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IRC log for #minetest-dev, 2014-04-18

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03:19 VanessaE_ ShadowNinja: at this point, you can probably just close mg/#225 as I'm not working on minetest_game for now.
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05:21 ShadowNinja RFC for #1226
05:21 ShadowBot https://github.com/minetest/minetest/issues/1226 -- [WIP] Remove dependency on marshal and push the Lua error handler only once by ShadowNinja
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12:07 sapier https://gist.github.com/sapier/10578873 updated formspec toolkit api
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12:28 seolfor sapier, one more question ;] is "modstore" in game mode repository usualy works ?
12:28 sapier define "in game"?
12:29 sapier it's gonna work from mainmenu but not from within game
12:29 seolfor this :http://snag.gy/UK2wv.jpg
12:29 seolfor gonna ? or it's already working ?
12:30 sapier you have to have curl enabled for it to work
12:30 sapier and yes it's supposed to work
12:30 seolfor hmy .. i dodwnlaoded minetest form official web page as a release zip
12:31 seolfor and it's not working
12:31 sapier then it's supposed to work iqualfragile? is there a bug in mmdb?
12:31 sapier It's working (mostly) on current dev branch
12:32 iqualfragile reading
12:32 iqualfragile seolfor: define not working
12:34 seolfor after i open repository(http://snag.gy/UK2wv.jpg) i got nothing(http://snag.gy/DSXss.jpg)
12:34 seolfor it's little cofusing
12:34 sapier can you provide console log?
12:34 seolfor all right maybe a lot .. ther at least should be some message ..
12:35 seolfor ofcourse give me a sec
12:35 iqualfragile or debug.txt (if that is even created by default, not sure)
12:35 iqualfragile might be the wrong urls, xyz switched to https some day
12:35 seolfor evrything's looks ok but i will post if for you guys plz w8 a bit
12:36 seolfor debug.txt is clear ther isn't entyhing
12:36 seolfor http://snag.gy/1q6RM.jpg
12:37 iqualfragile try using --verbose
12:37 iqualfragile is that the output when you click the button?
12:38 seolfor all right now i got some error at least
12:38 iqualfragile https://github.com/minetest/minetest/blob/master/minetest.conf.example#L448-450 try adding these settings to your minetest.conf
12:38 iqualfragile well, without the # obviously
12:39 seolfor http://pastebin.com/hYZL2TWr
12:39 iqualfragile oh great scott
12:40 iqualfragile sapier: somehow curl seems to have problems with xyz's ssl certificate
12:40 iqualfragile seolfor: did you run it with --verbose?
12:41 seolfor the same problem after adding configuration, and yes i got this message "only" in verbose mode
12:41 sapier was ssl certificate changed due to heartbleed?
12:41 iqualfragile seolfor: yes, you can remove that configuration again, its allready set to the same values by default
12:41 iqualfragile no idea
12:41 iqualfragile but its valid
12:42 seolfor in normal mode it's totaly quiest so it's realy confusing ther should be some message at least "nothing found" etc ..
12:42 iqualfragile seolfor: well, that would be missleading
12:43 iqualfragile problem is: your minetest tries to get data from https://forum.minetest.net/mmdb/mods/ but it thinks that the ssl certificate is somehow invalid (or maybe no matching chipher?)
12:43 seolfor hmy .. you got right so mayby somthing like this. big red "error" word ;P
12:43 sapier you're on windows true?
12:43 seolfor yep
12:43 iqualfragile sapier: obviously, havnt you looked at those decorations?
12:43 sapier can you check WHAT curl dll is used when you call minetest? it may not be the one we provide
12:44 sapier dependencywalker should tell
12:44 iqualfragile sapier: or maybe his system does not trust startcom
12:44 seolfor oh .. ye give me a sec
12:44 sapier iqualfragile: I've seen people to use windows like themes on other os too ;-)
12:44 seolfor iqualfragile, i can acces this page with browser without any problem
12:45 sapier check the dll windows is quite annoying about dll load order
12:46 iqualfragile seolfor: try using ie
12:47 iqualfragile (i think ie is using the system certificates)
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12:47 seolfor sapier, minetest loaded libcurl.dll form minteste/bin folder
12:47 seolfor so it should be ok
12:47 sapier ok wrong idea
12:47 seolfor minetest*
12:48 seolfor iqualfragile, ie gived me a warning but it's runing
12:48 iqualfragile ok, right idea
12:48 iqualfragile which warning?
12:49 seolfor untrusted ssh do i wana continoue or somthing like that
12:49 iqualfragile yep
12:50 seolfor if i picked "No" it's aloso working :p
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12:50 sapier I had to patch this for android too as those certificates aren't trusted there too
12:50 seolfor one more question mean while
12:50 sapier maybe we should add a setting weather you wanna check or not ... but usually check is better then not check
12:50 hmmmm so it was pretty obvious the whole time, no idea why I didn't think of it before
12:51 sapier hmmmm?
12:51 hmmmm the solution to the huge-does-block-exist-in-db problem is clearly an SVO of bitmaps
12:51 sapier hmm guess I'm missing the context to understand
12:52 hmmmm you remember how I wanted a fast and memory efficient way of precatching block existence in the db
12:52 hmmmm but if you had a straight bitmap that would be a couple GB
12:52 sapier vaguely :-)
12:52 hmmmm and then I was researching ways to efficiently represent sparse sets
12:52 hmmmm and i didn't find anything good
12:52 iqualfragile hmmmm: remember we talked about generating maps with humidity depending on temperature and height?
12:53 hmmmm i just realized that this is clearly something that storing smaller bitmaps of regions of map in an SVO would do the trick
12:53 iqualfragile i implemented that in python, it works
12:54 sapier ok now I might only need to know what svo means here ;-)
12:54 iqualfragile a bit slow, but its not optimized at all yet
12:54 iqualfragile (and it runs in python)
12:54 hmmmm i'll have to hammer this out over the weekend or something, and it'll be great, should improve performance by quite a bit because there will be no missed attempts to load a block from the DB, and i'll also be able to separate CPU-bound generation of map chunks into separate threads and io-bound loading into its own thread
12:54 hmmmm sapier:  Sparse Voxel Octree
12:55 iqualfragile hmmmm: while you are at it: why not just move the whole map to an octree
12:55 hmmmm because that doesn't work out
12:56 hmmmm we're not going to iterate in a specific direction here, we just want a memory-efficient and fast way of checking if a block already exists but hasn't been loaded yet
12:57 sapier ok fstk is finaly feature complete to completely replace messed up mainmenu code
12:57 seolfor sapier, iqualfragile im curious whmy this modstore is connecting to extra web page whitch have to be meintained, instead of having a list of mod's git repositories and downloading form there ?
12:57 iqualfragile seolfor: so you can better present the mods, write comments, vote
12:58 iqualfragile and so a moderator can review a certrain mod version
12:58 sapier the mmdb is supposed to contain reviewed mods only to guarantee at least a minimal security level
12:58 iqualfragile hmmmm: ok, anyways: are you interested in seeing that code?
12:58 hmmmm iqualfragile, ?
12:58 sapier mods can do quite bad things on your machine ... so it's always your own risk to install a mod
12:59 iqualfragile hmmmm: map generator which generates humidity based on temperature and height and surroundings
12:59 seolfor hmy.. now i understand. this solution is not so bad.. or at least i dont have better atm :p
12:59 hmmmm no thanks
12:59 hmmmm i'm sure it would make a decent lua map generator though
13:00 hmmmm should release it to the community
13:01 iqualfragile hmmmm: no, it would actually need some changes to core or be horribly slow
13:02 iqualfragile as it generates in two passes: first height and temperature
13:03 iqualfragile then preasure, wind, humidity and biomes
13:03 seolfor i will create issue about this ssl connection at git hub :p
13:04 iqualfragile seolfor: better report to microsoft or something
13:04 seolfor iqualfragile, what ?
13:04 iqualfragile it does not seem to be a error in the code
13:05 iqualfragile but simply that your system does not trust the certificate
13:05 seolfor ye it's an error within soft
13:05 iqualfragile which is not fixable by minetest
13:05 seolfor but i'm able to using it in others probrams without problems
13:05 seolfor programs*
13:06 iqualfragile (well, an option could be added to ignore that, but i think that would be a bad idea)
13:06 iqualfragile seolfor: yes, but not in ie (atleast not without a manual override)
13:06 seolfor iqualfragile, ther is somthing like in most of programs "add it as trusted"
13:07 seolfor as optional
13:07 iqualfragile seolfor: yes, and minetest uses the system trust settings
13:08 iqualfragile so if you add starssl to your system trusted cas minetest will accept it
13:08 seolfor hmy .. is that so ? i will try to do it but any way ther should be some message in game about it
13:08 seolfor i mean in mainmenu
13:09 iqualfragile seolfor: it is possible, question is if sapier wants to^^
13:11 sapier hmm
13:12 sapier there's no notification from curl to us why we don't get data by now
13:12 sapier but you're right there should be some information to user
13:12 seolfor but ther was somthing in verbose mode so it can't be transferred in to gui ?
13:13 sapier everything can be done in software, but it's not a one line change to do htis
13:16 seolfor it's up to you but for me i whould be done something temrorary :p like upon opening sowhing message: "nothing found download it maualy form: xyz" or etc ..
13:16 seolfor iqualfragile, can you again expalin me what exacly is connecting to this ssl page ?
13:17 iqualfragile minetest using libcurl
13:17 seolfor or any idea where can i add a trusted connection to windows becouese i don't think so it's even posible
13:19 iqualfragile seolfor: it is, use google
13:20 iqualfragile question about network code (sapier) is there any priority sorting in minetest about which things to send first?
13:21 iqualfragile (for example assigning a higher priority to entity positions, slightly lower to blocks near the player and decreasing with increasing distance
13:21 sapier yes smaller channel sent first
13:22 sapier we've got only 3 channels, and player can move I don't think this is gonna help ... especially as block sending code already enqueues blocks next to player first
13:23 sapier and adding prioritys won't help if your line is to small ... prioritys only help reducing latency at cost of additional overhead
13:24 sapier you're better of reducing the send queue size if your line is to small
13:24 iqualfragile sapier: nah, thats not the problem, i was just thinking about setting max_block_send_distance to an absurldy high value
13:24 sapier on vanessaE's server setting this value correct did make difference between "world wont load" and "almost perfect" ... so this is quite important
13:25 sapier I'd not recommend this
13:25 iqualfragile would be nice to have idle_block_send_distance and assign blocks in that range a looow priority
13:25 sapier that's not gonna help
13:26 iqualfragile sapier: no?
13:26 sapier no because of packets are queued at different layers, if you stop pushing on upper layer there may already queued lots of packets at lower layer
13:27 iqualfragile so?
13:27 sapier you've to find a middle between low latency and high bandwidth
13:27 iqualfragile i have ram in abundance
13:28 sapier I don't think you've gonna have enough ram to handle full map to be in memory as often as you've got players connected
13:28 iqualfragile sapier: yes i do
13:28 sapier at least if you're really in a server client scenario
13:29 iqualfragile wait, full map for each player?
13:29 iqualfragile could be a bit tricky, but doable
13:29 sapier up to 50 clients?
13:29 iqualfragile nah
13:29 iqualfragile anyways, im adding a feature request to add some block send on idle mechanism
13:29 sapier that's a worst case scenario of course
13:30 iqualfragile and (more important) some kind of caching
13:30 sapier server usually doesn't have idle
13:30 sapier client shall not reqest blocks, that's decision of server
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13:31 sapier if it was client to decide a bunch of clients could kill server ... and if server ignores those requests anyway it's useless
13:32 sapier better add client side caching and improve server send algorithm
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13:43 Sokomine client side caching would be great!
13:44 seolfor iqualfragile, i added all 3 cert's to my trusted system container and it's still didn working (same error) SSL connect error response code 0
13:44 Sokomine that save to localmap branch of sfan5 was great and helped a lot. there are only very few situations where server owners might not want their map to be saved (i can only think about mauvebic there). in all other cases, it's a great backup in case a server has problems or shuts down
13:46 iqualfragile sapier: uhm… the server would just need to be able to deny a requests
13:46 iqualfragile and just allow requests for blocks within a certrain range around the player
13:46 sapier in this case your feature is useless as any sane server will deny all requests
13:47 iqualfragile sapier: hmm.. yes, it might, but otherwise caching is kinda hard to implement
13:47 iqualfragile ah, wait no, it isnt
13:47 sapier you'd have to do server evaluate if it's reasonable to send that data anyway, but if server has to do this he can send the data without request from client too
13:48 iqualfragile sapier: yep, ok
13:49 sapier there's already some code to determine what to send, but without doubt there's room for improvement
13:49 sapier e.g. the send queues could be calculated from current player size
13:49 sapier -size + count
13:55 iqualfragile sapier: blocks do have a timestamp, but is that the last modified date or the save date
13:55 sapier https://github.com/sapier/minetest/commits/fstk_addon https://github.com/sapier/minetest/blob/fstk_addon/doc/fst_api.txt is a refactoring of mainmenu based upon fstk ... way more clean and (hopefully) way better maintainable
13:56 sapier that's a question for hmmmm
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14:03 iqualfragile awwyiss #1234
14:03 ShadowBot https://github.com/minetest/minetest/issues/1234 -- Cliend side caching of mapblocks
14:03 iqualfragile -.-
14:03 iqualfragile cliend
14:05 proller bad idea
14:05 sapier you'd have to check mapblocks prior doing things like that, e.g. for "air" blocks this handshake would cause drastic performance degration
14:05 iqualfragile proller: why?
14:05 proller sending blocks now too stupid
14:06 proller it not use occlusion and not skip air blocks
14:06 sapier << waits to see if proller can provide any reasonable argument besids "it's bad, It's stupid ..."
14:06 sapier I already said that proller ...
14:06 proller and it not big performance problem
14:07 proller in fm blocks sends up to 20 range
14:07 proller 20x16
14:07 sapier ok for block sending not beeing a bottleneck right now I do agree, at least if queues are configured correctly
14:08 proller for making new farmesh better to calculate landscape on client from mapgen params
14:09 proller ignoring lua mapgens ;)
14:09 sapier iqualfragile: on adding/designing this feature you'll have to be very carefully to not cause performance issues on 99% usecase in favor of 1% usecase
14:09 sapier it's not gonna help very much to get from absolutely unplayable to unplayable ... if you cause "playable" to become "harldy playable"
14:10 proller but for lua mapgen in can help ;)
14:11 sapier well if someone really is looking for performance issues try to find out why server spawn on vanessae's vanilla server is that slow
14:11 proller because she dont use fm ;)
14:12 sapier proller it's becoming boring
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14:52 spillz 3 questions:
14:52 sapier where?
14:53 spillz 1. any chance of accepting #1217 before sapier replaces it with formspec and makes me redo the whole thing?
14:53 ShadowBot https://github.com/minetest/minetest/issues/1217 -- Keyboard shortcuts for chat commands (REDUX) by spillz
14:54 sapier there's no conflict
14:55 sapier I won't replace the key select menu with formspec as this can't be done with it
14:55 spillz 2. What is the issue with entities that is making people not include mobs by default in their minetest games?
14:55 sapier 50 lines to game.cpp ... argh :-)
14:55 sapier that file is supposed to become shorter not longer ;-)
14:57 spillz @sapier good, but re game.cpp if you refactoring that stuff can move with the re factored bits.
14:57 sapier nope not anytime soon
14:57 sapier first I'm gonna do the things required to get android port merged in a clean way
14:58 sapier and 3rd question?
14:59 spillz 3. why does hmm think an octree is a good idea? why not a hash map of loaded stuff or something else that's flat.
15:00 sapier because of size 64k*64k*64k are quite a lot of data
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15:09 spillz But its sparse so you only have entries where there's data (or in this case data loaded)
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15:10 sapier there ain't a way to create a sparse bitmap and hashes are way to slow
15:10 sapier at least that's what I understood from his telling
15:13 VanessaE_ sapier: regarding spawn on my vanilla server, try downloading the map file, fetch the few mods it needs and make a world of it, and gauge the performance.  See if it's the same as when played on my server (it should be).   do a /clearobjects and measure the performance again.
15:14 VanessaE_ I'm curious if the main bottleneck is the entities used for the signs' visible text, or something else.
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15:14 sapier I meant someone else to check it ;-) I've got more then enough work to complete right now ;-)
15:15 VanessaE_ and if it IS the entities...why?  they're just 2d sprites that don't even move, with static non-animated imagery.
15:15 spillz sapier: Why does it require a bitmap?
15:15 VanessaE_ I can't do performance testing here either, my machine's too busy
15:16 sapier that's something you have to ask hmmmm I don't know any details
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15:22 spillz VanessaE_ I would like to take a look, though can't promise I will figure out the problem. Where and how big is the map? Do you have a link to the mods as well?
15:23 VanessaE_ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/Minetest-map.sqlite.bz2
15:23 VanessaE_ the mods are listed here:  https://forum.minetest.net/viewtopic.php?id=8364
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15:26 VanessaE_ about all you really need to make sure the test is valid is signs_lib, from the homedecor modpack, http://forum.minetest.net/viewtopic.php?pid=26061
15:26 spillz thanks.
15:28 VanessaE_ the map download is about 977 MB, btw.
15:29 VanessaE_ the spawn is located at { -12, 18, 252 }
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15:36 spillz I would still like to hear a theory about my second question about entities. anyone checking the logs file free to chime - I check even if I am usually not logged in.
15:37 sapier second question about entities?
15:37 spillz VanessaE_ downloading now
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16:21 spillz I will test more later, but no issues with spawn on my pc with one player local game. I noticed the sign messages took a second or two to pop into existence. using recent dev. are you using default textures?
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17:21 luizrpgluiz devs
17:26 luizrpgluiz when are you going to release version 1.0 of minetest?
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17:40 Sokomine regarding the new "games" for the next release: is there any good way to do modpacks that share a common focus, i.e. building? i know i can download them from github, extract the files, rename the folder, call it a modpack and realease it. but what about updates?
17:41 Sokomine most of the time it would make more sense to always deliver the latest version of a mod from github. perhaps the internal mod database could be used to download entire modpacks. or some of the most common mods could be included
17:41 Sokomine most of them are pretty small after all
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17:46 proller PilzAdam, https://github.com/minetest/minetest/pull/1235
17:50 PilzAdam proller, add comments in serialization why these dummy calls are there
17:50 PilzAdam everything else seems fine
17:57 proller PilzAdam, done
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18:09 PilzAdam proller, Im fine with merging when its tested
18:11 proller works for me
18:20 Calinou "
18:20 Calinou 5) it's released under a free license (permissive [preferably] or copyleft)"
18:20 Calinou my eyes are bleeding
18:21 Calinou typical c55...
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21:21 RealBadAngel hi
21:23 RealBadAngel ShadowNinja, use of switch-case is temporary, i will do that different way, using #ifdef
21:24 RealBadAngel has anybody checked #1223 ?
21:24 ShadowBot https://github.com/minetest/minetest/issues/1223 -- MT (sometimes) crashes when leaving pause menu under Windows
21:24 RealBadAngel ooops
21:24 RealBadAngel i mean #1233
21:24 ShadowBot https://github.com/minetest/minetest/issues/1233 -- Textureable sun and moon. by RealBadAngel
21:25 sapier well that's hard to track down while shadows patches hide the real issue (1223) ... ShadowNinja can you do anything to show more then this useless message?
21:26 PilzAdam RealBadAngel, what about the remaining shader bugs?
21:26 sapier you're increasing material count by 66%?
21:27 RealBadAngel PilzAdam, like what for example?
21:27 sapier glowing water
21:27 RealBadAngel that is fixed already
21:27 PilzAdam RealBadAngel, water being opaque randomly and fog
21:27 sapier oops
21:27 sapier :-)
21:27 RealBadAngel fog is not a shaders issue
21:27 sapier guess I should update every now and then
21:28 PilzAdam RealBadAngel, how do you know?
21:28 RealBadAngel because engine draws the fog, not the shaders
21:29 RealBadAngel the part in shaders that is related to fog is not changed since ages
21:29 RealBadAngel and im not the author of that part
21:30 sapier RealBadAngel: you're still the one knowing graphics better then anyone else could you have a look at it?
21:30 RealBadAngel ofc i will, im trying to find the reason for fog issues, but i cannot simply reproduce that
21:31 VanessaE_ RealBadAngel: 1233 build failure:  http://pastebin.ubuntu.com/7279031/
21:31 VanessaE_ (I just pulled minetest engine and added your patch immediately before building)
21:31 RealBadAngel huh?
21:31 sapier did anyone have a look at my mainmenu cleanup?
21:32 RealBadAngel its tested and working here, i will check it again, maybe i have missed something
21:32 PilzAdam <RealBadAngel> because engine draws the fog, not the shaders <- what?
21:32 RealBadAngel what what?
21:33 RealBadAngel irrlicht engine does that
21:33 PilzAdam isnt fog applied in the vertex shader?
21:33 PilzAdam *fragment
21:33 PilzAdam solids_shader/opengl_fragment.glsl:105
21:33 RealBadAngel lemme find something for you, hold on
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21:36 RealBadAngel PilzAdam, https://github.com/minetest/minetest/blob/master/src/game.cpp#L3184
21:37 RealBadAngel so,i repeat,  fog is not the shaders issue
21:37 PilzAdam RealBadAngel, https://github.com/minetest/minetest/blob/master/client/shaders/solids_shader/opengl_fragment.glsl#L107
21:37 PilzAdam whats that then?
21:38 RealBadAngel im not really sure even ;)
21:38 PilzAdam and you modified the way vPosition is calculated in the vertex shader
21:39 PilzAdam in your normalmap generation commit
21:40 PilzAdam kaeza, can you reproduce the fog bug?
21:40 kaeza not on Win
21:40 VanessaE_ what exactly IS the "fog bug" anyway?
21:40 PilzAdam VanessaE_, https://dl.dropboxusercontent.com/u/100008207/screenshot_473120735.jpg
21:40 VanessaE_ eek
21:40 VanessaE_ I've never seen that before
21:40 PilzAdam aka #1193
21:41 ShadowBot https://github.com/minetest/minetest/issues/1193 -- Issues with fog.
21:41 kaeza PilzAdam, on linux, it happened every time I went from spawn to my house on VE's server
21:41 kaeza see if you can reproduce
21:41 proller joined #minetest-dev
21:41 PilzAdam kaeza, which server?
21:41 sapier that image looks like inverted fog
21:41 kaeza digitalaudioconcepts.com : 30001
21:41 VanessaE_ lemme finish this build...
21:42 PilzAdam VanessaE_, can you reset my password on that server?
21:42 PilzAdam kaeza, do you have the coords?
21:42 kaeza PilzAdam, I'm joining right now
21:43 VanessaE_ PilzAdam: sure.
21:43 Eater4 joined #minetest-dev
21:43 PilzAdam (tab in the name filed in client tab crashes the client)
21:43 PilzAdam (thats rather annoying; sapier ^)
21:44 sapier sorry don't understand what do you do to crash it?
21:45 PilzAdam I selected the nick field, wrote my nick, then pressed tab and it crashed
21:45 VanessaE_ ok, I'm in, and standing at the spawn.
21:45 sapier current master or my new version?
21:46 RealBadAngel PilzAdam, way of calculating, maybe. I just took what was already calculated, multiplying same matrix two times was not necesary
21:46 PilzAdam 674be38fc262aab78ed75141c70e5c02830ca80d
21:46 RealBadAngel read the changes and understand them first
21:46 proller https://github.com/minetest/minetest/pull/1235 - any objections?
21:47 sapier did anyone benchmark the redis things?
21:47 PilzAdam RealBadAngel, does it actually copy the vector or is it some kind of reference?
21:47 sapier are you running away or what's going on proller?
21:47 proller its unfinished, slow and..
21:48 proller too many peoples complain about this
21:48 sapier hasn't been fixed by you for about half a year now ...
21:48 proller good fix in this commit
21:48 RealBadAngel vPosition is the xyz part of gl_Position = mWorldViewProj * gl_Vertex;
21:48 sapier no it's more like a surrender
21:49 proller sapier, my surrender was in december
21:49 proller 5 months ago
21:49 RealBadAngel and was previously calculated this way : vPosition = (mWorldViewProj * gl_Vertex).xyz;
21:50 sapier although you're (often) not very helpfull since that time I haven't given up to get you back proller
21:50 VanessaE_ so far, the only thing I see "wrong" about the display here guys is that I don't get the view range I'd get were I far away from the spawn, but that's about it.  the fog seems perfectly normal to me?
21:51 proller sapier, no sense
21:51 sapier PilzAdam: I can't reproduce it can you provide more information about the crash? a crashdump maybe?
21:51 PilzAdam sapier, sure, but Im first trying to reproduce that fog bug
21:51 sapier proller: you may have noticed I'm not someone to give up that early
21:52 kaeza I see a small delay in for update, but it's probably the auto distance adjustment
21:52 kaeza s/for/fog/
21:52 sapier no problem PilzAdam ... does anyone else have that bug?
21:53 VanessaE_ now, one thing I *do* notice is that the display is way too quick to 'black out' the sky when I look down just a little bit
21:53 VanessaE_ but that's not related to the fog
21:54 VanessaE_ the fog is behaving perfectly normal as far as I can see...  are you sure it isn't the weather fog?
21:54 VanessaE_ you know, the high humidity fog?
21:55 VanessaE_ hm, probably not, I guess this server has weather disabled.
21:55 PilzAdam I cant reproduce it :-/
21:56 sapier graphics driver issue?
21:56 PilzAdam sapier, ... it actually doesnt crash but simply shut down
21:56 PilzAdam like pressing esc
21:56 PilzAdam wtf
21:56 proller will commit #1235 in 10 minutes..
21:56 ShadowBot https://github.com/minetest/minetest/issues/1235 -- Remove liquid_finite and weather by proller
21:57 sapier proller will this break any maps?
21:58 proller no
21:58 PilzAdam sapier, pressing tab in any textfield in the client or server tab closes minetest; and in the world creation dialog it closes the dialog
21:58 domtron joined #minetest-dev
21:58 sapier seems to be misinterpreted as esc
21:58 VanessaE_ PilzAdam: can't reproduce (tab).
21:59 PilzAdam "Irrlicht Engine version 1.8.0"
21:59 Taoki[laptop] joined #minetest-dev
21:59 sapier doesn't happen for me too ... ok I don't have irrlicht 1.8 but 1.7
21:59 VanessaE_ 1.7.2 here.
21:59 PilzAdam Ill try with v7
22:00 sapier well that's gonna be a issue with all formspecs so we have to fix it anyway
22:03 PilzAdam yep, tab closes a sign
22:03 RealBadAngel VanessaE_, check the pull again, its fixed
22:04 VanessaE_ checking.
22:04 VanessaE_ built okay now
22:04 PilzAdam :-/ Ubuntu 13.10 doesnt have Irrlicht 1.7 dev packages anymore
22:04 VanessaE_ seems to work, nicely done
22:05 sapier pilzadam can you debug guiFormspecMenu.cpp as of something around L2596
22:07 RealBadAngel VanessaE_, if you provide tonemap, texture will be tinted. without tonemap it wont change the sun/moon texture
22:07 VanessaE_ RealBadAngel: however, there seems to be no tonemap being used/s......
22:08 VanessaE_ ok, that explains it.
22:08 VanessaE_ HDX doesn't supply tonemaps.
22:08 RealBadAngel hold on a sec
22:08 VanessaE_ (I was relying on the old defaults)
22:08 RealBadAngel https://github.com/freeminer/freeminer/blob/master/textures/base/pack/moon_tonemap.png
22:09 RealBadAngel https://github.com/freeminer/freeminer/blob/master/textures/base/pack/sun_tonemap.png
22:09 PilzAdam sapier, are you on master?
22:09 sapier not exactly
22:09 sapier bool GUIFormSpecMenu::OnEvent(const SEvent& event)#
22:09 PilzAdam ah!
22:09 PilzAdam I have tab as my inventory key
22:10 PilzAdam it shouldnt use that key in the main menu
22:11 sapier true ... but I don't see a quick way to fix it ;-/
22:11 PilzAdam dont use formespecs for mainmenu?
22:11 sapier lol
22:11 Eater4 joined #minetest-dev
22:11 sapier a little bit late for suggestions like that
22:13 VanessaE_ RealBadAngel: ok, got them.  what's the original source of these images?  I can't remember now
22:13 VanessaE_ were they the ones you and I settled on for upstream, or the ones I was gonna use in HDX?
22:13 RealBadAngel for upstream
22:13 VanessaE_ ok
22:15 VanessaE_ ah, that's much better
22:19 PilzAdam proller, I get warnings!
22:19 PilzAdam /home/adam/Minetest/minetest/src/mapgen.cpp:980:28: warning: unused variable 'rare' [-Wunused-variable]
22:19 kaeza :|
22:19 proller ok
22:19 PilzAdam /home/adam/Minetest/minetest/src/map.cpp:2757:21: warning: unused variable 'senv' [-Wunused-variable]
22:20 kaeza while at it, I have a ton of warnings to share, especially a missing return value in map.cpp:3265
22:20 PilzAdam kaeza, which compiler?
22:21 kaeza PilzAdam, gcc 4.8.1 mingw32
22:21 * kaeza will share once he learns how to copy from windows console
22:22 PilzAdam kaeza, rightclick menu has some option for that IIRC
22:24 kaeza here are some: https://gist.github.com/kaeza/c43af5e3fca0269ad301
22:24 kaeza (along with an error)
22:25 proller fixed
22:26 PilzAdam proller, nice
22:27 PilzAdam sapier, https://gist.github.com/PilzAdam/11067037
22:28 sapier haven't I been the one hating json? ;-)
22:28 domtron joined #minetest-dev
22:29 PilzAdam I just saw "AsyncWorkerThread" so I pinged you
22:29 sapier no that's some unexpected result from server
22:29 sapier async is just the thread trying to interpret the result
22:30 sapier how did you manage to make tab your inventory key?
22:31 PilzAdam keymap_inventory = KEY_TAB  in minetest.conf
22:31 sapier cheater
22:31 PilzAdam :-p
22:31 sapier I don't fix bugs resulting from abusing a texteditor ;-P
22:32 PilzAdam since when is editing a conf file "absuing a texteditor"?
22:33 sapier if there's a gui to do so you're supposed to use it ;-)
22:33 PilzAdam so everyone is supposed to use mapgen v7?
22:34 sapier of course ... and while thinking about how to use gui you can try https://github.com/minetest/minetest/pull/1236
22:36 PilzAdam works; but signs are still closed by tab
22:37 sapier if you want this to be fixed formspecs should ignore inventory key completely
22:37 sapier I'd not be sad about this
22:37 PilzAdam every formspec except the inventory
22:37 sapier removing code is always better then adding another workaround
22:37 sapier inventory isn't anything special
22:39 sapier didn't someone want to add hotkeys? we could use the chance to cleanup special handling for inventory key
22:42 VanessaE_ RealBadAngel: there, deployed updated sun/moon/tonemaps to HDX.
22:47 sapier ShadowNinja: feel free to merge #1222
22:47 ShadowBot https://github.com/minetest/minetest/issues/1222 -- Add support for thread names on BSD, Windows (MSVC-only), and OSX by ShadowNinja
22:48 VanessaE_ well if weather is dead, I guess that means plants_lib is relevant again :P
22:50 domtron joined #minetest-dev
23:16 iqualfragile is there some way to get all items a group contains
23:16 iqualfragile or just any?
23:17 grrk-bzzt joined #minetest-dev
23:17 PilzAdam iqualfragile, I guess you have to search minetest.registered_items yourself
23:18 iqualfragile PilzAdam: that it horrible
23:18 iqualfragile i am asking because cornernotes craftguide can not resolve groups
23:21 kaeza iqualfragile, UI can resolve groups; port the code to craftguide :)
23:22 iqualfragile kaeza: how is ui doing that?
23:22 ShadowBot` joined #minetest-dev
23:23 kaeza iqualfragile, https://github.com/minetest-technic/unified_inventory/blob/master/internal.lua#L100
23:24 iqualfragile by iterating throught all known items -.-
23:24 kaeza well, other way would be to modify register_whatever, iterate thru groups, and add to a separate list
23:25 kaeza feel free to code :)
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