49 hmmmm it's probably not going to work out if i make a constant called "blend color" that i change every time i'm shading a pixel from a different node 16:49 Calinou color... drawtype? shouldn't it be a paramtype? 16:49 celeron55 also i am quite unknowledgeable about shaders, and don't know much about actual modern graphics programming 16:49 hmmmm paramtype, yeah, whatever 16:49 hmmmm i don't know anything about graphics programming 16:50 celeron55 i think there must be some way to associate more data per vertex, but that is going to get complicated in some way that i don't have any idea of 16:50 hmmmm a game is pretty foreign to me... but that's fine because i can pick up on things quickly enough 16:50 hmmmm people are probably going to hate me for asking this, but.... 16:50 celeron55 i suggest just implementing the oldskool implementation first (probably with texture modifications); a shader implementation can be figured out later 16:50 hmmmm .....how does minecraft do it? 16:51 hmmmm lol 16:51 hmmmm this wouldn't be a problem if we had lighting 16:52 celeron55 (even with shaders being used, any oldskool stuff can be in use, so that's the right way to do it anyway) 16:52 hmmmm oh my god. if we can just get lighting, all of our problems would disappear 16:52 sfan5 celeron55: you should be able to pass any integer/floating point number to the shader 16:52 hmmmm mauvebic's whining included 16:52 celeron55 sfan5: yes one global, but one per vertex is a different story 16:53 celeron55 there of course *are* ways to do it 16:53 celeron55 because obviously the complex grass and whatever rendering systems use that much data 16:53 celeron55 modern ones i mean 16:53 * sfan5 guesses there complicated 16:53 hmmmm erm 16:53 celeron55 but i have no idea how they do it 16:53 sfan5 *they are 16:53 celeron55 somebody needs to read up on this 16:53 hmmmm kahrl did the current shaders, right? 16:53 sfan5 yes 16:53 hmmmm i wonder if he'd be willing to help here 16:53 celeron55 i implemented the current shaders 16:53 hmmmm oh 16:53 Calinou hmmmm: minecraft uses no shaders at all 16:53 celeron55 kahrl implemented much of the framework 16:53 Calinou minecraft do what, too? 16:54 * Calinou knows quite a lot about MC, as a regular player and *cough 16:54 Calinou MCP user*cough* 16:54 Calinou (fail enter key) 16:54 hmmmm well we're figuring out how to colorize individual nodes 16:54 hmmmm at draw time 16:55 hmmmm that way we can 1). reduce definitions of all the same node with the only difference being color, and 2). have grass/water/etc. colored differently in different biomes 16:55 hmmmm and this isn't working with shaders 16:56 hmmmm (just as a recap to anybody lost in the conversation) 16:56 celeron55 apparently one can bind arrays of miscellaneous structures of data to opengl to be used per-vertex: http://stackoverflow.com/questions/15102593/how-to-pass-per-vertex-attributes-to-glsl-shader 16:56 hmmmm neato 16:56 celeron55 dunno how new shader support that requires (might be newer than we want to support) and might be confusing to implement in irrlicht 16:57 celeron55 that's to be found out by somebody 16:57 celeron55 (miscellaneous structures = structures containing a miscellaneous amount of named floats :P) 16:58 celeron55 if that isn't possible, then i am guessing at least passing a second array of colors (one per vertex) will be possible with a version-to-be-supported) 16:58 celeron55 -) 16:59 PilzAdam I have added a function to snow that turns grass under it to dirt_with_snow when placed; now I need to change the ABM that grows grass 17:00 PilzAdam should it just grow dirt_with_snow if snow is on top of it? 17:00 hmmmm yeah 17:00 hmmmm that's good 17:01 RealBadAngel funny fact: last sunday came into my room 2 little girls, daughter of my sister, and her friend. both aged 5-6yrs 17:01 hmmmm why is that funny 17:01 RealBadAngel saw me workin on mt, i was just codin and testing 17:02 RealBadAngel and those girls said: oh! youre playin minecraft 17:02 RealBadAngel we do play too! 17:02 hmmmm hah wow. they know what minecraft is? 17:03 sfan5 "best comment award goes to hmmmm" 17:03 RealBadAngel yeah, and they started to explain me what they build in there 17:03 RealBadAngel 5 yrs old kids 17:03 celeron55 humm... this is going to get ugly 17:05 celeron55 quickly looking, it seems irrlicht doesn't have built-in support for such modern shader stuff (as it hasn't been designed for flexible shaders in the first place) 17:06 celeron55 but irrlicht has some more complicated vertex data formats (= contains some more data fields) that can be used 17:07 PilzAdam should dirt_with_snow turn into something else if the snow above it is dug? 17:07 celeron55 http://irrlicht.sourceforge.net/forum/viewtopic.php?f=4&t=27802 17:07 PilzAdam and I also gonna add a snowblock, crafted with 9 snow 17:09 celeron55 (eg. this http://irrlicht.sourceforge.net/docu/structirr_1_1video_1_1_s3_d_vertex_tangents.html) 17:09 hmmmm that's not horrible though 17:09 celeron55 by the way, i hate that new doxygen page format of irrlicht 17:09 celeron55 the old one was like 10x better 17:10 RealBadAngel about lights: http://www.youtube.com/watch?v=Y7AR7oxLR_4 17:10 celeron55 those frames are like back to 90s 17:10 hmmmm we'll just use a S3DVertex2TCoords 17:11 celeron55 well, ugly is not always horrible 8) 17:11 hmmmm it's the best we can do given the restrictions imposed upon us by irrlicht 17:11 Calinou hmmmm: minecraft never colorizes individual nodes, wool just uses 16 textures like we do 17:11 Calinou in 1.9pre2 part of the cauldron texture was colorized 17:12 Calinou and potions are still colorized dynamically, but that's an item 17:12 hmmmm well 17:12 hmmmm this has lots of applications 17:12 hmmmm not just potions and whatever 17:13 hmmmm potions have to be colorized dynamically though because they're animated 17:13 Calinou some minecraft packs animate potion textures, too 17:14 Calinou talking about animation: it'd be nice if instead of definiting in lua code, we used text files, client-side 17:14 celeron55 hmmmm: you do understand that there absolutely needs to be a non-shader implementation of the coloring of whatever too? 17:14 Calinou eg. default_stone.png, default_stone.txt, it contains the total time of animation 17:14 hmmmm obviously 17:14 Calinou (in seconds) 17:14 hmmmm and that's much simpler as well 17:14 celeron55 good 17:14 Calinou why can't we use a shader-less implementation regardless of whether shaders are enabled or not? is it faster? 17:14 Calinou would be simpler 17:14 hmmmm it's just that i gave to give special attention to the shader case because it's the main complicating factor 17:14 celeron55 a shader one will be useful for those using super-high-resolution textures though, as otherwise it's going to take enormous amounts of texture space 8) 17:15 hmmmm s/gave/have/ 17:16 hmmmm erm this is probably a stupid question 17:16 hmmmm but how do i do translucency with shaders? 17:17 hmmmm gl_Color.a always seems to be 1.0 17:19 hmmmm erm nevermind, that's just the shader failing to generate... 17:23 hmmmm :D 17:24 hmmmm suck it, transparency sorting problem! http://ompldr.org/vaTc3OA 17:24 PilzAdam hmmmm, change the red texture aplha to 0 17:25 PilzAdam can you see to the ground of the sea then? 17:25 hmmmm probably 17:25 hmmmm that's hardly a problem though 17:26 PilzAdam is the alpha set in the texture file or in the alpha field in nodedef? 17:26 hmmmm texture file 17:26 hmmmm well, obviously, you won't be able to replace regular glass with this 17:31 hmmmm nor should you 17:31 hmmmm (for obvious performance reasons) 17:37 celeron55 there is 100% surely going to be a mod for those who wish to kill their performance with making all grass and all leaves and all everything translucent 8) 17:37 celeron55 grass? ehm, i mean glass 17:38 celeron55 also, actually it doesn't even affect performance 17:39 hmmmm maybe if you're using shaders it won't 17:39 hmmmm but EMT_TRANSPARENT_ALPHA_CHANNEL is definitely slower than EMT_TRANSPARENT_ALPHA_CHANNEL_REF 17:45 celeron55 yes, on old hardware, definitely 17:45 Calinou on today's hardware texture size doesn't even matter 17:45 Calinou just use the thing that looks best 17:46 celeron55 it matters because of memory consumption 17:46 Calinou today's graphics cards have 1GB of VRAM in the low end range, 2GB in the mid end 17:46 celeron55 also mesh sizes matter mostly because of memory consumption 17:46 Calinou good luck filling that, even with 4× AA on 2560×1440 17:46 hmmmm we are not optimizing for high-end systems, that's against the minetest philosophy 17:47 hmmmm frankly i don't care about "hardware these days" 17:47 celeron55 how about one thousand pieces of VanessaE's 512x512px textures? 8) 17:47 celeron55 that's 1GB 17:47 Calinou 512× is pointless, 256× is enough, by far :P 17:47 hmmmm i don't really like that i have such a powerful processor on this computer for testing minetest... but compiling is great (: 17:47 celeron55 hmmmm: in linux there is a way to select how many cores to use for a process 8) 17:48 hmmmm everything ought to be near-instantaneous on any processor from 2005 17:48 celeron55 setting that to one for MT makes a good difference 17:48 hmmmm still won't simulate an athlon 64 3500+ very well 17:48 celeron55 not really, today's cores are a couple of times faster 17:49 celeron55 >near-instantaneous on any processor from 2005 17:49 celeron55 any web application these days lags like hell eating 100% CPU on those 17:49 Calinou architecture is very important, much more important than amount of cores :P 17:49 celeron55 they just rely on the processing power :P 17:49 Calinou today's quad core intels beat eg. a 990X (some 6 core from intel) 17:50 celeron55 well, a pentium 4 is like a low-end atom these days 17:50 celeron55 that's how it goes 17:50 celeron55 (a nice 10x difference in power consumption) 17:51 celeron55 (well, more like 5x) 17:51 celeron55 actually... more like 20x 17:53 hmmmm did anybody notice that people do stupid things like "hey imma run a minetest server on my 600mhz laptop" 17:53 hmmmm they figure minetest shouldn't be intensive at all 17:53 hmmmm can anybody say with honesty that minetest deserves to be as intensive as it is? 17:53 hmmmm maybe they are justified 18:08 celeron55 a minetest server will run on a 600MHz laptop 18:08 celeron55 as long as it has RAM in the range of 100MB 18:08 celeron55 i broke a HDD of one of mine by running an MT server on it 8) 18:09 celeron55 poor old thing 18:09 sapier but if you want to use mods even 1.8ghz won't be enough for server 18:09 sapier at leastwhile magen is running 18:10 celeron55 well yeah, all of my servers have always been quite vanilla 18:11 sapier yes vanilla is quite fast ... swamp mod is horrific and snow mod not that much better 18:11 PilzAdam we have snow now in vanilla :-) 18:12 sapier snow biomes? 18:12 PilzAdam no 18:12 PilzAdam snow nodes 18:12 sapier hmm maybe I had both :-) 18:13 sapier does vanilla create sea ice? 18:13 PilzAdam the snow and ice nodes arent generated yet 18:14 sapier did anyone look at the scriptapi subfolder changeset yet? 18:14 PilzAdam yes, its broken 18:14 sapier a little bit more details plz ;-) 18:15 PilzAdam https://travis-ci.org/minetest/minetest/jobs/6547231 18:17 sapier what the hell? 18:18 sapier wonder why gcc 4.7 doesn't have any problems with this 18:22 celeron55 the standard does say that class should always be "friend class X", functions are "friend " 18:23 sapier gcc 4.7 doesn't even think this is worth a warning 18:25 celeron55 actually no, it doesn't say so 18:25 celeron55 but 18:25 celeron55 ah, here's the key 18:26 celeron55 there doesn't need to be "class" if the class is in scope 18:26 celeron55 is this related to your case? 18:26 celeron55 hmm, it seems you do have declarations for them 18:27 sapier hmm class is forward declared not quite sure if this counts as "in scope" ... I've added the class already hopefully this is only 4.6 4.7 incompatibility 18:27 celeron55 it does count 18:28 celeron55 (as per C++98) 18:28 sapier maybe this is a gcc 4.6 bug ... would explain why 4.7 doesn't even issue a warning 18:28 celeron55 anyhow, we support 4.6 so just fix it 8) 18:28 sapier already done ;-) 18:31 sapier does travis build start automaticaly? 18:32 celeron55 yes 18:32 sapier btw celeron you've been right problem with entity duplication is not exactly beeing saved in different block 18:33 sapier seems problem was a entity was not staticized while still beeing in use by a client but left active ... noone ever deactivated it 18:36 celeron55 i'm not sure about the correctness of your patch 18:37 sapier I've been thinking about it too but the more I think about it the more I do think it's correct 18:38 celeron55 IIRC it's intended to continue storing the object as a counterpart of an active object (=having static id) until all clients have been informed it, and when it has happened, then it should finally store it as static-only (id=0) 18:38 sapier problem is that there is no static data within this block once it's deactivated 18:38 celeron55 the active part is kept in the pending state until all clients know it will be removed 18:38 sapier while the entity still is active 18:39 sapier but a remove message is sent to client 18:39 sapier if this block is activated again there is not static object to be activated --> client doesn't get informed this object needs to be added 18:39 celeron55 i would guess you have tested it enough to see that it does work though 18:40 sapier I've only tested singleplayer 18:40 sapier so if there are race conditions with multiple clients I wouldn't have run into it 18:40 celeron55 well then, if somebody cares to do some testing with some mob mod in multiplayer, that would be highly valued 18:41 celeron55 also, the dungeon game of mine always spewed some static object errors 18:41 celeron55 that would be a good test too 18:42 sapier testing first part of bug is really simple 18:42 sapier add a cart somewhere run away until this cart is unloaded 18:42 sapier then run back 18:42 sapier in current version you'll never get the cart back on client until you log out 18:43 celeron55 i think you actually do sometimes; i was testing that once and it behaved really oddly 18:43 sapier I tried yesterday I didn't have a single situation where I got it back ... 18:44 sapier of course that doesn't tell it never happens 18:48 kahrl yeah, I remember seeing mixed results when I tried the same 18:48 kahrl (with item objects instead of carts) 18:49 sapier as far as I understand that shouldn't be any difference 18:49 ssieb any idea what would cause this: 20:27:38: ERROR[ServerThread]: ServerEnv: Trying to store id=3 statically but block (-2,1,3) already contains 49 (over 49) objects. Forcing delete. 18:49 ssieb I investigated this once and the location was in a solid area of stone... 18:50 sapier it's exactly what is written in the message 18:50 sapier too many objects at one place 18:50 kahrl object duplication, probably 18:51 ssieb but nobody had been there and there was nothing there 18:51 ssieb I teleported into that spot and dug out the stone and there was nothing... 18:52 kahrl did you dig out the entire 16x16x16 mapblock? 18:52 ssieb oh! 18:52 ssieb am I confusing the terms? 18:52 kahrl block (-2,1,3) is at coordinates (-32,16,48) 18:53 ssieb ok, now that's makes a lot more sense 18:53 ssieb there's a limit per mapblock of how many loose items can be around? 18:54 kahrl yeah, it was added in the 0.3 days when there was a rat plague on the gameboom server 18:54 ssieb I'll tell the kids that they really need to clean up there mess then. ;-) 18:54 sapier maybe we should disable this limit, in 0.3 ther haven't been item entities mob entities ... 18:55 ssieb s/there/their/ :-/ 18:55 sapier now if your inventory is full all nodes are dropped as entities so limit is reached very soon 18:55 ssieb yes 18:55 ssieb and TNT! 19:13 celeron55 kahrl: no 19:13 celeron55 it was added when my server got riddled with dungeon master duplication 19:14 celeron55 or misspawning 19:14 celeron55 it's been there waiting for a time when we are confident with object handling actually doing it's job reasonably 19:15 sapier hmm so if my patches already cought all bugs this could be disabled completely? 19:15 celeron55 there should probably always be some limit, but maybe we can raise it a factor of some after testing sapier's fix 19:15 sapier i don't wanna tell I already fixed everything 19:15 celeron55 no, it should never be disabled completely 19:15 sapier of course some limit is reasonable 19:16 celeron55 i don't want anyone to have a broken world because of a broken mod or something 19:16 celeron55 the limit should be in the hundreds 19:16 celeron55 once there are no bugs 19:16 sapier mods always can break a world 19:16 celeron55 yes but it's too easy to break a world by flood-spawning entities 19:17 sapier it's even more easy by using an abm to replace nodes ... but I got what you want to tell 19:17 celeron55 it should cap at something that most computers will still handle 19:17 celeron55 sapier: that's hard to get accidentally wrong 19:18 sapier one typo in replacement node ;-) 19:19 sapier but back to entity problem once those bugs are fixed player experience with mobs way better than now 19:19 sapier I've been playing only 3 days now in order to release new mobf version and got duplicated mobs to an extent it wasn't fun anymore 19:52 celeron55 okay so i play minetest a bit after like a month 19:52 celeron55 and i think that this end-of-fall camera jiggling is ridiculous 19:52 celeron55 this is the most ridiculous thing i have seen 19:52 celeron55 what the fuck man 19:53 celeron55 1) it isn't even close to being anywhere properly synced with any momentum, 2) it would be stupid anyway 19:53 StrayBytes It does get really annoying. 19:53 iqualfragile PilzAdam wasnt too hapy about that either 19:53 celeron55 who even agreed in putting this in 19:54 celeron55 i'm going to just revert this unless somebody gives any reasonable explanation for this in an hour 19:54 Randy_ Hey PilzAdam Can you add farming as a default? and maybe some animals/mobs? in the next Dev.? 19:55 PilzAdam ehm 19:55 iqualfragile Randy_: animals and mobs are not yet stable/performant enought 19:56 Randy_ For like 0.4.7 MineTest maybe then just Farming 19:56 PilzAdam its Minetest, not MineTest 19:57 Randy_ Same difference. tomato,tamoto 19:57 Jordach celeron55, ask Taoki 19:57 Jordach he put it in 19:57 sapier I'd like to expose collision handling support to lua in order to make mobs more performant what do you think about this idea? 19:57 Taoki celeron55: It's just an effect for realism, and it's very welcome 19:57 Jordach bull, 19:57 iqualfragile Randy_: in minecraft mojang makes the game, in minetest the server admin does, so just add it to your local installation 19:57 celeron55 lol what 19:57 Taoki Why does every good feature have to be considered wrong in this project 19:57 Jordach i dont mind it: but it does annoy me slightly 19:58 Taoki Seriously? A simple camera jiggling when you fall is that stupid? 19:58 sapier e.g. once collision is detected call to lua telling which entity collided 19:58 celeron55 it's like the player deliberately gently curtseyed after each landing 19:58 Taoki Maybe we should indeed fork this project if that's what the current admins think... 19:58 Taoki Who don't want any parts of it to evolve 19:58 celeron55 it's plain stupid :D i don't even have anything else to say about it 19:58 Jordach realistically, its correct 19:58 Jordach but as this is not IRL, there is no need for it 19:59 celeron55 it's utterly wrong, it should not work even close to this if it wanted to act like in real life 19:59 Taoki celeron55: A shocking amount of games (both open and closed source) have such "plain stupid" effects. I guess Minetest needs to be kept at stupidly simplistic level however 19:59 Taoki Really? Like, every project I saw so far has something like this 19:59 Taoki FPS or anything else 19:59 Jordach Taoki, red eclipse does not 19:59 ShadowNinja Taoki: I like it but falling off even one node activates it, I think it should take a little more 19:59 Taoki You're the first I see who finds this plain stupid 20:00 celeron55 where's the code to make this disabled by default and enabled by a configuration setting that nobody can find 20:00 Jordach Taoki, if the force was like falling from 8+ nodes, then yes 20:00 Jordach it would be nice 20:00 Taoki But I'm more and more starting to support the idea of a fork. Since the current administration doesn't seem to want anything to evolve properly 20:00 iqualfragile Taoki: just go and help minetest black 20:00 Taoki Everything is seen as stupid 20:00 celeron55 >Everything is seen as stupid 20:00 iqualfragile its basicly minecraft build via minetest 20:00 celeron55 >everything 20:00 Jordach because it doesnt fit currently. 20:00 celeron55 >EVERYTHING 20:00 celeron55 :D 20:00 celeron55 LOOK AT THE WORD 20:01 Jordach were going into chit chat territory 20:01 Taoki celeron55: Also, I wanted to add a setting for it. PilzAdam didn't agree. Blame him that it's enabled only in the code and there's no setting 20:01 Taoki If you need to blame someone 20:01 Jordach blame yourself. 20:01 Taoki celeron55: Unfortunately, that is the vision of the current administration. And things such as "who needs / cares about the user base" 20:01 celeron55 Taoki: EVERYTHING is seen as stupid! 20:01 iqualfragile Taoki: s/administration/bunch of random blockheads/g 20:01 celeron55 i 20:01 celeron55 lol 20:02 celeron55 where's all sense from any of this 20:02 Taoki iqualfragile: I simply don't understand why anyone would be so pissed about a mininal camera fall effect, which is sane in any game to keep falling when jumping from looking horrible and fake 20:02 celeron55 everything! 20:02 celeron55 everything is stupid! 20:02 Taoki celeron55: Anyway, if you must remove it, please add a setting and turn it off by default. Other people like me (stupid ones) would like to be able to enable it, even if manually 20:03 celeron55 i mean, have you ever even glanced at the commit log? 20:03 celeron55 or pull requests 20:03 iqualfragile Taoki: im sorry, i misstook you for Randy 20:03 sapier :-) I think EVERYONE got the point ;-P 20:03 Jordach celeron55, if youre going to be acting crazy, go to minetest 20:03 Taoki Ah, ok. No I don't use that name 20:03 Jordach we dont need your kind here! 20:04 Taoki Jordach: He is the main developer and I appreciate what he did. But I don't agree with how he admins all the time myself... maybe its just me. Then again this isn't my project / fork and that's the most I can say / complain about. 20:04 Randy_ Oh and i can't log on the forum it says im a bot? 20:04 sapier currently most ppl do only add new features bugs are tracked down by very few ppl ... taoki when did you look for an anoying bug last time? 20:04 Taoki sapier: I'm all for bug fixing, but it doesn't mean new features aren't good too 20:04 PilzAdam Randy_, thats offtopic 20:05 sapier no but new features do mean NEW bugs ... this fixing the old ones will get more and more complicated 20:05 celeron55 so here's a poll: will i either disable this by default or simply revert it 20:05 Taoki celeron55: Can you add a setting and disable it instead of removing it, so we can still use it optionally? Maybe let it adjust the intensity as well, like view bobbing works 20:06 Taoki I wanted to do it like that, but PilzAdam said it won't go in if I add a setting for something so baisc. Not to blame anyone, just how things happen. So you might want to ask him if it's ok to just add a setting 20:06 Taoki **happened 20:07 celeron55 do you understand that i am not blaming anyone, i am blaming this stupid thing 20:07 PilzAdam if its enabled by default, then a setting is useless 20:07 Taoki Other than that, I'm starting to wonder if my vision (of maybe a more modern and advanced Minetest) isn't really in match with the artistic style of Minetest. Would be good to know just to be sure 20:07 PilzAdam but if its disabled by default, then go ahead and add the setting 20:07 PilzAdam I would be fine with removing also 20:07 celeron55 Taoki: that may be very true 20:07 celeron55 Taoki: but that's more of you to decide, because i have never seen your full vision 20:07 Taoki celeron55: It's a small new feature that got added. I don't see why it's so stupid and evil and horrible. It's ok if people don't like it otherwise... which is why I suggested a setting 20:08 sapier PilzAdam I don't understand your logics if anything default doesn't need a setting why add any setting? 20:08 PilzAdam sapier, because noone would enable it 20:08 sapier using this logics security is to be added for everyone or noone too ... 20:08 Taoki celeron55: Don't really have a full vision. Just that I'm hoping Minetest can get to be a very modern engine (even if using blocks for terrain, etc). Modern visual effects, camera effects, hardware lighting, etc. Much of what I'm doing is to lead to that. 20:09 hmmmm [04:01 PM] celeron55: Also, I wanted to add a setting for it. PilzAdam didn't agree. Blame him that it's enabled only in the code and there's no setting 20:09 hmmmm a setting 20:09 hmmmm a setting isn't magically going to reverse the damage that you've done to the infrastructure to support fake colored lights 20:09 celeron55 what 20:10 celeron55 now there is absolutely no sense in here 20:10 Taoki hmmmm: Firstly, I haven't done anything... just supported the idea of the feature being done. Second, I understand your point on this... like I said I think colored lights would be worth the extra info in mapgen but that's just me 20:10 PilzAdam why are you changing the topic? 20:10 hmmmm oh 20:11 celeron55 i don't understand anything anymore, i'll just make this and go to sleep i guess 20:11 hmmmm sorry, i thought that's what he was on about 20:11 hmmmm i didn't realize the topic was something less controversial like the fall bobbing 20:11 hmmmm no, it's not just "extra info in the mapgen" 20:11 Taoki celeron55: If you wish, make a setting instead of removing. It's your choice though... I'd prefer that though. 20:11 hmmmm it's "doubling the size of everything in minetest" 20:11 Taoki hmmmm: Ah no, it's a about a camera effect I added for falling 20:12 hmmmm i personally don't have any problems with that. 20:12 hmmmm a setting is always nice though 20:13 hmmmm [03:53 PM] who even agreed in putting this in i agreed to putting it in because it didn't seem very harmful for one, and for two, everybody was talking about it as if they didn't have any problems either 20:14 sapier maybe noone tested it? 20:15 * Taoki is a bit upsed because I don't understand why a minor feature like that could be so hated for no reason. That and I'm still unclear about other things in vision of the dev team... especially after the who needs / cares about a community mentality I heard here. Or the everything is stupid line c55 mentioned 20:15 Taoki **upset 20:15 hmmmm there's that word "everything" again 20:15 hmmmm i don't think you people know what it means 20:15 sapier I haven't tested it by now so I can't really tell 20:16 Taoki Minetest is a great project. But sadly, I no longer feel the positive direction behind it. Maybe it's just me though. 20:18 hmmmm it really is just you 20:18 Taoki if you say so 20:18 hmmmm you and mauvebic in particular try to paint the portrait of the dev team being negative and unreceptive to outside ideas 20:18 PilzAdam Taoki, c55 just quoted you with the "everything is stupid" 20:18 Taoki PilzAdam: Ok, misunderstood then 20:19 hmmmm because we're not allowing a feature to be implemented in the naive way 20:19 Taoki hmmmm: Maybe it's a bit of how I feel... I don't have a purpose of painting such a thing 20:19 hmmmm and because someone else has a personal preference to not have fall bobbing enabled 20:19 hmmmm fucking a 20:19 hmmmm it certainly is ant season now 20:20 Taoki The personal preference is ok >_> Was a bit surprised the feature got so hated all of a suggen, when it was just a small part of me trying to optimize and modernize several things on my list 20:20 jin_xi such things should be configurable. no need to speculate if users will turn it on if someone already made the feature 20:20 Taoki I have other reasons of my own to be upset too... but those aren't relevant here 20:20 hmmmm hold on i need to take care of this 20:21 celeron55 done 20:22 kahrl I don't mind the fall bobbing, but I agree with Jordach, the effect for 1-2 node falls and simple jumps is way too much 20:24 Taoki Anyway, I don't really plan to upset part of the team as much in the future with features they consider stupid. As ffar as the engine is concerned, I'm most interested in dynamic lighting now. Then effects like reflections, gloss, bloom, parallax / bump mapping, and what else can be done and allowed. My ideas and plans will be more on the LUA side in the future 20:24 Taoki Though if I can help with the engine too at any time, I like to 20:24 hmmmm taoki, have you looked at what Terasology does for hardware lighting? 20:25 Taoki But before coding new features, I'll probably ask first from now on. I spoke about this with PilzAdam, but I can't rely on every main dv telling me if a feature is right or wrong since not everyone is online all the time 20:25 Taoki hmmmm: I'm not familiar with its code, but I'm totally impressed by its graphics 20:25 PilzAdam celeron55, care to put a rangelime arround the setting? 20:25 hmmmm well they seem to have the problems we've discussed figured out already 20:26 celeron55 we have a simple rule: if two in the core team agree on something, it can be merged; but as i did now, it can of course be reverted or disabled by default later 20:26 celeron55 PilzAdam: why? 20:26 Taoki ok 20:26 PilzAdam fall_bobbing_amount = 100 <- I just tried that 20:27 Taoki PilzAdam: That will probably cause the view to go way in the ground :P 20:27 celeron55 well that's user error (or if someone is crazy enough, that may be exactly the wanted thing) 20:27 celeron55 my policy is to not restrict anything unless actually necessary 20:27 hmmmm also what's up with the mese pick not being able to mine cactuses anymore 20:27 PilzAdam its illogical to go deeper than the ground 20:28 hmmmm that's a bit redic. 20:28 kahrl it could be seen as a cheaty way to find caves 20:28 PilzAdam hmmmm, you need an axe for this 20:28 Taoki PilzAdam: Sure. Which is why one shouldn't set the setting too high... maybe beyond 2 or so 20:28 iqualfragile great… now everybody is unhappy about it not beeing on by default 20:29 celeron55 oh god 20:29 celeron55 i thought making the amount configurable was a good idea 20:29 celeron55 ... 20:29 Taoki It is a good idea. View bobbing is configurable too 20:29 Taoki It's how I intended it initially also 20:29 kahrl nothing is ever easy :P 20:29 celeron55 move on, it's done and perfect now 20:30 * celeron55 moves hands like a police guiding traffic 20:30 Taoki :) 20:31 celeron55 if somebody wants to limit it, the limit must be done so that it's barely limited to not go through ground 20:31 celeron55 anything else is overly restrictive 20:36 celeron55 i'm open to testing improvements on it, if somebody cares to attempt such 20:36 celeron55 i'm not hopeful at all about that though 20:48 celeron55 anyway, there are at least three problems with it: it does not properly match the fall velocity of the player, the acceleration curve of it doesn't make much sense (it uses sin(); that's not right in any way) and it shouldn't really happen at all unless the player is continuously walking 20:49 celeron55 when testing it when walking without jumping at all, one can kind of see what it tries to do 20:49 celeron55 but it's too wrong to be enjoyable even then 20:56 celeron55 so my "2) it would be stupid anyway" part might be wrong; but i am yet to see 21:04 Exio :D perfect, now i can haz fall_bobbing_amount = 2.0 21:28 kahrl ugh, not having any luck whatsoever trying to reproduce the F10 crash 21:28 kahrl has it been fixed? I haven't seen any mention of that in chat 21:29 kahrl though I managed to fix an unrelated bug that few people will ever notice, but anyway: https://github.com/kahrl/minetest/commit/104fe65b4155f9341e3e66bdf11b5d1385b3e61a 21:30 kahrl hope it's okay I fixed a typo in the same commit 21:33 sapier1 is there any scheme when a travis build is run? 21:55 hmmmm erm 21:55 sapier1 yes? 21:55 * VanessaE looks at hmmmm 21:55 hmmmm kahrl, vanessa gave us a backtrace for the F10 bug and the problem seems to be in a call to isspace(), but the string it was passing the character to was wide 21:56 hmmmm i figured that was probably the problem, but because we can't reproduce it, i didn't touch it 22:08 kahrl right, that should maybe be iswspace 22:08 kahrl don't see how it could crash though 22:08 hmmmm me neither 22:08 hmmmm but it was a segfault, and it happened in isspace 22:09 kahrl pretty it's memory corruption that for some reason causes a crash when submitting chat 22:09 kahrl pretty sure* 22:10 hmmmm by submitting chat you mean opening up the console, right? that's why it's called the F10 bug, because you press F10, it instantly crashes (for certain people) 22:10 hmmmm but i do agree that it must be memory corruption, otherwise there would be no explanation to why the majority of people don't have the problem 22:10 kahrl oh, no I didn't mean that 22:11 kahrl because for me when it crashed (years ago) it was always when I pressed enter in the console 22:11 ShadowNinja There is also a chat-submit bug 22:11 hmmmm yeah, those are two different things then 22:11 kahrl possibly caused by the same memory corruption 22:12 ShadowNinja Also a rare bug, and sometimes the same message won't cause the crash 22:26 hmmmm ugh 22:26 hmmmm i need to finish up with what i'm doing 22:31 hmmmm whatever, i'm done. 22:32 hmmmm i'm going to stop fiddling around and just commit it. it does have its problems though, you can pick your poison though by disabling or enabling shaders (i'll solve the problems at some later point in time if it's really that bad) 22:39 hmmmm https://github.com/kwolekr/minetest/commit/7bd10de45d9a012be53528d2b7c15544989940b2 22:48 ShadowNinja hmmmm: use_texture_alpha_channel is terribly long 22:51 ShadowNinja just use_alpha or use_texture_alpha would work fine I think 23:29 hmmmm yeah but this is self-descriptive