Time |
Nick |
Message |
00:04 |
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00:05 |
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00:14 |
VanessaE |
sfan5: will you commit the waving feature to minetest_game's trees, plants, etc? |
00:17 |
VanessaE |
and while I realize we are in feature-freeze, realbadangel's shader rework fixes a few bugs also. His latest code works perfectly for me at least, and the menu checkboxes are adequate for the purpose. Can we get these pushed into 0.4.8? |
00:18 |
ShadowNinja |
Seems like a 0.4.8 thing, and that isn't released yet. |
00:21 |
VanessaE |
(latest == what I pulled about an hour ago or so) |
00:25 |
VanessaE |
I think a separate liquid shader to be used on lava would be a good idea for the future, if only so that the water could wave more randomly, while the lava could wave really slow and regularly |
00:26 |
VanessaE |
of course water will have that rippling effect from blender eventually, so that point is moot |
00:27 |
VanessaE |
also, the waving-trees/plants effect should have a third shader that applies to raillike objects (when so enabled with paramtype2="waving",), so that e.g. giant ferns from the ferns mod can also wave |
00:28 |
VanessaE |
if that's possible, idk if raillike uses param2 |
00:29 |
ShadowNinja |
VanessaE: Waving definitely isn't a param2 thing. |
00:29 |
VanessaE |
sure it is. :) |
00:29 |
ShadowNinja |
VanessaE: And the water shader should use the viscosity. |
00:30 |
VanessaE |
paramtype2="waving" is how the server tells the client which nodes to apply the waving effect to. |
00:30 |
VanessaE |
works well, too. |
00:30 |
ShadowNinja |
VanessaE: Are all the nodes of the same type the same? A param is only needed when nodes of the same type in different positions should be completely different. |
00:30 |
VanessaE |
no they aren't. |
00:31 |
VanessaE |
for example, plants on the ground should wave, but an apple (which is also drawn as 'plantlike') shouldn't. |
00:31 |
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00:31 |
ShadowNinja |
And the waving state, or whatever it is, shouldn't be stored in the map. |
00:31 |
VanessaE |
it's in the node def |
00:32 |
VanessaE |
it was the only way to get that info from server -> client without a protocol bump |
00:33 |
ShadowNinja |
I thought misc fields can be sent in the nodedef. In fact I'm almost positive it can be done that way. |
00:34 |
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00:34 |
ShadowNinja |
If not then it should be fixed, if you need a protocol bump anyway |
00:34 |
VanessaE |
well sure, that works fine for server-side-only stuff |
00:34 |
VanessaE |
but for server -> client communication, no |
00:34 |
VanessaE |
a new field needs a protocol bump |
00:35 |
VanessaE |
but paramtype2 already exists, and it makes no sense at all to use it with plantlike or allfaces_optional drawtypes normally, so we use it here for the waving flag |
00:35 |
ShadowNinja |
But didn't Jeija send if on_rightclick was set without a protocol bump? |
00:35 |
VanessaE |
idk about that. |
00:35 |
VanessaE |
mind you, I originally suggested using a new field |
00:35 |
VanessaE |
waving = true, |
00:36 |
VanessaE |
but I guess this made more sense, so old clients could still connect to servers that have those flags in use. |
00:38 |
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00:45 |
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01:11 |
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01:12 |
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01:21 |
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01:27 |
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01:27 |
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01:34 |
VanessaE |
sfan5: also, don't make default flowers use the waving - it won't look right (because the two faces of the drawtype wave separately, so it'll look like two flowers waving through one another :P ) |
01:37 |
ShadowNinja |
VanessaE: I think it would be better to get the faces to wave together. |
01:37 |
VanessaE |
na |
01:37 |
VanessaE |
naw |
01:37 |
VanessaE |
or at least, this needs another shader |
01:38 |
VanessaE |
the separately-waving faces looks really good with grass and such |
01:38 |
Exio4 |
what branch is it? |
01:38 |
Exio4 |
i'd like to try those shaderz |
01:38 |
VanessaE |
https://github.com/RealBadAngel/minetest/tree/shaders_rework |
01:39 |
VanessaE |
<PilzAdam> jelly trees! |
01:39 |
VanessaE |
;)_ |
01:39 |
VanessaE |
;) |
01:40 |
ShadowNinja |
VanessaE: Does it make Minetest faster with and/or without shaders? Are the new shaders faster? |
01:41 |
VanessaE |
the new shaders are, allegedly, faster than the old ones, but (for me at least) turning shaders on at all will cause a mild slow-down |
01:41 |
VanessaE |
RBA insists that the performance loss is minuscule. I haven't benchmarked it yet. |
01:41 |
VanessaE |
maybe I'll do that after the new motherboard gets here. |
01:44 |
VanessaE |
(my SATA controller is starting to fail, and the board's suspend-to-ram function is totally fried) |
01:46 |
VanessaE |
anyway, bugfixes were that lava is properly lit on my video card now, as are regular light sources like homedecor lights (because he clamps the lighting to 0..1). flowing water is properly shaded now as well. I seem to have fewer (maybe no) problems with water vacillating between opaque and transparent, also. |
01:48 |
ShadowNinja |
It has compile warnings. |
01:48 |
VanessaE |
yes, but we seem to have a habit of ignoring those :P |
01:49 |
ShadowNinja |
VanessaE: No, actually they've been fixed. I don't get any warnings anymore. |
01:50 |
ShadowNinja |
Water is just a grey for me. And plants and trees don't move. There is a minetest_game setting? |
01:51 |
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01:51 |
ShadowNinja |
failed to generate "liquids_shader", addHighLevelShaderMaterial failed. |
01:52 |
ShadowNinja |
Is my graphics card good enough? |
01:52 |
ShadowNinja |
Could not implicitly convert operands to arithmetic operator \n no matching function for call to `sin(error)' |
01:54 |
ShadowNinja |
It tries to generate the shaders(and fails) even with them disabled. And water is broken with shaders disabled. |
01:54 |
ShadowNinja |
This certainly isn't ready. And it's not 0.4.8 material. |
01:55 |
VanessaE |
ouch |
01:55 |
VanessaE |
you sure you have the current code? |
01:55 |
VanessaE |
it worked right out of the box for me |
01:55 |
Exio4 |
the water works for me, and the shader-disabled thing was fixed in some newer commit by sapier, that is why it still fails |
01:55 |
Exio4 |
err |
01:55 |
VanessaE |
of course, if they're trying to compile even when they're disabled, that's a differnet matter |
01:55 |
Exio4 |
hmmm's commit |
01:56 |
ShadowNinja |
Exio4: Actually this is after that commit. The old shaders are probably fixed, but his new ones are always loaded. |
01:57 |
Exio4 |
ah |
01:57 |
ShadowNinja |
Of course he probably completely redid that part. |
01:58 |
Exio4 |
what gpu do you have btw? |
01:58 |
Exio4 |
with a cheap gt610, they work amazingly well |
01:58 |
ShadowNinja |
I have a integrated Intel HD 4000. |
01:58 |
Exio4 |
that explains it 8) |
01:59 |
ShadowNinja |
Not amazing, but it handled the old shaders fine. |
01:59 |
ShadowNinja |
And it can also handle water wave shaders in another game. (OpenSpades) |
02:00 |
Exio4 |
yes, he probably used new features there |
02:00 |
ShadowNinja |
And it handles waving plants in Terasology. |
02:00 |
Exio4 |
VanessaE: what minetest_game were you using? |
02:00 |
Exio4 |
the shader that failed was the one for liquids, not plants ShadowNinja |
02:00 |
ShadowNinja |
So it's not just my graphics card. There IS a way to do it that will work with my card. |
02:01 |
ShadowNinja |
Exio4: Both actually, I only pasted one so as to not flood. |
02:02 |
Exio4 |
s/were/are/ |
02:02 |
Exio4 |
ShadowNinja: probably, and also shaders need to be tested everywhere, because all gpus are different |
02:02 |
Exio4 |
code that works under an intel hd 4000 may not work with amd/nvidia gpus or so |
02:03 |
VanessaE |
Exio4: I use a custom game; if you have latest moretrees (from this evening), that'll make all trees wave around |
02:03 |
ShadowNinja |
Exio4: Look at Terasology's shaders then, they probably work on most GPUs that are actually good enough to handle that. |
02:04 |
Exio4 |
yes, because they had testing in some gpus |
02:04 |
Exio4 |
as i said, those shaders work with my gpu and VanessaE's, not yours, though |
02:06 |
Exio4 |
23:05:41: ERROR[main]: MAINMENU ERROR: LuaError: /home/exio4/sources/minetest/builtin/modmgr.lua:935: attempt to index global 'minetest' (a nil value) |
02:06 |
Exio4 |
wut |
02:06 |
Exio4 |
VanessaE: i would like to avoid moretrees in my testing world |
02:07 |
VanessaE |
um, wut? |
02:07 |
Exio4 |
it makes the worldgen too damn slow |
02:07 |
VanessaE |
not really anymore |
02:07 |
VanessaE |
your data is outdated :P |
02:08 |
Exio4 |
well, i didn't try it in like a month and half or so |
02:09 |
VanessaE |
yes, way out of date then :) |
02:09 |
VanessaE |
worldgen is respectable now because only saplings spawn at mapgen time (and grow several seconds later) |
02:09 |
ShadowNinja |
Exio4: Yell at PilzAdam for that. |
02:10 |
Exio4 |
what happened? |
02:14 |
ShadowNinja |
Exio4: He changed print to minetest.log instead of engine.log. I'l fix it in a sec... |
02:20 |
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02:23 |
Exio4 |
VanessaE: doesn't seem to work |
02:23 |
Exio4 |
:( |
02:24 |
VanessaE |
eh? |
02:24 |
Exio4 |
leaves still look static |
02:25 |
VanessaE |
did you turn the shader on in the menu? :) |
02:25 |
VanessaE |
and did you grab this evening's updates? |
02:25 |
ShadowNinja |
Exio4: https://github.com/minetest/minetest/commit/e52d811110392e864332fb1a463a19983553087f |
02:25 |
Exio4 |
all the shaders are on, and the latest git (plant_lib and moretrees) |
02:25 |
Exio4 |
well, unless you changed something in a 10minutes range |
02:26 |
VanessaE |
hm, no |
02:26 |
VanessaE |
I guess the shader doesn't work for you then |
02:26 |
Exio4 |
amd-gpu only shader? :P |
02:26 |
VanessaE |
doubt thwt |
02:27 |
VanessaE |
that* |
02:27 |
Exio4 |
o |
02:27 |
VanessaE |
does the water wave? |
02:27 |
Exio4 |
i'm using the nvidia blob with a gt 610 |
02:27 |
Exio4 |
yes |
02:28 |
VanessaE |
wait |
02:28 |
VanessaE |
plantlike leaves? |
02:28 |
Exio4 |
what do you mean? |
02:28 |
VanessaE |
are the leaves being drawn as plantlike or as cubical leaves? |
02:29 |
Exio4 |
transparent or not? |
02:29 |
Exio4 |
the first i guess |
02:29 |
Exio4 |
i'm using default minetest game |
02:29 |
VanessaE |
oh, no moretrees? |
02:30 |
Exio4 |
with moretrees, but default, not changed settings |
02:30 |
VanessaE |
*confused* |
02:30 |
Exio4 |
i didn't tweak any setting outside the shaders |
02:30 |
Exio4 |
hey, i know my english is shit :P |
02:30 |
ShadowNinja |
VanessaE: I would discourage adding that to moretrees, as the param2 thing will likely be changed. |
02:30 |
Exio4 |
do i need to enable something in moretrees? |
02:30 |
VanessaE |
ShadowNinja: too late. However, I'll adapt as needed. |
02:30 |
VanessaE |
Exio4: no. |
02:31 |
VanessaE |
if leaves don't wave, then the shader never compiled I guess. |
02:32 |
VanessaE |
ShadowNinja: moretrees, right now, serves as both a mod to add all those trees and as a platform to test the leaf-waving shader. |
02:32 |
VanessaE |
that's why I added the new flags right away |
02:32 |
RealBadAngel |
Exio4, please check your logs |
02:32 |
RealBadAngel |
if the shaders does compile for you |
02:33 |
VanessaE |
I wonder if my local copy of the shaders branch has some extra file that is missing from git? |
02:33 |
RealBadAngel |
i mean all of them |
02:33 |
Exio4 |
there isn't any error in console |
02:33 |
ShadowNinja |
RealBadAngel: addHighLevelShaderMaterial fails for me on both the water shader and the plants shader. And disabling shaders doesn't actually disable them. |
02:34 |
RealBadAngel |
ShadowNinja, please copy the logs for me |
02:34 |
Exio4 |
http://dpaste.com/1477764/ |
02:35 |
ShadowNinja |
RealBadAngel: What log level? |
02:35 |
Exio4 |
also, you should set the shader's version |
02:36 |
RealBadAngel |
its pain in the ass makin shaders work with all the versions out there ;) |
02:36 |
RealBadAngel |
ShadowNinja, more output the better |
02:36 |
ShadowNinja |
RealBadAngel: At the default level: http://pastebin.ubuntu.com/6456554/ |
02:37 |
ShadowNinja |
RealBadAngel: Info level: http://pastebin.ubuntu.com/6456556/ |
02:37 |
RealBadAngel |
ok, thats enough |
02:38 |
Exio4 |
RealBadAngel: you should set a low version that you are sure it works so at least they use the same convetions for same shit |
02:38 |
Exio4 |
functions may change and so on |
02:39 |
RealBadAngel |
Exio4, what do you mean by setting a version?? |
02:41 |
RealBadAngel |
ill be back i a minute, have to switch back to linux |
02:41 |
Exio4 |
#version 120 |
02:42 |
Exio4 |
before anything |
02:43 |
RealBadAngel |
i will try it |
02:43 |
RealBadAngel |
brb |
02:43 |
Exio4 |
or #version anything |
02:44 |
VanessaE |
Exio4: to be fair, he uses some really old opengl, 2.x. I use 4.3. so maybe this isn't a version issue as much as a video-driver-features issue? |
02:44 |
VanessaE |
e.g. the clamp() thing he did for lighting fixes for me what worked out of the box for him |
02:45 |
Exio4 |
those things probably are shader-version dependant |
02:45 |
VanessaE |
yes |
02:45 |
VanessaE |
well maybe |
02:45 |
Exio4 |
maybe the clamp isn't needed unless you use some 4.x opengl version and its shader shit |
02:45 |
VanessaE |
we have to wait and see what RBA says is his shader version |
02:47 |
Exio4 |
also, how do i enable the waving in grass? :p |
02:47 |
VanessaE |
in the menu |
02:47 |
VanessaE |
settings -> waving grass |
02:47 |
VanessaE |
oh wait |
02:48 |
VanessaE |
you mean at the node level? paramtype2="waving", |
02:48 |
VanessaE |
(the actual value of param2 is immaterial) |
02:49 |
ShadowNinja |
Which is why it should be moved. /me imagines waving NC rainbows. :-) |
02:51 |
VanessaE |
haha |
02:51 |
VanessaE |
moved to where? |
02:51 |
VanessaE |
what would you have it do exactly? |
02:51 |
ShadowNinja |
VanessaE: waving = true, in the nodedef. |
02:51 |
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02:51 |
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02:52 |
Exio4 |
how noticeable is the waving? |
02:52 |
VanessaE |
ShadowNinja: oh ok |
02:52 |
VanessaE |
Exio4: quite obvious |
02:52 |
Exio4 |
then it doesn't work, then |
02:52 |
Exio4 |
the shader compiles |
02:52 |
RealBadAngel |
ShadowNinja, ive pushed tweaks that should fix the errors for you |
02:52 |
Exio4 |
buut, does nothing |
02:52 |
VanessaE |
RealBadAngel: three votes now for waving = true, in the node def, instead of paramtype2="waving" |
02:53 |
RealBadAngel |
i already said i will change it |
02:53 |
VanessaE |
RealBadAngel: I think you're gonna have to relocate the parameter and bump the protocol |
02:53 |
VanessaE |
oh ok |
02:53 |
VanessaE |
just put it where it can be optional |
02:53 |
RealBadAngel |
and protocol will have to be bumped for sure (thx to serialize/deserialize) |
02:53 |
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02:53 |
VanessaE |
you know, at the end of the features where to-be-moved-to-a-better-place stuff goes? |
02:53 |
VanessaE |
no wait |
02:54 |
VanessaE |
at the end of the features |
02:54 |
RealBadAngel |
param2 was the only way to avoid protocol bumping |
02:54 |
VanessaE |
there's a section dedicated to optional protocol stuff the client can safely ignore |
02:54 |
VanessaE |
put the new flag there? |
02:54 |
VanessaE |
or is that not possible with this |
02:54 |
RealBadAngel |
i will find out |
02:54 |
VanessaE |
(it probably isn't possible) |
02:55 |
RealBadAngel |
by now i want to fix all those stupid errors related to different opengl versions |
02:55 |
RealBadAngel |
that makes me sick |
02:55 |
RealBadAngel |
trying #version solution now |
02:59 |
Exio4 |
i'm going to sleep now, if you need any nvidia-gpu tester just highlight me and i will try the stuff later (when i connect) |
02:59 |
ShadowNinja |
RealBadAngel: There was also two compile warnings. waving_grass is a unused variable twice or some such. |
03:01 |
VanessaE |
I'm recompiling from scratch (erase my local repo entirely; re-clone from minetest engine git master; pull from your branch) just to make sure there's nothing weird going on that makes it work for me and not for shadow and exio :) |
03:01 |
RealBadAngel |
ShadowNinja, im aware of those warnings, i will use those variables later on |
03:02 |
RealBadAngel |
have you tried the changes i pushed a few minutes ago? |
03:03 |
ShadowNinja |
RealBadAngel: I pulled and compiled, but I can't start a client ATM. |
03:03 |
RealBadAngel |
btw, added here #version 120 to all the shaders, but it doesnt change anything for me |
03:04 |
RealBadAngel |
at least i got no error messages and everythin is workin as before |
03:04 |
ShadowNinja |
RealBadAngel: You added ^M to the end of the lines. (Windows \c\n format?) |
03:04 |
VanessaE |
it seems to work fine here, exactly as it did earlier. |
03:05 |
RealBadAngel |
shit, ive edited something under windows |
03:05 |
VanessaE |
my compiler must be ignoring those. |
03:05 |
Exio4 |
it shouldn't change anything, the idea is having an standard version and have the same functions everywhere |
03:06 |
RealBadAngel |
if it wouldnt hurt i will add it |
03:07 |
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03:08 |
RealBadAngel |
Exio4, can you check the water now? |
03:08 |
Exio4 |
the problem are the leaves |
03:10 |
RealBadAngel |
i also pushed some tweaks to it |
03:10 |
RealBadAngel |
but, do you have modified minetest_game for leaves and plants? |
03:11 |
Exio4 |
i added paramtype2=waving to a lot of blocks incluiding grass and leaves |
03:11 |
RealBadAngel |
paramtype2 = "waving" |
03:11 |
ShadowNinja |
VanessaE: Ignoring the ^M? That's normal. I checked git diff. |
03:11 |
VanessaE |
ShadowNinja: oh, ok |
03:12 |
Exio4 |
RealBadAngel: yes |
03:12 |
VanessaE |
moretrees will redefine default leaves and default jungle tree leaves to make them wave |
03:12 |
Exio4 |
and they still don't move |
03:12 |
VanessaE |
Exio4: nonono, in quotes. |
03:12 |
Exio4 |
with quotes |
03:12 |
VanessaE |
paramtype2="waving"., |
03:12 |
VanessaE |
paramtype2="waving", |
03:12 |
Exio4 |
i didn't want to write them, just that |
03:12 |
VanessaE |
oh ok |
03:13 |
RealBadAngel |
hrm |
03:13 |
RealBadAngel |
have no idea then |
03:13 |
ShadowNinja |
Unfortunately Lua wouldn't complain about that. |
03:13 |
ShadowNinja |
(No quotes) |
03:14 |
Exio4 |
so far, the only thing i got with this are flipped papyrus (i made it paramtype2="waving" for testing) |
03:14 |
VanessaE |
flipped? O.o |
03:14 |
Exio4 |
well, not flipped but it looks weird |
03:14 |
RealBadAngel |
funny that waving doesnt work on nvidia |
03:14 |
RealBadAngel |
code for waving comes from nvidia's gpu gems |
03:15 |
Exio4 |
it could be a layer 8 problem, because i didn't look at the code |
03:15 |
Exio4 |
oh wait.. |
03:16 |
Exio4 |
fixed |
03:16 |
Exio4 |
i was using time_speed=1 |
03:16 |
VanessaE |
Exio4: screenshot? |
03:17 |
Exio4 |
it was part of the animation and was at one fps |
03:17 |
Exio4 |
now it looks nice |
03:17 |
Exio4 |
it was time_speed=1 the problem, nevermind |
03:17 |
VanessaE |
haha! |
03:17 |
Exio4 |
layer8 as i said |
03:17 |
VanessaE |
DERp |
03:17 |
Exio4 |
as the time is used for the animations, it fucked up the shit |
03:17 |
ShadowNinja |
Oh, my server uses time_speed = 0... |
03:17 |
VanessaE |
so what doesn't work? |
03:18 |
RealBadAngel |
lol |
03:18 |
VanessaE |
RealBadAngel: um. better make the shaders not depend on time_speed. |
03:18 |
ShadowNinja |
^ |
03:18 |
RealBadAngel |
so how the heck i can have timers?? |
03:18 |
RealBadAngel |
i will have to write my own |
03:18 |
ShadowNinja |
RealBadAngel: Use the system time. |
03:19 |
RealBadAngel |
problem is worse |
03:19 |
ShadowNinja |
RealBadAngel: Or game time. |
03:19 |
Exio4 |
he is using game time |
03:19 |
RealBadAngel |
i need time of day for lotsa stuff |
03:20 |
ShadowNinja |
Exio4: Nope, time_of_day. game_time isn't affected by time_speed. |
03:21 |
Exio4 |
isn't game_time the time that is "slowed down" with low time_speedS? |
03:22 |
VanessaE |
yes |
03:23 |
ShadowNinja |
Exio4: No, only time_of_day. Otherwise my server would show up as very young on the serverlist. |
03:23 |
Exio4 |
anyway, i'm out |
03:23 |
RealBadAngel |
whatever, i will need time_of_day for day/night related effects |
03:24 |
Exio4 |
ShadowNinja: ok |
03:24 |
Exio4 |
that is other thing |
03:24 |
Exio4 |
RealBadAngel: ^ |
03:24 |
RealBadAngel |
but game_time can be enough for animations |
03:24 |
VanessaE |
RealBadAngel: so? |
03:24 |
VanessaE |
what's wrong with reading the system time in multiple places? |
03:25 |
RealBadAngel |
what system time has to do with sun/moon position ingame, huh? :) |
03:26 |
VanessaE |
RealBadAngel: for the waving animations, silly |
03:26 |
RealBadAngel |
already said so above ;) |
03:37 |
hmmmm |
PilzAdam, as per your conversation with Warr1024, I meant that the reason why VanessaE sees more problems in general is because her map is old i.e. it's gone through a lot of versions with a lot of bugs saving bad block data or no block data from time to time |
03:37 |
hmmmm |
not because of any sort of version issue |
03:38 |
hmmmm |
anyway I just noticed my 'fix' for blank block data doesn't work if world load errors are ignored since I don't bail out of the function |
03:39 |
hmmmm |
need to add a return statement there |
03:39 |
hmmmm |
my bad since I basically copy/pasted from the error throwing block of code below |
03:41 |
RealBadAngel |
ShadowNinja, http://pastebin.com/fgbSrJCf |
03:42 |
hmmmm |
on the positive side, it looks like we found somebody who's able to more readily reproduce blank block saves |
03:43 |
hmmmm |
tomorrow or sometime during the weekend I'm going to have to ping warr and see if we can't find the root cause of that |
03:43 |
VanessaE |
hmmmm: oh wait, so he's getting that now too? kahrl also had something similar happen, but with mildly different symptoms |
03:44 |
ShadowNinja |
RealBadAngel: It's still per-nodedef, so just use waving = "type", in the nodedef. |
03:44 |
hmmmm |
I'd really feel comfortable if we could ship 0.4.8 this weekend |
03:45 |
hmmmm |
have people been trying to build Windows versions? |
03:47 |
RealBadAngel |
have to go, bbl |
03:50 |
ShadowNinja |
thexyz: Can you build a working Win32 version? |
03:51 |
VanessaE |
didn't sfan5 make one earlier? |
03:52 |
VanessaE |
http://sfan5.duckdns.org/minetest-0.4.7-86ef714-rba-shaders-win32.7z |
03:52 |
VanessaE |
obviously not a build intended for general release |
04:22 |
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07:14 |
VanessaE |
RealBadAngel: some side z-fighting with the water shader here, because you need to make the bottom surface of the water not move at all |
07:14 |
VanessaE |
(because it's peeking down below a side wall and interfering with some nearby slabs) |
07:16 |
VanessaE |
in fact water in general has always had that z-fighting problem with any kind of nodebox that's next to it if the nodebox touches the node's edge, but with the water sitting here waving around, it makes it really stark and obvious. |
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13:22 |
sapier |
PA sorry couldn't check your issue by now will have a look for it tonight. |
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18:06 |
ShadowNinja |
lol, time_speed = 1000 with leaves shaders does look like jelly leaves. I notice that the animation jumps from the end to the start though. I guess he only tested this with one time_speed. |
18:09 |
ShadowNinja |
Hmmm, it has a graphical glitch with fancy leaves disabled, faces aren't drawn on nodes that the leaves are touching and you can see the missing faces when the leaves move. |
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20:20 |
Calinou |
suggestion: a button for changing FSAA level in the settings menu |
20:20 |
Calinou |
(or a checkbox that changes between no FSAA and 4× FSAA, good enough) |
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21:16 |
iqualfragile |
Calinou: you are aware that you can change it in the settings? |
21:17 |
Calinou |
only in minetest.conf |
21:17 |
Calinou |
not in GUI |
21:17 |
Calinou |
I'm talking about Antialiasing |
21:17 |
Calinou |
not anisotropic filtering |
21:17 |
Calinou |
don't mix |
21:36 |
ShadowNinja |
thexyz: Can you sucessfuly build a working win32 build? |
21:36 |
thexyz |
why do you always have to remind me at 1:30 am or similar time? -( |
21:37 |
thexyz |
I'll do it later today or tomorrow |
21:37 |
PilzAdam |
Id like to know if the world selection bug is fixable from sapier before we release |
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23:03 |
kahrl |
any ideas about #984, #985, #1008, #1012? do any of them need to be fixed before the release? |
23:07 |
RealBadAngel |
985 seems to be critical |
23:08 |
RealBadAngel |
1008 too |
23:10 |
RealBadAngel |
do we have a deadline for release btw? |
23:13 |
ShadowNinja |
#985 and #1008 seem kinda normal. Minetest needs optimization, even if there is a simple fix for that case. At aly rate, he seems to be the only one experiencing this. |
23:13 |
ShadowNinja |
any* |
23:14 |
ShadowNinja |
#984 should be fixed if possible, but can it be fixed? |
23:15 |
ShadowNinja |
I don't know how good that GPU is. |
23:16 |
ShadowNinja |
#1012 Probably involves the menu being deleted too sone or something similar, and can probably be fixed pretty easily by someone that knows that code. |
23:16 |
kahrl |
since sapier says it works in 0.3 but not current git, he could bisect |
23:16 |
ShadowNinja |
soon* |
23:17 |
kahrl |
re #1012, yeah my guess is that guiFormSpecMenu.cpp:2319 is the culprit |
23:17 |
ShadowNinja |
Yes, that would help. But I would like to have 0.4.8 out very soon. This weekend if possible. |
23:18 |
RealBadAngel |
m propably stands for mobile, so rather nothin really fast |
23:19 |
PilzAdam |
kahrl, I can not reproduce that at all with Irrlicht 1.8 |
23:19 |
PilzAdam |
(#1012) |
23:20 |
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23:23 |
kahrl |
PilzAdam: I guess your minetest has a different memory layout than mine, so accessing the deleted GUIFormSpecMenu doesn't cause a crash in your case |
23:32 |
kahrl |
https://github.com/minetest/minetest/pull/1016 |
23:35 |
RealBadAngel |
merge it |
23:39 |
ShadowNinja |
kahrl: s/}\n\telse {/} else{/ ? |
23:40 |
kahrl |
ShadowNinja: the other code in there used a space before { |
23:40 |
kahrl |
but it's merged so oh well =) |
23:40 |
kahrl |
oh, you meant putting the } on the same line too? |
23:41 |
ShadowNinja |
kahrl: Yes. |
23:42 |
kahrl |
I don't like that style and haven't seen it in minetest yet |
23:43 |
PilzAdam |
191 hits for } else { |
23:43 |
ShadowNinja |
Oh, RealBadAngel: http://pastebin.ubuntu.com/6459240/ |
23:43 |
PilzAdam |
vs. 72 for \telse { |
23:44 |
ShadowNinja |
RealBadAngel: Leaves work now, although the time_speed can cause jello trees or a berely noticable effect. |
23:44 |
RealBadAngel |
ShadowNinja, i hate behaviour of different version of openGL :) |
23:44 |
ShadowNinja |
RealBadAngel: And shaders are still always generated. |
23:44 |
RealBadAngel |
*versions |
23:45 |
RealBadAngel |
how could that be? |
23:45 |
RealBadAngel |
its impossible |
23:45 |
ShadowNinja |
The if/else style that I use: http://pastebin.ubuntu.com/6461180/ |
23:46 |
ShadowNinja |
SQLite rollback uses the first style, but I don't know if it's worth it to fix it. |
23:46 |
kahrl |
I guess any style and antistyle is present in minetest about equally |
23:46 |
RealBadAngel |
shaders are only loaded when setting is true |
23:47 |
RealBadAngel |
theres no other way |
23:48 |
kahrl |
when all pull requests are merged or declined, we can run indent on minetest/src/ :P |
23:48 |
ShadowNinja |
RealBadAngel: Check this: https://github.com/minetest/minetest/commit/a92fc3563ccc34f1fb93170f5943c719d843fb35 |
23:48 |
RealBadAngel |
put some random shit into any shader file, turn them off in menu and see if errors about compiling them are popping up |
23:49 |
ShadowNinja |
kahrl: I ran astyle on another project a while ago and it worked pretty well. |
23:49 |
PilzAdam |
ShadowNinja, AFAIK that is part of RBAs branch already |
23:50 |
RealBadAngel |
yes |
23:51 |
ShadowNinja |
RealBadAngel: It doesn't fail if shaders are completely disabled, but if I put it in the leaves shader and then disable the leaves shader it still fails. |
23:52 |
RealBadAngel |
fails in which way? |
23:52 |
PilzAdam |
RealBadAngel, time_speed=1000 creates pretty jelly-ish leaves |
23:53 |
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23:53 |
RealBadAngel |
PilzAdam, i will use another timer for this, i know |
23:53 |
Fury |
use another number |
23:53 |
Fury |
not 1000 |
23:53 |
RealBadAngel |
i was using non modified time_of_day |
23:53 |
ShadowNinja |
syntax error, unexpected NEW_IDENTIFIER, expecting $end <-- When adding some text before main(). |
23:55 |
PilzAdam |
ShadowNinja, it works for me.... |
23:55 |
RealBadAngel |
ShadowNinja, first of all, are you talkin about disabling/enabling shader that actually works or the one you are having errors with? |
23:55 |
RealBadAngel |
because if second case, all the shaders are compiled on run |
23:55 |
ShadowNinja |
PilzAdam: Breaking a shader and then disabling it in the menu doesn't cause errors? |
23:56 |
PilzAdam |
nope |
23:56 |
PilzAdam |
it only outputs errors if the shaders are enabled |
23:56 |
ShadowNinja |
RealBadAngel: Yes, you should only compile the ones that are enabled. |
23:56 |
PilzAdam |
(via the setting tab, that is) |
23:56 |
RealBadAngel |
shadowninja, it doesnt work that way |
23:56 |
RealBadAngel |
all the shaders are compiled |
23:56 |
ShadowNinja |
PilzAdam: I'm talking about disabling only the individual shader, not al of them. |
23:56 |
ShadowNinja |
+l |
23:57 |
ShadowNinja |
RealBadAngel: But that commit changes that in master. |
23:58 |
RealBadAngel |
all of them or nothing |
23:58 |
RealBadAngel |
thats it |
23:58 |
RealBadAngel |
not selection one or another |
23:59 |
RealBadAngel |
and you are talkin about disabling compilation of individual ones |
23:59 |
ShadowNinja |
RealBadAngel: No, it also disables the bumpmap ones seperately. |
23:59 |
RealBadAngel |
no |