Time  Nick           Message
00:27 RealBadAngel   nore_, can you test it? https://github.com/minetest/minetest/pull/1521
01:50 nore_          RBA: sorry, I can't do that now
01:51 nore_          you'll have to wait a few weeks
02:05 VanessaE       nore_: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2007252014%20-%2010%3a16%3a21%20PM.png
02:06 VanessaE       that's what he wanted you to see, but in person :)
02:06 VanessaE       water surface shader is rapidly approaching upstream-ready.
07:40 sfan5          VanessaE: almost! it was 00:30 not 01:30
08:16 RealBadAngel   hi sfan5
08:16 RealBadAngel   i made some changes to shader pull, wanna test it?
09:21 sfan5          RealBadAngel: yes
09:32 sfan5          any more comments on https://github.com/minetest/minetest/pull/1518 ?
09:35 RealBadAngel   its ok with me
09:43 sfan5          RealBadAngel: the shader thing seems to work now
09:43 RealBadAngel   how do you like it?
09:49 sfan5          looks nice
10:01 RealBadAngel   hows the frame rate for you with it?
10:07 TDS            Hello
10:08 Guest33476     I'd like to fork a new Minetest game,
10:08 Guest33476     and I want to know if importing non-cube models has been implemented.
10:09 RealBadAngel   for nodes? not yet
10:10 Guest33476     No
10:10 Guest33476     Just as objects.
10:10 RealBadAngel   you can use any models
10:10 RealBadAngel   use dwarf model from irrlicht examples if you want to test it
10:10 Guest33476     And also what happened to integrating the Bullet physics engine?
10:11 RealBadAngel   happened? nobody tried
10:12 Guest33476     K thanks
10:12 Guest33476     Ouch.
10:12 Guest33476     I'll work on that then.
10:12 Guest33476     It'll be messy but it beats writing a new game engine for my needs lol.
10:13 Guest33476     What do you think?
10:16 Guest33476     Or are there any more pressing features to work on?
10:16 Guest33476     I haven't been through the feature wiki page recently.
10:17 Calinou        Bullet physics are unlikely of being accepted in master
10:18 Calinou        just a thought, but it feels out of place and doesn't have much uses
10:18 Calinou        not to mention syncing all that in multiplayer
10:18 Guest33476     The "Bullet" physics library, not bullet physics.
10:18 RealBadAngel   Calinou, you can see that in action in Terasology
10:19 RealBadAngel   it works pretty nice
10:19 Guest33476     But anyway what are other pressing features to work on?
10:19 Guest33476     In your opinion, I mean.
10:20 RealBadAngel   hardware lights for example
10:21 RealBadAngel   make sun/moon aviable as positions in world space
10:21 RealBadAngel   add rendering passes with rendering to texture
10:21 Guest33476     But wouldn't the sun/moon require a stricter height limitation?
10:22 Guest33476     Or is it ended to be able to touch them?
10:22 Guest33476     *intended
10:22 RealBadAngel   not touch, just position them as lightsources
10:22 RealBadAngel   about renderig: https://github.com/RealBadAngel/terrainTest
10:22 Guest33476     Yes that'd be usefull.
10:23 Guest33476     And by hardware lights you don't mean the ingame item, right?
10:23 Guest33476     I'm just checking.
10:23 RealBadAngel   i forked that quite a while ago, its irrlicht app, it does rendering to textures
10:23 RealBadAngel   i mean real irrlicht lights
10:23 Guest33476     yea ok
10:24 RealBadAngel   http://i.imgur.com/b3usu4B.png
10:24 RealBadAngel   like here
10:24 RealBadAngel   its the simple light source added there
10:25 RealBadAngel   http://i.imgur.com/T8wf2tp.png
10:25 Guest33476     Got it.
10:25 RealBadAngel   or a bigger one, you can see distance to it on the screen
10:26 Guest33476     And what about non visual features? Like, game features.
10:26 Guest33476     Hmm those lights look nice.
10:31 RealBadAngel   im doing in visuals, no ideas atm
10:31 RealBadAngel   ask VanessaE maybe
10:31 * VanessaE     hides
10:33 Guest33476     I'll help a bit with visuals but if Vaness finds me some interesting stuff I'l detour there
10:35 VanessaE       right now, I've got nothing
10:38 VanessaE       well
10:38 RealBadAngel   mesh models for nodes
10:38 RealBadAngel   as a drawtype
10:38 Calinou        <RealBadAngel> Calinou, you can see that in action in Terasology
10:38 Calinou        <RealBadAngel> it works pretty nice
10:38 Calinou        what if you have ot sync in multiplayer?
10:38 Calinou        what about performance?
10:39 RealBadAngel   idk, but we could try
10:39 VanessaE       the couple of "visual" things that I know are thorns in everyone's sides are the one-irrlicht-scenenode issue (should be at least one per mapblock), and the alpha sorting issue (could possibly be fixed by the former)
10:39 VanessaE       but both are very non-trivial.
10:41 RealBadAngel   https://www.youtube.com/watch?v=ScniyBdEUlE
10:41 RealBadAngel   that is really nice
10:43 * RealBadAngel is off to work
10:43 RealBadAngel   cya
12:07 Guest33476     one-irrlicht-scenenode? really?
12:07 VanessaE       yeah
12:07 Guest33476     That's odd. Can you explain a bit.
12:07 VanessaE       everything that is loaded/displayed is crammed into a single irrlicht scene node
12:08 VanessaE       whether it's one mapblock or a thousand
12:08 Guest33476     That's insane.
12:08 VanessaE       irrlicht has to parse that info and decide how much to display, which can greatly affect fps on some systems
12:08 Guest33476     Well I like jumping into library documentation.
12:08 Guest33476     I'll go into that before the lighting stuff.
12:09 VanessaE       one proposal is to do three scene nodes per mapblock.  one for solid, opaque materials, one for solid, translucent materials, and one for liquids, if I recall correctly.
12:13 Guest33476     I see
12:13 Guest33476     So then people can disable liquid effects from the settings and have all thel liquids become solids?
12:13 Guest33476     That'll make it easier on poor performance computers.
12:13 VanessaE       well the purpose is to allow at least mapblock-level occlusion culling to work properly
12:14 Guest33476     Why not one scenenode per chunk?
12:14 VanessaE       per 80x80x80 chunk?  I guess finer-resolution is better in this case.
12:14 VanessaE       a mapblock is 16x16x16 nodes.
12:15 Guest33476     I mean a mapblock.
12:15 VanessaE       er excuse me, when I say "nodes" there I mean in-game pieces of course
12:15 VanessaE       not irrlicht scenenodes.
12:15 Guest33476     Yes yes.
12:15 VanessaE       but yeah
12:15 VanessaE       one or three scenenodes per mapblock
12:16 Guest33476     It'll be good to make the closer mapblocks render before the far ones, too.
12:16 VanessaE       yes
14:15 hmmmm          I was supposed to be working on the one-scene node-per-mapblock thing
14:15 hmmmm          i should probably do that
14:15 hmmmm          it's really not that complicated.. i just have no motivation these days
14:16 * VanessaE     offers hmmmm chocolate as a bribe
16:53 Zefram_Fysh    BlockMen: http://paste.scsys.co.uk/409977 [PATCH] Make bones a thoroughly non-inventory item
16:54 BlockMen       why?
16:54 Zefram_Fysh    (my atonement for bloating the creative inventory with buckets)
16:55 Zefram_Fysh    as my commit message notes, bones are almost a non-inventory item now.  the idea is to make that definitive
16:56 Zefram_Fysh    also http://paste.scsys.co.uk/409978 [PATCH] Fix door handness detection for open/close sounds
16:56 BlockMen       why should ppl not use bones as decorative block in creative mode?
16:57 Zefram_Fysh    good question.  are they intended for that use?
16:57 BlockMen       what block is not?
16:58 Zefram_Fysh    initially I thought they must be partly intended for decorative or trophy use, hence them dropping in a non-functional form when broken.  but d47201f8 changed that, and so seems to indicate that they're intended to be purely functional
16:59 Zefram_Fysh    admittedly, that's making them almost-purely-functional *in survival mode*.  maybe the intent doesn't carry over to creative mode
17:00 BlockMen       they should still be available in creative mode IMO
17:01 * Zefram_Fysh  shrugs
17:25 Calinou        no TNT in creative
17:25 Calinou        same for bones