Time |
Nick |
Message |
00:00 |
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VanessaE joined #minetest-dev |
00:44 |
BlockMen |
is it intended that seed is not reset in mainmenu after creating world? |
01:02 |
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BlockMen left #minetest-dev |
01:05 |
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OWNSyouAll joined #minetest-dev |
01:16 |
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iqualfragile joined #minetest-dev |
01:16 |
VanessaE |
regarding the weird brightness of lava: |
01:16 |
VanessaE |
git bisect reports: http://pastebin.ubuntu.com/6435258/ |
01:17 |
VanessaE |
I confirmed this with a manual rollback from HEAD. |
01:17 |
VanessaE |
before that commit, shaders brightness on lava was fine. at or after, lava flowing is way brighter than the source. |
01:22 |
hmmmm |
there's literally nothing there that could possibly have that effect |
01:22 |
VanessaE |
I know. |
01:22 |
VanessaE |
but I checked it twice. |
01:22 |
hmmmm |
is it possible that you had shaders disabled for the longest time and you didn't notice it? |
01:22 |
VanessaE |
I'm not even sure anymore |
01:22 |
VanessaE |
did you see the screenshots I posted? |
01:22 |
VanessaE |
wait, you couldn't have |
01:23 |
VanessaE |
with shaders: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011172013%20-%2007%3a12%3a51%20PM.png |
01:23 |
VanessaE |
without: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011172013%20-%2007%3a14%3a29%20PM.png |
01:24 |
VanessaE |
well I can see where he changed it from requiring a number to 'true' in the config. |
01:25 |
VanessaE |
so maybe they were just turned off in the prior commit |
01:25 |
* VanessaE |
grumbles. LOUDLY. |
01:25 |
VanessaE |
all I wanna do is help fix this shit |
01:26 |
* VanessaE |
signs, grumbles, and tries again |
01:26 |
VanessaE |
sighs* |
01:27 |
iqualfragile |
so git bisect is just like some kind of binary search? |
01:27 |
VanessaE |
sorta yeah |
01:27 |
RealBadAngel |
funny, for me without shaders there are differences between flowing and source |
01:27 |
VanessaE |
RealBadAngel: same for me. |
01:27 |
RealBadAngel |
and source is brighter |
01:27 |
VanessaE |
ditto |
01:27 |
RealBadAngel |
not the flowing one |
01:27 |
hmmmm |
hmm |
01:27 |
RealBadAngel |
a sec |
01:27 |
VanessaE |
but with shaders, the screenshots clearly show the opposite, and starkly so. |
01:27 |
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OWNSyouAll joined #minetest-dev |
01:28 |
RealBadAngel |
http://i.imgur.com/fQljGJs.png |
01:28 |
hmmmm |
now, vanessae, you said you bisected it twice |
01:28 |
RealBadAngel |
this is without shaders and default textures |
01:28 |
hmmmm |
but did you check the immediately surrounding commits? |
01:28 |
VanessaE |
hmmmm: once. Then rolled back manually. |
01:28 |
hmmmm |
you should try that |
01:28 |
VanessaE |
I'm about to re-check it from further back, and do that ^^^ too |
01:28 |
hmmmm |
yeah |
01:30 |
VanessaE |
ok, enable_shaders = 2 in the prior commit still shows the broken lighting. |
01:30 |
* VanessaE |
goes back. |
01:30 |
RealBadAngel |
VanessaE, theres a difference in brightness even without shaders |
01:30 |
VanessaE |
I know. |
01:30 |
iqualfragile |
RealBadAngel: i think that one is intentional |
01:31 |
iqualfragile |
wasnt the brightness of the sourceblocks higher? |
01:31 |
RealBadAngel |
what i have noticed that the lava flowing surface is closer to horizontal as source, it gets brighter |
01:31 |
RealBadAngel |
it depends on angle |
01:32 |
RealBadAngel |
same applies to water, but its harder to notice |
01:32 |
VanessaE |
ok, let's take this all the way back to 0.4.6. :P |
01:35 |
VanessaE |
jesus, how far back does this go?? |
01:35 |
VanessaE |
why have I not seen this until now? |
01:35 |
iqualfragile |
VanessaE: the binary search is faster if you just start with the commit introducing shaders |
01:36 |
iqualfragile |
as oposed to extending the range every few tries |
01:37 |
RealBadAngel |
iqualfragile, the difference is noticeable WITHOUT shaders at all |
01:37 |
iqualfragile |
RealBadAngel: i do not think that this is the same problem |
01:41 |
RealBadAngel |
actually for me with shaders colors look quite the same |
01:42 |
VanessaE |
does ANYONE here have a moderl opengl implementation? |
01:42 |
VanessaE |
modern* |
01:42 |
RealBadAngel |
with shaders: http://i.imgur.com/VapGrej.png and without: http://i.imgur.com/MXbKFkO.png |
01:45 |
ShadowNinja |
Why doesn't this work anymore? It worked when I made it but it hasn't worked since: https://github.com/minetest/minetest/commit/3d4d0cb5749a68436cccd08b7a135f9bb7527038 |
01:46 |
ShadowNinja |
I don't see any changes around there... |
01:46 |
hmmmm |
is that mapgen v7 in that screenshot? |
01:46 |
hmmmm |
why anybody would use that pile of crap is beyond me :D |
01:47 |
VanessaE |
could it be because I build against irrlicht 1.8 |
01:47 |
VanessaE |
? |
01:57 |
RealBadAngel |
im using 1.7 |
01:58 |
VanessaE |
ok, it ain't 1.8, I'm working backwards and found at least one commit where shaders work properly (and I made damned sure shaders are actually enabled) |
01:58 |
* VanessaE |
continues to test. |
02:00 |
VanessaE |
http://pastebin.com/Bk41FWLZ |
02:01 |
VanessaE |
now THAT looks like it might be related :) |
02:02 |
VanessaE |
jesus that goes back a while |
02:03 |
RealBadAngel |
i start to have a feeling that color channels are somehow swapped |
02:04 |
VanessaE |
I'm double-checking now. |
02:14 |
VanessaE |
ok that confirms it |
02:14 |
VanessaE |
cd1f604ffe6130fd7d3a8358a8cebd7f821f9a11 really does break the shaders. |
02:15 |
VanessaE |
I confirmed by re-cloning, git reset --hard to one commit before, build and check the result, the reset --hard to that ^^^^ one and check again |
02:15 |
VanessaE |
and I made 100% sure my shaders are turned on via the conf and comparing to what the .example says |
02:15 |
VanessaE |
now what do I do? |
02:15 |
ShadowNinja |
VanessaE: Does "git revert <SHA>" on master HEAD work? |
02:16 |
ShadowNinja |
s/work/fix it/ |
02:16 |
VanessaE |
I could try but I somehow doubt it. |
02:16 |
VanessaE |
sec. |
02:17 |
VanessaE |
no good. |
02:17 |
VanessaE |
that causes a conflict, and I suck at resolving git conflicts. |
02:19 |
us`0gb |
ShadowNinja: I just tested /msg with the latest dev version, and it seems to still be working (not displaying "-!-") for me. |
02:20 |
ShadowNinja |
us`0gb: Hmmm... Lemme re-check this. |
02:21 |
ShadowNinja |
us`0gb: "Server -!- PM from singleplayer: test\nServer -!- Message sent!" |
02:22 |
us`0gb |
That's odd ... |
02:22 |
us`0gb |
The lower message has it for me, but not the upper. |
02:25 |
hmmmm |
alright let's see this |
02:26 |
hmmmm |
well yeah I think that could do the trick vanessa |
02:26 |
hmmmm |
but that's over a year ago |
02:26 |
VanessaE |
yes I know |
02:26 |
hmmmm |
if it was really bothersome why haven't you done this until now |
02:26 |
VanessaE |
shows how rarely I use lava |
02:26 |
VanessaE |
plus perhaps at the time, I had an older opengl than I have now? |
02:27 |
hmmmm |
hmmm |
02:27 |
hmmmm |
nope, that has nothing to do with this |
02:27 |
VanessaE |
actually that wouldn't matter |
02:27 |
hmmmm |
remember, you went to the one before this commit and it worked perfectly for you |
02:27 |
ShadowNinja |
VanessaE: Can you reproduce that "Server -!- " bug? |
02:27 |
VanessaE |
yes |
02:27 |
VanessaE |
exactly |
02:27 |
VanessaE |
ShadowNinja: how? |
02:27 |
ShadowNinja |
VanessaE: /msg singleplayer test |
02:28 |
VanessaE |
in current HEAD? |
02:28 |
ShadowNinja |
VanessaE: Check if the "PM from..." line starts with "Server -!- ". Yes. |
02:28 |
VanessaE |
sure. sec |
02:29 |
VanessaE |
hmmmm: I seem to remember talking to c55 about brightening the lights, and I think that commit was the result, but I guess no one thought to see how it affected lava |
02:29 |
VanessaE |
and I so infrequently run into lava that I just hadn't noticed until recently. |
02:29 |
hmmmm |
vanessae, try adding: if(gl_Normal.y <= 0.5) color *= 0.7; to line 47 in client/shaders/test_shader_2/opengl_vertex.glsl and see if that makes a difference |
02:30 |
hmmmm |
well it's probably not line 47 anymore... I mean put it in between where you set the color components and the alpha component at the end of the shader |
02:30 |
VanessaE |
hmmmm: sure, gimme a sec. |
02:31 |
hmmmm |
there's also another minor difference but I'd like to see if this fixes it first |
02:31 |
VanessaE |
hm. 135kB/sec to fetch media from the server. [notbad.png] |
02:35 |
VanessaE |
ShadowNinja: indeed I see the Server -!- bit. |
02:36 |
ShadowNinja |
Ok, but why? The code seems correct. |
02:36 |
ShadowNinja |
hmmmm: Can you check it? |
02:36 |
VanessaE |
hmmmm: like so? http://pastebin.ubuntu.com/6435493/ |
02:36 |
us`0gb |
SO why do you two see it and I don't? |
02:37 |
us`0gb |
*So |
02:37 |
VanessaE |
wait, above that. |
02:37 |
ShadowNinja |
us`0gb: What version do you have? 0.4.7-stable? |
02:37 |
VanessaE |
hmmmm: like this, rather? http://pastebin.ubuntu.com/6435497/ |
02:37 |
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OWNSyouAll joined #minetest-dev |
02:37 |
us`0gb |
No, a dev version I updated to yesterday. |
02:37 |
hmmmm |
vanesyes, like that |
02:38 |
hmmmm |
vanessa yes* |
02:39 |
VanessaE |
hmmmm: as a matter of fact, that did improve it. |
02:39 |
VanessaE |
let me re-check with HDX. |
02:40 |
us`0gb |
ShadowNinja: http://www.tiikoni.com/tis/view/?id=9bdecd2 |
02:41 |
ShadowNinja |
us`0gb: Yay for impossible bugs that only show up most of the time! |
02:41 |
VanessaE |
hmmmm: yep, that's got it |
02:41 |
hmmmm |
great |
02:41 |
hmmmm |
i have no idea why that was left out anyway in the first place |
02:41 |
hmmmm |
soo commit that? |
02:41 |
us`0gb |
Yeah, impossible bugs are great .... |
02:41 |
VanessaE |
hmmmm: I'd say so....but what did I just do? |
02:41 |
VanessaE |
:) |
02:42 |
hmmmm |
you basically reduced the alpha transparency of the lava by 30% if the y normal was past a certain point |
02:42 |
hmmmm |
so basically erm |
02:42 |
VanessaE |
that's what I thought....but the alpha channel??? |
02:42 |
hmmmm |
faces that are pointing at least 0.5 of a unit high |
02:43 |
hmmmm |
yes, notice how you already assigned the color components before that statement |
02:43 |
VanessaE |
yes |
02:43 |
hmmmm |
the only other thing set using 'color' is the alpha channel |
02:44 |
VanessaE |
lemme check this in a "wider" example. |
02:45 |
VanessaE |
I think the flowing could stand to be a tad darker |
02:45 |
VanessaE |
maybe *0.6 ish |
02:46 |
VanessaE |
(or the source should be brightened to match) |
02:47 |
VanessaE |
wait |
02:47 |
VanessaE |
new problem... |
02:48 |
VanessaE |
the flow direction looks....strange. |
02:48 |
VanessaE |
screenshot in a sec |
02:49 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011172013%20-%2009%3a48%3a58%20PM.png |
02:49 |
VanessaE |
um...why is the texture being turned to an angle on flowing? |
02:49 |
VanessaE |
that looks horrible |
02:51 |
VanessaE |
(I hadn't noticed before because I was only doing simple straight lines) |
02:53 |
hmmmm |
that's odd |
02:53 |
VanessaE |
I did not, btw, put the suggested 0.6 in. |
02:53 |
hmmmm |
and definitely not related |
02:53 |
hmmmm |
does that not happen anymore if you take what I said out? |
02:53 |
VanessaE |
I'll check |
02:54 |
hmmmm |
I agree it does look pretty bad though |
02:54 |
hmmmm |
(did we just never notice it?) |
02:54 |
VanessaE |
I think s |
02:54 |
VanessaE |
so* |
02:54 |
VanessaE |
two or so days' worth of commits ago, it seemed fine, but don't quote me on that. |
02:55 |
VanessaE |
hm, no. as expected, your change was not the cause of the diagonal textures. |
03:00 |
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03:05 |
RealBadAngel |
youre changing colors depending on surface normal? |
03:06 |
RealBadAngel |
thats why i was getting similar colors when surfaces were closing the same angle |
03:09 |
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OWNSyouAll joined #minetest-dev |
03:12 |
RealBadAngel |
surface normal .y doesnt mean coordinates of node |
03:16 |
hmmmm |
no it means the angle |
03:16 |
RealBadAngel |
of the whole surface |
03:17 |
hmmmm |
.y <= 0.5 I assume means that the face is at most 30 degrees from surface level in either direction |
03:17 |
hmmmm |
from flat i mean |
03:17 |
RealBadAngel |
somethin like that |
03:18 |
hmmmm |
right |
03:18 |
RealBadAngel |
and that was exactly the reason the colors were different on whole surface |
03:18 |
RealBadAngel |
http://i.imgur.com/iGRemHY.png |
03:18 |
hmmmm |
and the steepest face possible is 45 degrees |
03:18 |
hmmmm |
so that code in theory should always trigger for *any* visible face of a flowing liquid |
03:19 |
hmmmm |
to see if I'm right, just change that code to color *= 0.7 and see if it stays the same as it is before the normal.y check |
03:20 |
RealBadAngel |
notice it can have negative values |
03:20 |
hmmmm |
that's true |
03:20 |
hmmmm |
I'm not really sure what that changes though |
03:21 |
RealBadAngel |
simply, starting from some angle colors were multiplied by a factor |
03:21 |
RealBadAngel |
and were different from unmodified ones |
03:22 |
RealBadAngel |
somebody wanted to darken lower part of node with it |
03:22 |
RealBadAngel |
but ended with changing colors for whole tiles |
03:23 |
RealBadAngel |
simply assuming tile (flat one) can have different normals is wrong |
03:24 |
RealBadAngel |
flat surface will always have just one (or the very same for each point) normal vector |
03:24 |
hmmmm |
right |
03:25 |
hmmmm |
so in other words the original cause of this bug was a massive mixup |
03:25 |
RealBadAngel |
to darken only bottom tile one should check for exact value of normal.y |
03:25 |
RealBadAngel |
not just < than something |
03:25 |
hmmmm |
whoever did the shaders probably intended to have that darken code only for the flowing liquid, not solid nodes |
03:25 |
hmmmm |
they mixed up the first and second shader file (maybe?) |
03:26 |
RealBadAngel |
i think it was supposed for solids |
03:26 |
RealBadAngel |
and just bottom tile |
03:26 |
hmmmm |
I guess... |
03:27 |
RealBadAngel |
i will fix the issue in liquids |
03:27 |
hmmmm |
but that doesn't explain why there was that glaring bug there for a year |
03:27 |
RealBadAngel |
i fought with that when creating textures for water and lava |
03:28 |
RealBadAngel |
but that was at the very start |
03:28 |
hmmmm |
yea |
03:29 |
VanessaE |
hmmmm: simple: the variance in color between the lightest and darkest points of the lava texture is so wide that you can't really see it |
03:29 |
VanessaE |
until you put in a texture that doesn't vary so sildly |
03:29 |
RealBadAngel |
well, every bug sooner or later will be killed ;) |
03:29 |
hmmmm |
haha |
03:29 |
VanessaE |
otherwise it just got lost in "noise" I think |
03:29 |
hmmmm |
nope |
03:29 |
hmmmm |
not *the* screwed-up-shadows bug |
03:30 |
RealBadAngel |
what shadows? |
03:30 |
hmmmm |
there's no way that's ever going to be fixed unless we generate all possible blocks in that sector first |
03:30 |
hmmmm |
this is why minecraft has such a low height limit but it works for them at least |
03:31 |
RealBadAngel |
ah that |
03:31 |
VanessaE |
hmmmm: so anyway, I guess go ahead and commit the *0.6 change |
03:31 |
hmmmm |
0.6? |
03:31 |
VanessaE |
er 0.7 |
03:31 |
hmmmm |
yeah, good |
03:31 |
VanessaE |
typo |
03:31 |
hmmmm |
we don't want that to be inconsistent from the results without shaders |
03:32 |
hmmmm |
(although I bet it's still different to some degree) |
03:32 |
RealBadAngel |
that code shall be completely removed |
03:32 |
RealBadAngel |
it doesnt belong here |
03:32 |
hmmmm |
yeah I saw your shader cleanup |
03:32 |
hmmmm |
crazy @_@ |
03:32 |
hmmmm |
looks very good, but it's totally 0.4.9 material |
03:33 |
RealBadAngel |
have you seen Bumped texture pack that uses it? |
03:33 |
hmmmm |
I've seen some of your screenshots |
03:33 |
RealBadAngel |
try it live |
03:34 |
RealBadAngel |
shaders are doing self shadowing |
03:34 |
RealBadAngel |
pictures are not enough |
03:35 |
RealBadAngel |
effect is like VanessaE said, game looks like those prerendered animations |
03:43 |
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03:43 |
hmmmm |
well |
03:44 |
hmmmm |
i play F.E.A.R. a lot |
03:44 |
hmmmm |
that uses an insane amount of normal bumpmapping |
03:44 |
hmmmm |
I do know what I'd be looking at yeah |
03:45 |
VanessaE |
hmmmm: actually I was referring to the style and lighting quality |
03:45 |
VanessaE |
not so much what the normals actually *look like* |
03:45 |
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03:45 |
VanessaE |
some of those MC "cartoons" have the same look as those screenshots |
03:47 |
RealBadAngel |
http://i.imgur.com/YpBuL1V.png |
03:47 |
RealBadAngel |
fixed water at least :) |
03:48 |
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AllegedlyDead joined #minetest-dev |
03:50 |
VanessaE |
RealBadAngel: but its...angled. |
03:50 |
VanessaE |
like the lava. |
03:50 |
VanessaE |
ick. |
03:50 |
VanessaE |
for water it *might* work okay |
03:50 |
VanessaE |
but for lava, fuck no |
03:50 |
VanessaE |
at least not with the default texture thereof. |
03:50 |
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03:51 |
RealBadAngel |
thats not mine invention, i have no idea who did that |
03:51 |
RealBadAngel |
that have to be done somwhere in mapblock_mesh.cpp |
03:52 |
RealBadAngel |
and rotatin textures by angles <90deg |
03:52 |
VanessaE |
yeah I know. |
03:53 |
RealBadAngel |
i havent touched that piece of code |
03:53 |
VanessaE |
I know I know :) |
03:53 |
VanessaE |
can you fix it though? |
03:54 |
VanessaE |
of course you can, what am I saying :P |
03:55 |
hmmmm |
vanessae, by the way did you roll back minetest by like a week and see if the ugly diagonal flowing lava is still there |
03:56 |
VanessaE |
not yet. I will check that now. |
03:57 |
VanessaE |
(got sidetracked :P ) |
03:58 |
VanessaE |
goes back into september. |
04:00 |
hmmmm |
so wtf? because I never noticed that until now either |
04:01 |
VanessaE |
idk |
04:01 |
VanessaE |
I'm attempting to find out. |
04:01 |
VanessaE |
I guess we just don't play in lava enough? ;) |
04:02 |
VanessaE |
(or water) |
04:02 |
hmmmm |
no idea |
04:02 |
hmmmm |
i don't play enough period |
04:06 |
RealBadAngel |
i have fixed and cleaned liquids shaders |
04:11 |
RealBadAngel |
goin to sleep now, its past 5am already |
04:14 |
VanessaE |
[3ee80987086a99803f5a812089ae253ab509cb68] Diagonal liquid animation |
04:14 |
VanessaE |
still bisecting, but I bet this is related. |
04:14 |
VanessaE |
yep |
04:14 |
VanessaE |
that's where bisect lands. |
04:15 |
VanessaE |
how come we never noticed the diagonally-rotated textures? |
04:15 |
RealBadAngel |
link to commit? |
04:16 |
VanessaE |
https://github.com/minetest/minetest/commit/3ee80987086a99803f5a812089ae253ab509cb68 |
04:18 |
RealBadAngel |
yeah thats it |
05:05 |
hmmmm |
do you guys not like it? |
05:05 |
hmmmm |
it's growing on me honestly |
05:06 |
VanessaE |
with water, it's fine I guesa |
05:06 |
VanessaE |
guess* |
05:06 |
VanessaE |
but with the default lava texture, G*d no |
05:06 |
VanessaE |
it forms "stripes" |
05:06 |
hmmmm |
you can make it optional i guess |
05:06 |
VanessaE |
which looks horrible with that default texture |
05:12 |
VanessaE |
hmmmm: your 0.7 tweak breaks water :( |
05:12 |
hmmmm |
how so? |
05:12 |
VanessaE |
it makes it turn kind of a dark, translucent reddish |
05:12 |
hmmmm |
oh that's fantastic... |
05:14 |
hmmmm |
could it be that the water's transparency level was changed later to compensate for the bug? |
05:14 |
VanessaE |
possible. |
05:15 |
VanessaE |
lemme see how it looks with defaults. |
05:16 |
VanessaE |
oh you'll like this :)\ |
05:16 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011182013%20-%2012%3a16%3a25%20AM.png |
05:16 |
VanessaE |
that dark red stuff is default water : |
05:16 |
hmmmm |
alright now that is crazy |
05:16 |
VanessaE |
:D |
05:17 |
hmmmm |
water looks nothing like that for me |
05:17 |
hmmmm |
it's true that it's a shade too dark and too transparent so it looks reddish up against dirt |
05:17 |
hmmmm |
but it's not like that at ALL |
05:17 |
VanessaE |
has Moses come by to smite the water or something? |
05:17 |
hmmmm |
that has got to be an ati bug or something |
05:18 |
VanessaE |
now I'm not sure I put that tweak in the right place. |
05:19 |
VanessaE |
client/shaders/test_shader_2/opengl_vertex.glsl line 45 or so? |
05:19 |
hmmmm |
yeah |
05:19 |
VanessaE |
right after color.r/color.g/color.b |
05:19 |
hmmmm |
yes, you did it right |
05:19 |
VanessaE |
lemme go back to mainline, see if maybe one of my few patches did it |
05:23 |
VanessaE |
hm, seems okay there. |
05:28 |
VanessaE |
I may know why. |
05:29 |
VanessaE |
RBA's reworked shaders branch somehow got into my local_patches (thought I backed everything out?) |
05:29 |
VanessaE |
so it's okay. |
05:29 |
VanessaE |
his branch is busted. |
05:30 |
VanessaE |
funny screenshot though :) |
05:30 |
VanessaE |
so yeah/ |
05:31 |
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05:32 |
VanessaE |
push your tweak, but make it *0.65 |
05:32 |
VanessaE |
that seems to be just the right balance between defaults and HDX |
05:37 |
hmmmm |
no it's not good |
05:37 |
hmmmm |
like I was saying, the flowing water is a fair bit darker now, probably because the flowing water transparency was modified |
05:38 |
VanessaE |
oh I misread that |
05:39 |
VanessaE |
I thought that was a reference to that false-red-water thing. |
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11:42 |
iqualfragile |
params.AntiAlias for createDeviceEx is an u8, not an u16 |
11:43 |
iqualfragile |
http://irrlicht.sourceforge.net/docu/structirr_1_1_s_irrlicht_creation_parameters.html#a50602e6ae0cc3d79ca7df0aa8114e75a |
11:57 |
iqualfragile |
RealBadAngel: i think the problem about bumpmaps is that there are no "real" light sources |
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12:30 |
RealBadAngel |
yes, we dont have any lights |
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13:37 |
EvergreenTree |
I have noticed a problem with the inventory image for the jungle sapling: http://i.imgur.com/MhJjAI1.png |
13:38 |
EvergreenTree |
Since it is pretty much the same code as the regular one, it shouldn't be any different |
13:38 |
EvergreenTree |
I think VanessaE had a problem with this, I think it has something to do with the plantlike drawtype |
13:39 |
EvergreenTree |
It is especially strange, as the regular sapling looks normal, but the jungle one doesn't. They are practically the same code, so I have no idea |
13:41 |
EvergreenTree |
Is anyone here? |
13:53 |
RealBadAngel |
yes |
13:54 |
RealBadAngel |
btw, bug: default_book.png texture is 16x17px |
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15:37 |
OldCoder |
I am napping but on way out: Latest git no longer cross-compiles for Windows. Error is gettext.cpp 'stderr' was not declared in this scope |
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16:15 |
OldCoder |
Follow-up: Commenting out the line in gettext.cpp which uses stderr allows MT to be built again for Windows |
16:16 |
OldCoder |
Jordach, PM sometime if you saved your Blender Cat Model |
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17:29 |
sapier |
proller do you need help splitting your big aio patch to usefull smaller parts? |
17:30 |
proller |
for waiting years for merge? |
17:36 |
Exio4 |
the only big patches that got merged are so far big patches for a single feature |
17:39 |
iqualfragile |
sapier: he closed all his pullrequests and put them into a single one |
17:39 |
iqualfragile |
proller: please: reopen your pullrequests |
17:39 |
Exio4 |
he fuck. |
17:39 |
iqualfragile |
some will get merged |
17:39 |
Exio4 |
the* |
17:40 |
iqualfragile |
it took so long because minetest development slowed down a bit in the last 3 months |
17:42 |
celeron55 |
it's due to a sum of many things, including that they are objectively quite controversial and eg. some of them break things that people like |
17:44 |
celeron55 |
and have already broken things |
17:51 |
Exio4 |
and stuff like weather is ugly in core |
17:53 |
pitriss |
Hi, I got maybe useful idea: How about some halfmod privs in builtin? I mean privs which allows ppl to temporarily grant/revoke interact and shout? possible interval 10 minutes min, one day max? |
17:55 |
pitriss |
This can help keep servers clean when moderators are not nearby... I think it would be cool to have some "sheriffs" which can temporarily solve some minor rule violations? |
17:57 |
Exio4 |
you could write a script for that |
17:57 |
pitriss |
*who can |
17:57 |
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17:58 |
pitriss |
Exio4: yes of course.. But I thought that can be useful for many servers.. ..and builtin is better place for such thing.. |
18:04 |
kahrl |
OldCoder: see #1007 |
18:05 |
kahrl |
I guess there's no reason against merging that |
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18:10 |
sapier |
ShadowNinja do you have fixed your error handler now? imho it's anoying to replace a missing backtrace by a application crash ;-) |
18:11 |
kahrl |
sapier: I don't remember, what was there to fix still? |
18:13 |
sapier |
c_internal.cpp L60 makes std::string from lua_tostring which can be 0 ... shouldn't be of course but there seem to be situations where this happens |
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19:17 |
iqualfragile |
the anti alais setting uses a wrong type |
19:17 |
iqualfragile |
it should be u8 |
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19:49 |
OldCoder |
sapier, PM |
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21:34 |
ShadowNinja |
sapier: No. And gettext.cppis broken, it uses stderr which isn't defined there. Did you do that? |
21:34 |
ShadowNinja |
+' ' |
21:39 |
sapier |
I guess you're talking about non gettext build shadow? |
21:40 |
ShadowNinja |
sapier: IDK, OC mentioned it, see logs. |
21:42 |
sapier |
there's a fix for gettext.h I can't find stderr in cpp file |
21:43 |
sapier |
Shadow no offence I wonder why this luaerror bug happens, according to sokomine serialization errors are involved |
21:49 |
ShadowNinja |
sapier: How did she reproduce it? |
21:49 |
ShadowNinja |
(I forgot) |
21:50 |
sapier |
he did create a entity without collisionbox |
21:50 |
sapier |
hmm without might be collisionbox accidently set to nil |
21:51 |
sapier |
don't know if this does anything different |
23:04 |
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