Time Nick Message 03:03 VanessaE celeron55_: sicne a generic menusplash no longer works (and since you coded it), there needs to be a way for a texture pack to supply a menusplash image specific to whatever games it wants to cover. 03:03 VanessaE e.g. gamename_menusplash.png (as well as footer/header). 03:04 VanessaE either that or the client needs to *not* use a custom game-oriented menu theme. Either it's a client/server paradigm or it isn't. 03:14 VanessaE also, the game filter buttons should only be displayed in the single player tab 03:15 VanessaE maybe also the advanced tab, but definitely NOT in the multiplayer tab 03:15 VanessaE or the settings/credits tabs 04:07 VanessaE furthermore, aside from the button image for minetest_game, there should be an overlay identifying it, something like what we had before your change 04:07 VanessaE or perhaps those really nice ones cisoun did. 04:47 celeron55_ VanessaE: you're wrong; we have to have some special handling for singleplayer games to make things reasonable 04:47 celeron55_ i agree that theming the multiplayer and settings tabs is kind of odd 8) 04:49 celeron55_ kahrl, hmmmm: minecraft's nether has a high ambient light 04:49 VanessaE quite; I'm working on a custom theme for my game, but I'd still like to be able to override it with HDX 04:49 celeron55_ that is, total darkness is still visible 04:49 hmmmm right, so what i said 04:50 celeron55_ VanessaE: also i agree with the texture pack thing; somebody can implement it 04:50 VanessaE you broke, you fix it ;) 04:50 celeron55_ hmmmm: the lighting values in nodes are the same as in caves, but the lighting translation table is just different 04:50 hmmmm this is a formal call for an addition to the API to set the client's light levels 04:50 celeron55_ that should be easy 8) 04:50 hmmmm very easy 04:50 hmmmm and we'd also be getting a fullbright feature while we're at it 04:51 hmmmm i don't understand why this hasn't been done before 04:51 hmmmm i would do it, but i feel guilty every time i add some new lua api because that delays sapier's change even more 04:51 hmmmm besides, this is more of a schoolwork day 04:52 VanessaE are his changes ready to use yet? 04:52 celeron55_ well i think such changes should be done at a time when others aren't interested in doing things 04:53 hmmmm that's ridiculous, there will never be a time when nobody would like to add something new 04:54 celeron55_ sure there has been, if only the script api is considered 04:54 celeron55_ for the whole thing, no, but for that part, yes 04:54 hmmmm for me at least 04:55 hmmmm there's this decoration nonsense that has to go in 04:55 hmmmm set client lighting levels 04:55 hmmmm mapvoxelmanipulator 04:55 hmmmm uhhh 04:56 hmmmm oh, the after environment creation callback 04:56 celeron55_ well, i think sapier has to come and ask for a scriptapi freeze when he is ready to update it in a few day's time 04:56 celeron55_ guessing when he will do something is useless 04:57 hmmmm i thought you sorta took over that 05:00 celeron55_ i was predicting there wouldn't be much interest in adding anything after your hud stuff, but it turned out that was wrong 05:01 hmmmm not my hud stuff 05:01 hmmmm i just added polish 05:05 celeron55_ your hud commit then 05:05 celeron55_ it's not relevant who made it and who polished it :P 05:05 celeron55_ (for this discussion) 05:10 kahrl what exactly does sapier scriptapi commit do again? I keep forgetting 05:11 kahrl +'s 05:12 celeron55_ mostly move stuff and files around 05:12 kahrl is it the scriptapi_subfolders branch? 05:13 celeron55_ i don't even know 8) 05:13 kahrl I wonder if he could implement it as a script rather than a set of commits 05:13 kahrl so that it could be applied at any time 05:14 kahrl high chance of breaking something though 05:14 hmmmm oh totally different but 05:14 hmmmm what do you guys think about changing the lighting scheme so that there could be light sources with longer ranges 05:15 celeron55_ it also puts the api of minetest.env into minetest (and preserves compatibility) 05:15 celeron55_ hmmmm: how would you do that 05:16 hmmmm when spreading light sources, don't stop when you hit a greater light value 05:16 hmmmm so let's say we have some super torch that spreads for... dunno.... 25 blocks 05:17 kahrl that would actually decrease the light and cause glitches, would it not 05:17 hmmmm erm 05:17 hmmmm not if you do it carefully 05:17 hmmmm it's obviously more complex than i'm making it out to be 05:18 hmmmm so we have a light source that spreads for 25 nodes; the light values we'll propogate are say, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 05:18 hmmmm for example 05:18 hmmmm it doesn't have to be that way 05:18 hmmmm which values it duplicates is some implementation specific detail that can be tuned 05:19 hmmmm the only problem here would be is if you have that light source with a greater spread 'blocked' by a light source that may be brighter even that has a lesser spread 05:20 hmmmm which is why i was saying that we'd have to keep going until the light value decays completely instead of stopping once an equal or greater light is hit 05:20 hmmmm obviously this would increase the amount of computation to do lighting 05:21 hmmmm but 1). it's a strict enhancement; this could be disabled if preferred, and 2). lighting is already a lot faster than it used to be so the impact might not be noticable 05:26 kahrl how would unspreadLight work? 05:26 hmmmm i am not really sure what unspreadLight does 05:26 kahrl wouldn't it have to check a double radius for other light sources 05:27 hmmmm i completely omitted unspreadLight from my optimized version of lighting 05:27 kahrl it removes the light emitted by one node 05:27 kahrl afaik 05:28 hmmmm ahh. yeah, i guess it's necessary if you're modifying existing lights 05:29 hmmmm unspreadLight would be more difficult to get working i guess 05:31 hmmmm what's stopping us from adding dynamic lights right now? 05:34 kahrl you mean hardware lighting? 05:35 kahrl or the dynamic lights implementation from the 0.3 days 05:35 hmmmm hardware dynamic lights, yes 05:35 VanessaE oooo 05:35 hmmmm tell me more about the dynamic lights from 0.3 though 05:35 kahrl I don't know much about it 05:36 kahrl it added some data to certain mapnodes on the client near the player 05:36 hmmmm oh.. 05:36 hmmmm dumm 05:36 kahrl so that nodes near the player would be illuminated if wielding a torch 05:36 hmmmm if we're doing torches like that, it has to be hardware dynamic lighting 05:36 hmmmm any other way is really hackish 05:37 kahrl hardware lighting would be great but you'd still have to run stuff like (un)spreadLight 05:38 hmmmm not fully hardware lighting 05:40 kahrl is irrlicht 1.7* still supported by minetest? apparently the shadow volume stuff changed in 1.8 05:42 hmmmm must be supported! 05:42 hmmmm absolutely 05:43 hmmmm until debian stable and freebsd update to irrlicht 1.8, we must support it 05:43 kahrl guessed so, let me check what actually changed 05:46 kahrl ok not actually that much 05:46 kahrl this was fixed in 1.8 and seems relevant: http://sourceforge.net/p/irrlicht/bugs/379/ 05:47 kahrl and "addShadowVolumeSceneNode now replaces an existing shadow" 05:48 hmmmm hmm 06:47 celeron55_ i think we could get a nice lighting effect if the shader-brightened side of nodes that have sunlight would be dynamically (and smoothly) varied according to sun position 06:47 celeron55_ it's also easy to do 06:48 celeron55_ it'll look odd if you have a straight cave down and sunlight in it, but generally it'd be not odd 06:50 celeron55_ (imo quite useless though, but people want all kinds of useless things) 06:50 RealBadAngel it will also imply another things can be done easily i think, like shadows, lens flare etc 06:51 celeron55_ eh no? 06:51 RealBadAngel why not? 06:51 celeron55_ what i said is just a single sin and cos added to a shader 06:51 celeron55_ that's what i mean by simple 06:52 RealBadAngel ah, i thought you were talkin introducing sun as a light source in scene 06:52 RealBadAngel hardware one 06:53 RealBadAngel seen hmmm talkin about it when i read logs 06:54 celeron55_ light sources aren't simple in our case if you ask me 07:05 RealBadAngel i dont know nothing about lights yet 07:06 RealBadAngel im learnin now how to make day/night transitions to sky 07:16 RealBadAngel http://www.youtube.com/watch?v=TLhO96jeMc4 07:16 RealBadAngel this is pixelstudio, written in c#, MIT licensed 07:17 RealBadAngel how do you like it? 08:48 celeron55_ i think people are too lazy to combine the headers and footers to the game images; i'll add that too when i add texture pack support back 08:49 celeron55_ (at least i am too lazy) 15:07 PilzAdam anyone against better node placement prediction? https://github.com/minetest/minetest/pull/687 15:10 RealBadAngel ok with me 15:10 sfan5 seems fine to me 15:19 RealBadAngel does anybody know how to pass variables to shaders in minetest? 15:24 Exio shaders to the pixel or the vertex shader? 15:24 Exio RealBadAngel: ^ 15:24 Exio er, variables to the * 15:25 RealBadAngel i need to pass textures to shaders 15:25 RealBadAngel vertex shader 15:26 RealBadAngel i got them loaded but have no idea how to pass them to shader 15:26 celeron55_ you mean a few more global shader variables? 15:26 RealBadAngel no, not global 15:26 celeron55_ or something bound to vertices? 15:26 RealBadAngel my own shader variables 15:26 celeron55_ those are your options 15:27 celeron55_ (and the latter is quite limited with irrlicht) 15:27 RealBadAngel http://pastebin.com/wDzmaZnF 15:27 RealBadAngel this is the pixel shader 15:28 RealBadAngel it needs to read from 2 textures and get two variables 15:35 sfan5 RealBadAngel: https://github.com/minetest/minetest/blob/master/src/shader.cpp#L218 or https://github.com/minetest/minetest/blob/master/src/game.cpp#L762 15:37 celeron55_ RealBadAngel: those are global shader variables, see GameGlobalShaderConstantSetter in game.cpp 15:37 celeron55_ altough i don't know how binding textures works in irrlicht 15:41 celeron55_ hmm, i think you may need to use SMaterial::setTexture 15:41 celeron55_ not sure 15:41 celeron55_ and i don't know by what names those would be in the shader either 15:45 celeron55_ maybe that doesn't even work; i recomemend searching for code that does something similar 15:46 celeron55_ this seems to implement such with direct opengl calls: http://code.google.com/p/irrcg/source/browse/trunk/include/IrrCg.h?r=4 http://code.google.com/p/irrcg/source/browse/trunk/source/IrrCg.cpp?r=4 15:46 Exio irrcg? 15:47 serengeor celeron55_, to say which textures for shader to use you need to do something like: gpuservices->setPixelShaderConstant("yourTextureSampler", (float*)&TexAddress, 1); 15:48 serengeor 1 is the texture layer in material 15:53 RealBadAngel invalid cast from type ‘irr::video::SMaterial’ to type ‘float*’ 15:53 serengeor oh wait 15:54 RealBadAngel uh, forgot & 15:54 serengeor RealBadAngel, http://ideone.com/UKE1K5 15:54 RealBadAngel now it compiles 15:55 serengeor 1 is actually the count 15:55 serengeor then again, with new irrlicht I think you can upload ints too 15:55 RealBadAngel it blinked with right textures i think (once) 15:56 RealBadAngel but then when in rendering still cannot see textures 15:56 serengeor should use the callback class I think 15:57 serengeor RealBadAngel, take a look at this thread: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=1&t=43398 16:01 RealBadAngel http://pastebin.com/zxDxVnMp 16:01 RealBadAngel ive put that in callback 16:02 RealBadAngel last 4 lines 16:03 RealBadAngel and shader blink with proper data received then it doesnt see the textures as usual 16:07 serengeor RealBadAngel, video::SMaterial texture=m_sky->getMaterial(1); 16:07 serengeor you should pass only an int to which layer the texture is assigned 16:10 serengeor int layer = 1; services->setPixelShaderConstant("color", (float*)&layer, 1); 16:10 RealBadAngel so i should keep the textures inside the same mesh 16:11 serengeor inside same material 16:11 RealBadAngel shader is supposed to build texture out of given two and coords 16:11 RealBadAngel it is set as material layer 0 16:11 RealBadAngel of the mesh 16:13 serengeor well if you use more than one material for the same mesh you need to draw it multiple times, don't you :? 16:13 RealBadAngel hmmm, its all weird, lets try sending just int there 16:15 serengeor when material gets set, all textures set to that material get bound. In shader you still need to say which sampler should use which texture, so that's where that " services->setPixelShaderConstant("color", (float*)&layer, 1);" comes in 16:16 serengeor if multiple materials are used, only textures set to current material are bound 16:17 RealBadAngel passing ints didnt changed anythin 16:18 RealBadAngel http://pastebin.com/iaGhJRuy 16:19 RealBadAngel here are my materials, mesh and shaders 16:19 RealBadAngel shader is hapilly working on some random data 16:20 serengeor RealBadAngel, why exactly do you use 4 materials? 16:20 RealBadAngel those are color maps (at least 2 of them) 16:21 RealBadAngel i do not display them at all 16:21 RealBadAngel those are source data (colors array) or something like that 16:21 serengeor RealBadAngel, but you only set textures to those? 16:21 RealBadAngel i need make shader see them 16:22 RealBadAngel shader itself creates displayed texture 16:22 serengeor you should not use 4 materials if the only thing that changes are textures 16:22 serengeor instead use one material and set textures to it using: http://irrlicht.sourceforge.net/docu/classirr_1_1video_1_1_s_material.html#a44dc38e7d4a78434d12ffd02e88e3d60 16:23 serengeor only this way multiple textures can be used 16:23 serengeor at once in shader 16:23 RealBadAngel you mean to index the materia? 16:23 RealBadAngel *l 16:25 celeron55 umm wat 16:26 celeron55 video::SMaterial texture=m_sky->getMaterial(1); 16:26 celeron55 you make a copy of the material, then give irrlicht pointers to it, then it goes out of scope and you have pointers to invalid memory 8) 16:26 celeron55 (but i'm not sure if that's right in any way in the first place) 16:27 RealBadAngel i havent invented it but using existing minetest code 16:28 BlockMen celeron55, here the hill you suggested. are you ok with that -> https://dl.dropboxusercontent.com/s/pemo6gcq20cm081/hp_hill.png ? 16:28 RealBadAngel i cannot belive passing pointer or the variable could be so complicated :) 16:29 Exio you are passing it to the GPU 16:29 RealBadAngel to damn shader 16:29 PilzAdam BlockMen, that doesnt look god 16:29 Exio nobody said that was easy 16:29 PilzAdam *good 16:30 BlockMen PilzAdam, why? 16:30 PilzAdam the sky and the perspective are wrong 16:30 serengeor RealBadAngel, http://ideone.com/kDZLxs 16:30 RealBadAngel i just did the same 16:30 serengeor this is how your material set-up should look like more or less 16:31 BlockMen actually the sky and the hill are from one shot, so it should be correct 16:31 BlockMen but the main grass and the hill grass not (i see now) 16:31 serengeor RealBadAngel, so does it work now? 16:32 RealBadAngel same 16:32 RealBadAngel how the shader would know to use mat with sky_node mesh? 16:35 RealBadAngel http://pastebin.com/3njixfyq 16:35 RealBadAngel imho mat and mesh are not connected at all 16:39 celeron55 BlockMen: why can't you just leave it as is? :P i don't want to judge these 16:39 celeron55 but the perspective changes do make it look bad 16:39 celeron55 anyhow, may i request you to... just not do anything? 16:40 BlockMen because its too blurry atm. and to the small changes you said: "add a hill or something" 16:40 celeron55 it wasn't a request, i just wanted to point out that if you insist on doing something, small color changes aren't useful 16:42 serengeor RealBadAngel, materials are part of node and they get set when node is rendered 16:42 celeron55 *irrlicht node 16:42 celeron55 (/don't make anyone confuse those with minetest's voxel nodes) 16:42 celeron55 -/ 16:43 serengeor yeah, don't really know much about minetest code 16:44 BlockMen celeron55, in my opinion it should just be a little bit more polished (like that https://dl.dropboxusercontent.com/s/4gznmflv5rdna1d/more_fancy_hp.png). because it looks kinda amateurish (your words :P) and i just want make it a little bit less amateurish. 16:44 BlockMen an that can only be small changes... 16:45 celeron55 oh by the way, i noticed at some point that the minetest icon isn't really anywhere on the site 16:45 celeron55 i wonder if that is a problem or not 16:46 BlockMen i would like to have that downloadbox (with the icon) like on my first concept 16:46 BlockMen *on mian page 16:47 BlockMen -> https://dl.dropboxusercontent.com/s/z2xndupy27oqj3q/concept_hp_2-3.png 16:50 celeron55 i think all of those are worse than the current 16:51 celeron55 and refuse to continue telling whether things suck or not because i have other things to do 16:52 BlockMen fine 16:55 kahrl the only thing I would change about the main page: when you click on the screenshots, display an enlarged version of the screenshot you clicked on (with a link to the screenshots thread) 16:55 kahrl instead of going directly to the screenshot thread 16:56 Calinou the "bunch of screenshots" thing is nice but very "inequal" 16:56 Calinou I'd rather put screenshots in the same way, but with the same video settings for all of them 16:56 Calinou gameplay + scenery 16:56 Calinou and a few with mods 16:58 BlockMen in my opinion the whole screenshot collection (1st pic) looks not good, but w/e 17:48 sfan5 the main menu buttons don't look quite right for me 17:54 Calinou they look meh, on top of that, why would you want to play minimal :P 17:55 RealBadAngel http://i.imgur.com/xngqHYo.png 17:55 RealBadAngel i start to actually see anything :) 17:55 sfan5 RealBadAngel: is that shader? 17:56 RealBadAngel yup 17:56 sfan5 \o/ 17:56 VanessaE looking good 18:09 celeron55 well you're free to improve the screenshot collection; or maybe replace it with a video or something 18:10 celeron55 the main point of it is to be representative of everything that you can do with the game 18:10 celeron55 or, in more proper words, with minetest 18:20 serengeor RealBadAngel, grats 18:20 RealBadAngel thx for help serengeor 18:26 serengeor np, haven't used irrlicht myself for quite a while now 18:55 celeron55 doing the Something Different (tm) on minetest is somewhat more laborous than i thought; i'm switching to low gear on this 18:55 celeron55 however, it seems to me that voxel area entities would be a real game maker 18:56 Jordach celeron55, yup 18:56 celeron55 this has been discussed on 4chan before; it's nothing new 18:56 celeron55 but anyhow 18:56 Jordach and its something we have that mc dont have yet 18:56 Jordach (this it futuristically speaking) 18:56 celeron55 well, there are reasons why others don't have it 18:56 celeron55 it is that they aren't particularly easy to make 18:57 celeron55 but anyhow, to someone who can do it and has time for doing it: everyone would love you if you did it 18:57 Jordach just give it a 16^3 chunk to play with 18:59 celeron55 i'd kind of like to do it myself, but i'm still almost continuously in this half-burnout state regarding to minetest and it'd just break me; i'll probably try to be gone for a while now again 19:01 celeron55 but really, if one thinks of voxel area entities in terms of this rather than minetest_game, it makes it kind of totally desirable even in a very crude form: http://c55.me/random/2013-05/screenshot_1726656136.png 19:03 celeron55 hmm... 19:03 * celeron55 feels the spirit of 0.4 pushing him from the back 19:52 celeron55 hmm, yeah, i won't be continuing right now 19:53 celeron55 i seriously have way too many game projects; now i just created like many more 8D 19:53 celeron55 i need to learn finshing faster 19:53 celeron55 +i 19:53 Jordach terandim is waiting 19:54 celeron55 yes and an another one in addition to that, and then there are many smaller projects 19:55 celeron55 one thing i am wondering now is whether it's too much trouble for the distributions and people that currently like 0.3 that i fork it under a different name 19:55 celeron55 i really want to do certain things that do not suit as a direct continuum for the stable 0.3 series 19:56 celeron55 first of all, i want to remove all code that is restricted to LGPL, because this just allows it in a barely viable way 19:57 celeron55 i rebased the whole thing the one evening and i can mass-rebase authors out of it, and it seems to work surprisingly well 19:57 celeron55 (git is magic; it's magic and there is no doubt of it) 19:58 sfan5 "git: 'magic' is not a git command. See 'git --help'." 19:58 celeron55 it's inherent to all commands! 19:58 sfan5 well, that makes sense 19:59 Jordach celeron55, My Little Computer: Git is Magic 20:00 celeron55 anyhow, i have way too many things to focus on and i am not getting anything done by trying to focus on everything; however, it's incredibly hard to choose which one to develop 20:01 Jordach celeron55, russian roulette with the del key 20:01 celeron55 in addition to that, everything i do is pretty much designed to last in time very well, so there's not even any kind of "oh no this is getting old" factor 20:02 celeron55 in addition to that, i would very much like to develop something in finnish for a finnish audience, but how the hell am i going to find the time for that too?! 20:03 celeron55 i need to permanently drop my day job and start working on the thing that is most likely to bring in some money so that i can continue with the others too 20:03 celeron55 ... 20:03 sfan5 seems like you don't have enough time 20:04 Jordach celeron55, procrastination FTW 20:05 celeron55 this mandatory army substitute slavery thing has consumed way too much time; i'm glad it ends in... oh, it ends in 7 weeks 20:06 celeron55 that brings me to the sad subject that i should go to a dentist before this ends because this makes it free, but who wants that even for free... 20:07 celeron55 uhm... this went terribly offtopic 20:07 Jordach Chit-chat goes to #minetest. 20:08 Jordach celeron55, free dental ftw 20:08 * Jordach understands your pain 20:12 celeron55 (the good thing is, these are the worst problems i have) 20:16 Jordach celeron55, i have this bitch of a wisdom tooth 20:19 celeron55 (i don't have much problems with my teeth, altough they are likely to recommend pulling out more than the one removed widsom tooth just because... they like to remove teeth i guess) 20:20 Jordach i've always thought of making a tiny piano from the teeth ive lost 20:27 celeron55 Jordach: might you be interested if i create a channel just for all of my other projects? :P 20:27 Jordach sure. 20:27 Jordach i still play JSBombers 20:28 celeron55 does it still work? where is it even... 20:28 Jordach celeron55, last time i played, it did 20:31 celeron55 it has always needed the node.js server to be running and i don't think i have started it up since a reboot sometime 2011 or 2012 20:32 sfan5 http://jsbombers.mine.bz/ -> "It works! foo bar ..." 20:32 * sfan5 would really like to try out jsbombers 20:36 celeron55 started it :P 20:36 celeron55 hmm, it doesn't seem to work 20:36 sfan5 celeron55: XMLHttpRequest cannot load http://jsbombers.mine.bz:8081/socket.io/1/?t=1367613405850. Origin http://jsbombers.mine.bz is not allowed by Access-Control-Allow-Origin. 20:37 celeron55 let's move this on to #8dromeda 20:54 sfan5 anyone against me commiting what is described here: http://forum.minetest.net/viewtopic.php?pid=88123#p88123 20:54 sfan5 (fixes the favorite server list on win) 21:00 sapier where's the commit? 21:01 kahrl sfan5: should I do the same with the code that reads modpack.txt/depends.txt/optdepends.txt? 21:01 sfan5 does that code also use std::ios::binary? 21:01 kahrl yeah 21:02 sfan5 do that 21:02 kahrl ok 21:02 kahrl also how do I squash commits on an existing pull request? 21:02 sapier git reset HEAD~(number of commits) 21:02 sapier git add (every file) 21:02 sapier git commit 21:03 sapier git push origin --force 21:03 sfan5 git rebase -i HEAD~2; change "pick" line of the commit that fixed something to "fixup"; git push -f 21:03 kahrl hmm 21:03 sfan5 ^ thats how I do it 21:03 kahrl okay I wasn't sure if I should force push something that others have already pulled 21:03 sapier hmm sounds even more easy than the way I do it :) 21:04 kahrl s/have/might have/ 21:05 sapier https://github.com/minetest/minetest/pull/635 is still to be merged to fix memory leaks 21:05 sfan5 random thing: core devs should have a special title on the forums 21:05 sapier I know I'm telling this almost every day 21:06 sapier why? 21:08 sapier a title doesn't make a better coder or man ;-) 21:10 sfan5 to be regognised easier 21:11 sapier and why does a "core dev" have to be recognized on forum? 21:11 sfan5 umm... 21:12 sapier :-) I see .. .seams to me a mertitocracy thing 21:13 sapier btw is there a schedule for 0.4.7? 21:14 Calinou 1) wait for 0gb.us to sleep, 2) make lava even less renewable, 3) release 0.4.7 21:14 Calinou and there it is our little release process 21:14 Calinou :-) 21:15 sapier :-( not quite convenient to make mods for 21:16 hmmmm what?? who cares if someone's a core dev or not 21:16 sapier I've tried to use some mods last days it's been very anoying to find out which one work with what version. As I do mobf myself I know it's not only modders to blame as it's very difficult to do mods for a specific version 21:17 hmmmm if a core dev is really worthy of respect on the forum, they'd show it in the quality of their responses and what not 21:17 hmmmm there's no schedule for 0.4.7 21:17 hmmmm but this time around, the feature freeze is going to be for an ENTIRE WEEK 21:18 hmmmm i'll merge that itemdef thing later, gotta pass out for a couple hours 21:18 sapier I know this discussion has been here for some time maybe a schedule would make life easier for modders 21:18 hmmmm RBA, that screenshot looks pretty awesome 21:19 * sfan5 waits for opinons whether "Optional dependencies" #697 should be merged 21:20 hmmmm we were discussing how to pass variables to shaders in like a week ago, you might want to look up that conversation 21:21 hmmmm i am going to need to pass along the color to mix with the node as well 21:23 hmmmm why does straybytes keep CTCPing us 21:23 sfan5 technically he CTCP PINGED #minetest-dev 21:25 kahrl sfan5: I still have to remove std::ios::binary, make it ignore multiple symbols at the end of lines in (opt)depends.txt, and squash the commits 21:25 sapier did you discuss irrlicht shader resource problem too? 21:27 sapier irrlicht doesn't support unloading of shaders 21:31 PilzAdam anyone against me commiting what is described here: http://forum.minetest.net/viewtopic.php?pid=88123#p88123 <- definetly needed; you need to test this first, though 22:01 kahrl sfan5, others: update https://github.com/minetest/minetest/pull/697 22:01 kahrl updated* 22:04 * PilzAdam tests 22:05 PilzAdam ummm... I will not test any cases of this patch 22:06 PilzAdam oh, nice, it fixes the dependencies to game mods 22:10 PilzAdam it seems to work fine 22:13 PilzAdam kahrl, has another core dev already agreed to this? if yes then I can merge it now 22:13 kahrl I think sfan5 did 22:14 kahrl not to the newest version yet though 22:14 PilzAdam yea, but you have only fixed the code 22:14 PilzAdam I guess that counts ;-) 22:30 PilzAdam also tested this: https://github.com/minetest/minetest/pull/686 22:31 PilzAdam I have set some mapblocks full of leaves with worldedit++ and it works fine 22:31 PilzAdam (althought the saplings from the decaying leaves crashed my server...) 22:31 PilzAdam -t 22:32 kahrl heh 22:35 Exio lol 22:46 PilzAdam these 2 seem to be fine too: https://github.com/minetest/minetest/pull/674 https://github.com/minetest/minetest/pull/627 22:54 PilzAdam ok, tested the first one: I spawned 1326 sand nodes in the air dug one of them, and all fall down correctly 22:55 kahrl nice 22:55 PilzAdam umm.. actually that works also without the patch 22:56 * PilzAdam needs more sand 22:56 Exio lol 22:56 sapier there's a simple test for first one 22:56 PilzAdam I already tried flying away and come back 22:56 PilzAdam that one works 22:56 sapier place an entity e.g. a cart somewhere and walk away until it's unloaded 22:57 sapier then walk back to where the cart should be 22:57 sapier ok 23:00 PilzAdam 4725 sand nodes doesnt work in current master but it works fine with your patch 23:01 sapier wow :-) didn't assume this patch helps in increasing numbers 23:01 PilzAdam (except the FPS drop to 5, but thats unrelated) 23:01 sapier lol 23:01 kahrl huh, in clientserver.h the documentation for protocol version 20 has wrong message names 23:01 kahrl I guess it wasn't updated when they were changed 23:04 PilzAdam fixed 23:06 Exio as you are trying pull requests PilzAdam, would you look at https://github.com/minetest/minetest/pull/439 ? 23:07 PilzAdam we already have merged number 2 of this 23:07 PilzAdam this needs a rebase 23:09 PilzAdam number 1 is non trivial to merge since I have rewritten the new_style_water; and IIRC there is an easier way for 3 23:09 PilzAdam (enable a commented out line again IIRC) 23:10 Exio ah 23:10 PilzAdam this also only effects new_style_water 23:10 PilzAdam oh, and flowing liquids 23:12 PilzAdam hm, actually only flowing liquids are effected by number 1; so forget what I said about it 23:12 PilzAdam it still needs a proper rebase 23:13 PilzAdam it doesnt have a high priority though, since thats are only some minor visual changes 23:14 PilzAdam -s 23:16 Exio - what about closing https://github.com/minetest/minetest/pull/216 ? 23:18 PilzAdam done 23:19 PilzAdam Exio, anything else :-) 23:19 Exio hehe 23:20 PilzAdam I guess Im going to sleep now 23:20 PilzAdam bye