Time Nick Message 01:23 hmmmm paramat, looks good but I noticed I spawned inside of the ground 01:24 hmmmm that's an indication that your getGroundLevelAtPoint() function is off 01:24 hmmmm mind you, it does not need to be perfect, but it should be at least close to correct 01:40 paramat sorry i havent written getGroundLevelAtPoint() yet, now of course i realise it is needed for spawn player 01:46 Zeno` Is it possible to reopen a closed PR? If so, will it then pick up the latest changes from my repo (it doesn't seem to have while it's closed). Or, is it better to open a new PR. See https://github.com/minetest/minetest/pull/1824 02:01 Zeno` hmmmm, are you there? 02:02 Zeno` Maybe it's best to make a new PR? 02:24 paramat thanks for the merge O/ 02:27 kaeza https://mediacru.sh/P9jTwnwRBq6m 02:27 kaeza oops, wrong chan 02:27 shadowzone Sweet 03:13 Zeno` kahrl, the issue RBA was talking about last night exhibits itself when using directX9 as well, so maybe it's to do with the version of opengl being used 03:15 Zeno` http://i.imgur.com/EtIX9AS.png 03:25 kahrl Zeno`: oh... yeah that could be 03:43 RealBadAngel kahrl, http://pastebin.com/ppWGYubX 04:32 hmmmm Zeno`, yeah it's better to create a new PR 05:56 hmmmm Zeno` 05:57 hmmmm yeah it's a better idea to make a new PR 05:57 Zeno` I did that in the end. I shouldn't have closed it in the first place, but *shrug* 05:59 Zeno` You may as well look at it now :P ShadowNinja looked the other day and nothing has changed, but the more feedback the better. #1825 05:59 ShadowBot https://github.com/minetest/minetest/issues/1825 -- Create faster key cache for main game loop (client) by Zeno- 05:59 hmmmm christ that's a huge difference 05:59 Zeno` 10x 06:00 Zeno` and since it's in the main loop I think it's worth it 06:00 hmmmm something like that is always worth it 06:00 hmmmm the "oh it's fast enough" attitude in minetest is what got us in this state to begin with :( 06:01 hmmmm you might take a code path that's 50% slower, but that's okay because it's not speed critical, but you do that everywhere and you end up with a program that's 50% slower everywhere and you can't do anything about it 06:01 hmmmm inefficiencies being baked into the program like that, not too good 06:03 Zeno` it's only a small change as well :) 06:03 Zeno` small as in method, not result 06:03 hmmmm indeed.. 06:04 hmmmm settings could be a lot faster if a good synchronization scheme were used 06:04 hmmmm contention is extremely rare in the write case, whereas there are many readers 06:04 hmmmm it can be optimized 06:05 Zeno` I've thought of that as well. Maybe post 0.4.11 it could/should be looked at. I mean maps/hashes are fast and O(1) but they're not the same O(1) as an array lookup (i.e. they have to iterate over the strings to compute the hash) 06:05 hmmmm nope 06:05 hmmmm std::map is O(log(n) 06:05 Zeno` oh is it? 06:05 hmmmm yup 06:05 Zeno` well there you go hehe 06:06 hmmmm you might be thinking of std::unordered_map which is C++11 06:06 Zeno` I thought it was O(1) :/ 06:06 Zeno` I must be 06:06 hmmmm std::map is an RB tree 06:06 hmmmm elements are ordered lexographically in the case of std::string 06:06 Zeno` yeah I see that now (looking at the docs) 06:07 Zeno` ok std::unordered_map O(1) is still not (quite) as fast as array lookup; it cannot be 06:07 hmmmm of course not 06:07 hmmmm O(1) is the optimal case 06:07 Zeno` c++ std is too large! 06:07 hmmmm worst case is 'guaranteed' to be 'at most O(n)' 06:07 Zeno` I need the abridged version heh 06:07 hmmmm by the standard 06:08 hmmmm you can do a guaranteed O(2) hashtable 06:08 Zeno` well, that's not too bad 06:09 hmmmm cuckoo collision resolution 06:09 Zeno` how does it guarentee that? I have to look .. oh ok 06:09 Zeno` never heard of it 06:09 * Zeno` googles 06:10 Zeno` Oh I've seen that. Didn't know that's what it was called 06:10 hmmmm i think it's pretty clever 06:10 hmmmm i love hashtables a lot but they're really hell on the cache 06:12 Zeno` yeah. in many instances they're perfect though 06:13 Zeno` not here though :) 06:26 RealBadAngel hmmmm, is there opposition in having Zeno` as a core developer? 06:26 hmmmm no 06:27 RealBadAngel so its like votes now for him being core dev 06:27 RealBadAngel 7 06:28 hmmmm let's put it this way 06:28 hmmmm has anybody disagreed? 06:28 RealBadAngel no 07:04 RealBadAngel kahrl, http://i.imgur.com/ByfSbnm.png 07:05 RealBadAngel i have almost fixed the issues with wielded (and added there shaders) 07:20 hmmmm wooo... 07:20 hmmmm i have the managers implemented 07:20 hmmmm now to just change the mapgens over to use those instead of directly accessing emergemanager and then i have to do all the lua api junk 07:20 hmmmm shoot me now 07:35 Zeno` what's that image RealBadAngel? 08:00 Zeno` Can #1810 be merged? 08:00 ShadowBot https://github.com/minetest/minetest/issues/1810 -- Fix profiler values not being updated (F6) and not being logged by Zeno- 08:01 hmmmm sure 08:01 hmmmm just FYI, it's one tab for a function declaration continuation line 08:01 hmmmm not two 08:02 hmmmm also, doesn't getting the profiler print interval every frame go against your philosophy of caching settings? 08:04 Zeno` yes it does. But it's not a "key" 08:04 Zeno` there are similar issues in camera.cpp 08:04 Zeno` I figured I'd tackle those post-0.4.11 08:05 Zeno` mainly because it will probably mean larger changes to g_settings 08:05 Zeno` Thanks for the line continuation clear up. I think it was a source of confusion not just for me 08:06 hmmmm some random person with a random ip address added that rule to the code style guidelines 08:06 hmmmm lol 08:06 Zeno` profiler print interval can be changed using /set I think 08:06 Zeno` that's one of the reasons I was wary about it 08:06 hmmmm ahh 08:06 hmmmm probably a good idea then 08:07 Zeno` a random rule! great :) 08:08 hmmmm all the big projects seem to agree on one tab for a function declaration continuation line for parameters 08:09 Zeno` well, that's how I *used* to do it (and do it in my own projects) 08:10 Zeno` Noted :) 08:24 Zeno` I can't merge yet. I guess the vote (or whatever it is) is still going on =) 08:24 Zeno` bbiab (dinner) 08:39 hmmmm or perhaps celeron simply isn't around at the moment because time zones 08:40 hmmmm he's the only one with the permissions necessary to add/remove developers 08:42 Zeno` oh yeah 08:48 celeron55 Zeno`: i added you now 08:48 celeron55 (just woke up) 08:52 Zeno` thank you. Back to dinner :) 09:16 Zeno` umm, why did I just do 2 commits? 09:16 Zeno` dammit... my first merge and I stuffed up 09:17 Zeno` Should I not have deleted the branch? 09:18 Amaz Should this pull request be closed, as the commit it contains seems to have been pushed? https://github.com/minetest/minetest/pull/1818 https://github.com/minetest/minetest/commit/10a47b7feef3278792c567f5b954ea4c3712319c 09:20 Zeno` I think it should be, but I won't close it until I know what I did wrong with my last merge heh 09:23 Zeno` I have no idea what has happened 09:23 Zeno` help! 09:23 Zeno` RealBadAngel ^^^ 09:36 Zeno` shit, I'm sorry. I need to know how to stop this happening again 09:49 kaeza Zeno`, use `git rebase` 09:50 Zeno` there was only one commit 09:50 Zeno` I don't get it :/ 09:51 Amaz Do you need to merge it locally with --no-commit, and then push to master? 09:54 Zeno` I dunno. I just pressed the button on github (obviously wrong lol) 09:58 Amaz From http://dev.minetest.net/Git_Guidelines Use rebase, not merge, to get linear history. [3] [3] For a github pull request, this is easiest done by appending .patch to the pull request URL, wgetting it to your project directory and doing git am whatever.patch. Similarly for single commits. 10:00 Zeno` ok cool 10:01 Zeno` I made a mistake and it looks like that's how to stop it again... thanks 10:01 Zeno` that actually makes sense 10:01 Zeno` so I sign it off rather than merge 10:03 Zeno` yep, cool 14:41 Zeno` kahrl, the line notes make sense. I was trying, as much as possible, to keep the commit with the same logic as the original main.cpp. Should I update them? 14:42 Zeno` I probably should 14:43 kahrl ah 14:44 kahrl maybe do it in a later commit then 14:44 kahrl (also I just started commenting, so more to come :P) 14:44 Zeno` thanks :) 14:45 Zeno` I'm actually asleep right now so will look more closely tomorrow 14:46 kahrl sleeptyping? 14:47 Zeno` yeah... happens 14:47 kahrl just don't do this: http://www.americanbanker.com/people/bank-worker-in-germany-falls-asleep-transfers-millions-1059834-1.html 14:48 Zeno` well... wouldn't be so bad if it was to my account 14:49 Zeno` lol though 16:23 RealBadAngel hi guys 16:23 RealBadAngel kahrl, on? 16:26 kahrl RealBadAngel: slightly 16:27 RealBadAngel i was working on the issue 16:27 RealBadAngel i got it almost working with shaders support added 16:27 kahrl any ideas? I see other people have been getting it now too 16:27 RealBadAngel definition of the material in extrude wasnt enough 16:28 kahrl I see 16:28 RealBadAngel i run set material for each buffer in setitem 16:28 RealBadAngel and found this place nice to apply shaders too 16:28 kahrl so maybe it depends on the irrlicht version? 16:28 RealBadAngel i just need to turn ofg (convert) waving materials 16:29 RealBadAngel *off 16:29 RealBadAngel idk 16:29 RealBadAngel but materials got overwritten at some point 16:29 kahrl hmm 16:29 RealBadAngel so i decide to set the materials no matter what 16:29 RealBadAngel and it works 16:29 kahrl sounds good 16:30 RealBadAngel have you saw screenshots i posted here? 16:30 kahrl I saw some, not sure if I saw all 16:30 RealBadAngel http://i.imgur.com/ByfSbnm.png 16:30 RealBadAngel 32x textures, auto normalmaps 16:31 kahrl nice 16:31 RealBadAngel http://i.imgur.com/VK2588Y.png 16:31 RealBadAngel 256x normalmaps with parallax mapping 16:32 kahrl what's up with the black dots and the lines on the edges? are they meant to be there? 16:32 RealBadAngel no 16:32 RealBadAngel i saw that artifact too 16:32 RealBadAngel filtering reduces that but not eliminates 16:33 RealBadAngel once i had all the cases working i will try to find out the reason 16:33 RealBadAngel propably rounding errors 16:34 RealBadAngel but that we can call fine tuning just 16:35 RealBadAngel please do note that we had similar problems before, with dirt with grass 16:35 kahrl why that node in particular? 16:35 RealBadAngel on some step angles grass from top was seen at the bottom 16:36 RealBadAngel so you were able to see thin green lines 16:36 kahrl with anisotropic filtering on? 16:36 RealBadAngel with and without 16:36 kahrl strange 16:37 RealBadAngel that may be engine bug, not ours 16:37 RealBadAngel but still 16:37 kahrl I had those artifacts on wield meshes in early versions of wieldmeshnode 16:37 kahrl thought they were gone 16:37 RealBadAngel nah, theyre still here 16:38 RealBadAngel hold on a sec 16:38 kahrl I really hope they can be fixed 16:38 Zeno` floating point calcs are not commutative so order is pretty important 16:39 RealBadAngel http://pastebin.com/c0UsREqn 16:39 RealBadAngel WIP of setItem 16:39 Zeno` e.g. x * y is not necessarily the same as y * x 16:39 RealBadAngel you will be able to see the different approach 16:40 RealBadAngel i serve the cases first, then work with materials, no matter the case used 16:41 kahrl RealBadAngel: I think it would be easier to move the material handling code to the end up changeToMesh 16:41 kahrl then you won't need to change any other function and it automatically works with setCube and setExtruded as well 16:42 RealBadAngel propably yes, i will see 16:42 kahrl oh, but you are accessing ContentFeatures 16:43 RealBadAngel ah yes, i need drawtype 16:43 RealBadAngel and tiles and their shaders 16:43 kahrl do everything except the part that needs f.tiles in changeToMesh 16:43 kahrl and everything that needs f.tiles in setCube 16:44 kahrl since you have access to TileSpec[6] in there 16:45 RealBadAngel ok 16:45 hmmmm hah 16:45 RealBadAngel btw, https://github.com/minetest/minetest/pull/1808 16:45 hmmmm jeez don't you guys have jobs 16:45 RealBadAngel i do, a new one :P 16:46 RealBadAngel now im IT specialist 16:46 kahrl I have a part time job ;) 16:46 RealBadAngel with lotsa time to code stuff 16:48 kahrl the rest of the time I should be studying but I don't want to today 16:48 RealBadAngel about 1808, it was ok but guy merged new commits into his branch, so it needs to be extracted 16:48 RealBadAngel but its a bugix and i want it to be merged 16:48 RealBadAngel can i merge the original commit? 16:49 kahrl does it break any mods? 16:49 RealBadAngel no 16:49 RealBadAngel checked that 16:49 RealBadAngel i was worried bout mesecons, but not 16:49 kahrl but others that do use rotate_node? 16:50 RealBadAngel so far i havent found any that could be affected 16:50 kahrl homedecor maybe? 16:50 RealBadAngel if so, safe 16:50 VanessaE homedecor's lights use that 16:50 RealBadAngel idk who made those rotations 16:51 VanessaE I did. :P 16:51 VanessaE shadow rewrote it though 16:51 * RealBadAngel cast a curse on both VE and SN :P 16:51 VanessaE I didn't, however, have anything to do with 1808. 16:51 RealBadAngel those tables were obviously wrong 16:52 RealBadAngel just this guy stepped over it 16:52 RealBadAngel this is very similar to wallmounted being upside down for 0 value 16:53 RealBadAngel thus breaking any conventions 16:53 VanessaE idk what he's trying to do but the rotation was done such that the textures would align with non-facedir nodes 16:53 VanessaE the original rotations that is 16:53 RealBadAngel facedir handles the rotations 16:53 RealBadAngel some have DECIDED to use such 6d rotations not others 16:54 VanessaE yeah he just doesn't understand the purpose of that routine 16:54 RealBadAngel he just apply extra 90 degs rotation 16:54 RealBadAngel propably after modifiers used in textures 16:55 RealBadAngel and forgot that engine doesnt need it anymore 16:56 RealBadAngel then never used this feature and it was waiting just for some1 who needed it 16:56 VanessaE RealBadAngel: check it with stone brick stairs 16:56 kahrl ShadowNinja: comments? ^^ 16:56 VanessaE see if those are still properly aligned 16:56 RealBadAngel doesnt apply 16:56 VanessaE those were my test case 16:56 RealBadAngel we are talking bout wallmounted only 16:57 RealBadAngel stairs are not wallmounted 16:57 VanessaE um, no 16:57 VanessaE his change is to minetest.rotate_node() 16:57 RealBadAngel ah i see 16:57 VanessaE that'll affect stairsplus 16:57 VanessaE moreblocks 16:57 VanessaE which affects fuckloads of mods 16:57 RealBadAngel ok i will see 16:58 RealBadAngel but only placing of the node 16:58 RealBadAngel eg giving placed node correct param2 16:58 VanessaE but if stone brick slabs et al. still aligns properly next to a stone brick block then it's probably fine 16:58 VanessaE yeah 16:58 VanessaE that's all he's doing here 16:59 RealBadAngel i will check the stairs and then we will see 16:59 RealBadAngel ok 17:10 Calinou when does minetest_game get some biomes by default, for use with v5 and v7? 17:10 Calinou this would make the mapgens usable by default 17:11 VanessaE Calinou: paramat is going to make a pull request. 17:11 Calinou what biomes will it have? 17:11 Calinou I'd rather have less than 25 biomes, with less than 25 custom nodes, less than 250-block high mountains 17:11 Calinou if you know what I mean… 17:11 * Calinou rolls eyes 17:14 Calinou biomes of paragenv7 just don't look good and are too complex 17:14 VanessaE I would assume the half a dozen or so standard ones 17:14 VanessaE sand, grass, etc. 17:15 VanessaE have "we" settled on what exactly should happen with snow? as in where it should be by default? 17:15 VanessaE (far north/south, or just all over/patchy like with snow mod) 17:16 Calinou forest + plains + desert + snow 17:16 Calinou is pretty much all we need 17:16 Calinou would be like v6, but with snow biome (to use the new nodes) 17:16 VanessaE beaches, lakes/oceans? 17:16 Calinou that too 17:16 Calinou but certainly not 6 types of forest, 4 types of plains, with 3 different grass colours 17:16 Calinou doesn't fit minetest_game at all 17:16 VanessaE no, you're right about that 17:17 VanessaE but I think one more is needed 17:17 VanessaE maybe that "dried out" one from mg? 17:17 Calinou and of course, the grass texture should not be applied to all sides (like it is in paragenv7 currently) 17:17 VanessaE I forget what it's called 17:17 VanessaE (obviously I don't mean desert) 17:17 Calinou a taiga (+ pine trees) would be OK 17:17 Calinou but it needs to stay relatively simple 17:17 VanessaE that would work too 17:17 VanessaE just ONE more, not a dozen 17:19 kilbith "forest + plains + desert + snow [...] is pretty much all we need" 17:19 kilbith ^ agreed 17:48 RealBadAngel my opinion on biomes: we need a reason for a player to explore the world 17:48 RealBadAngel what for nearly unlimited one when its no difference when you stick to spawn or go 20k in any direction? 17:49 RealBadAngel bring on the damn variety to the world 17:50 RealBadAngel atm fly around in 200-300 nodes radius and you have saw all 17:50 VanessaE then said variety needs to be dependent on location itself, yes 17:51 RealBadAngel maybe land shape will be different, but thats all 17:51 RealBadAngel absolutely no point for regular player to explore the world 17:51 RealBadAngel that kills gameplay 19:05 celeron55 having things look different but be functionally the same doesn't help though 19:06 celeron55 needs actual new content 19:06 Calinou too much biomes requires players to explore too much 19:06 Calinou == bad for gameplay, requires players to be jobless 19:06 Calinou digging stuff is too slow already 19:08 celeron55 now, where's our game designer to fix these issues 19:10 celeron55 well hopefully there is one working on minetest_game 8-) 19:11 * celeron55 irresponsibly delegates 19:13 Calinou BlockMen obviously 19:13 Calinou (sarcasm) 19:14 Calinou celeron55, who can send DMCAs about the illegal apps? 19:14 Calinou just you, or can other core devs do it? 19:20 VanessaE in theory any dev whose code is still in Minetest could. 19:21 VanessaE (but you need to be able to prove there's a problem, prove it's your code, blah blah blah blah) 19:21 Calinou I have 5 lines! 19:21 * Calinou hops on a boat 19:25 RealBadAngel celeron55, with exploring i mean lookin for rare resources, new kinds of building materials etc, specific to those biomes 19:25 RealBadAngel be it on the ground level or deep below 19:26 RealBadAngel those two things have to be bound together, new biomes with new materials 19:26 Calinou adding a snow biome + taiga with trees is a good addition already 19:26 Calinou better than what we have currently: stone everywhere. 19:28 RealBadAngel give taiga trees ability to craft better chests for example 19:28 RealBadAngel that would be a reason to look for those biomes 19:28 Calinou makes no sense 19:28 Calinou absolutely none 19:29 Calinou why would taiga wood be “better” in any way 19:29 Calinou it's at best inconsistent, at worst senseless 19:29 RealBadAngel better wood, better chests 19:29 RealBadAngel just an example (or idea) something to make this biome worthy 19:29 Calinou come with consistent ideas 19:29 Calinou eg. special flower acting as good fuel 19:29 Calinou glowing flower 19:30 RealBadAngel ofc, that was a quick idea 19:30 Calinou it doesn't have to realistic, but everything should make sense 19:30 RealBadAngel but giving a picture 19:30 RealBadAngel different look of the biome is not enough 19:31 RealBadAngel if any biome you will be able to find group:wood having same usage, differnt kinds of wood will end up the same 19:31 Calinou all kinds of wood should act the same, except maybe for smelting duration 19:31 RealBadAngel now you start to make biomes the same :P 19:32 RealBadAngel all wood, all stone all the same 19:32 RealBadAngel and that exactly is wrong 19:33 RealBadAngel it unifies the biomes regardless how much effort you put into them to look different 19:35 Calinou biomes shouldn't act too different 19:35 Calinou else you come into the problem of balance 19:35 Calinou everyone wants to live in biome X, but no one wants to live in biome Y 19:35 Calinou == overcrowded areas in multiplayer 19:36 RealBadAngel aviable area is big 19:36 RealBadAngel you can find next biome of that type 19:37 VanessaE Calinou: then the trick is to make sure that you need things from *both* biomes 19:37 RealBadAngel or all of them 19:37 VanessaE RealBadAngel: indeed 19:37 VanessaE what use is snow right now? it has none. 19:37 Calinou but make differerces that makes sense 19:37 Calinou don't make wood act different like that :/ 19:37 Calinou I'd hate that 19:37 RealBadAngel giving each biome an attribute, thing that will make look for it 19:38 RealBadAngel why the duck you have stick to wood, it was an example 19:38 RealBadAngel think about something other 19:39 RealBadAngel i have no glue what it could be for each type atm 19:39 RealBadAngel maybe snow for winter ones? 19:39 RealBadAngel in mc snow and ice was very important, it was giving you ability to transport water into nether 19:40 Calinou meh 19:40 RealBadAngel and that was damn funny 19:41 RealBadAngel and about such ideas im talking about 19:43 RealBadAngel make player to visit mountains to get precious metals, force him to visit cloud biomes for materials to build flying stuff 19:43 RealBadAngel make him go deep to find lava to fuel them 19:44 RealBadAngel MAKE HIME EXPLORE THE WORLD :) 19:45 RealBadAngel otherwise you can stick that +- 31k deep where no one can see ;) 19:46 RealBadAngel nobody will check if thats true 20:03 kilbith [Bug] latest -dev (30min ago) : "rmdir errno 39 : folder is not empty" shows in chat & debug when I delete a world 20:56 kahrl serverlist.cpp sends g_settings->get("mg_name") when it probably should send mg_name from map_meta.txt 20:56 Amaz Ah. 21:08 kahrl Amaz: could you test #1828? 21:08 ShadowBot https://github.com/minetest/minetest/issues/1828 -- Serverlist: announce mg_name from map_meta.txt instead of minetest.conf by kahrl 21:09 Amaz Okay. 21:19 Amaz Server running that branch is up. 21:19 Amaz And it works! 21:22 kahrl nice, thanks 21:23 Amaz No problem! 21:23 Amaz Thanks for the quick response to the bug report! 21:24 kahrl any devs around to agree with #1828? 21:24 ShadowBot https://github.com/minetest/minetest/issues/1828 -- Serverlist: announce mg_name from map_meta.txt instead of minetest.conf by kahrl 21:25 sfan5 kahrl: that patch qualifies as a small patch and needs no merge approval from anyone 21:25 kahrl alright 21:25 sfan5 http://dev.minetest.net/Git_Guidelines#Rule_1_in_practice 21:26 kahrl I know, but I usually prefer asking at least once ;) 21:31 hmmmm booo 21:31 hmmmm serverlist.cpp is fubar 21:32 hmmmm the correct way to get the mapgen is to read the current working mapgenparams from the emergemanager 21:32 hmmmm the mapgen may have been changed between when map_meta.txt was loaded and the mods run 21:32 hmmmm also what if map_meta.txt doesn't even exist 21:32 Amaz Well, as it is now is better than reading directly from the conf... 21:32 Amaz As that can give wrong results. 21:33 kahrl hmmmm: well my commit does actually do what you're suggesting if I understand correctly 21:33 hmmmm perhaps 21:33 kahrl I just had to keep the commit message reasonably short 21:33 hmmmm yes that is right 21:34 hmmmm basically, m_emerge->params.mg_name is the ONLY right way to find the mapgen 21:35 hmmmm that's not really due to poor design, it's just that a number of separate components have control over mapgen settings before the server actually starts 22:06 paramat so the correct way in lua to detect which mapgen is being used is using 'minetest.register_on_mapgen_init ... mgname = MapgenParams.mgname'? 22:12 paramat hmmmm i made a start on mgv5 'getgroundlevelatpoint' but without a way to get eased 3D noise at a point it will not be accurate enough to work. i assume eased 3D noise is only available as a perlinmap currently. 22:12 kaeza re #1820, not sure if related, but meshes as wielditems are always using mipmapping 22:12 ShadowBot https://github.com/minetest/minetest/issues/1820 -- odd wield item glitch. 22:12 kaeza (Intel GMA here) 22:19 RealBadAngel kaeza, fix for that will be here today i think 22:23 kaeza anybody has a link to iqualfragile's mumble patch? 22:24 RealBadAngel he promised one but i havent saw it 22:25 kahrl https://gist.github.com/iqualfragile/bc0864e1cc9830d40e0a this? 22:26 kaeza kahrl, thanks, that's the one 22:27 kaeza (I think) 22:27 kaeza I'll see if it works on windows 22:27 kahrl you'll probably have to add an #ifdef around the #includes 22:29 RealBadAngel could be fun 22:29 RealBadAngel i like to have it tested 22:40 kaeza it at least compiles (with minor modifications) 22:55 kaeza okay, I have it running. anybody cares to test? :) 23:00 * paramat somehow gets mgv5 spawnpoint working 23:25 Taoki Wow. I don't wish to seem overly neative... but Minetest has such big big problems when it comes to networking x.x 23:25 Taoki If there's a server that's even somewhat laggy, you can barely do anything. It can take a monute for even a door to open 23:25 Taoki Or more minutes until you see anyone moving. Any command lags behind some 30 seconds. 23:26 Taoki Maybe we should switch from UDP to TCP entirely... I don't know 23:27 proller sctp! 23:35 Taoki I'm going to try Freeminer again. It's safe to conclude that mainstream Minetest is not playable online... like nearly at all :/ 23:38 RealBadAngel kahrl, extrude problem is not just the black stripes 23:38 hmmmm ahh 23:38 hmmmm good point paramat 23:38 RealBadAngel it is faulty somehow 23:39 Taoki Hi RealBadAngel :) 23:39 hmmmm trivial vix 23:39 hmmmm fix* 23:39 paramat i just used non eased to approximate eased =) 23:39 RealBadAngel hi Taoki 23:40 paramat add 8 nodes to be sure and drop player into world 23:41 RealBadAngel http://i.imgur.com/gJp4y9a.png 23:41 RealBadAngel http://i.imgur.com/uVqzhvT.png 23:42 VanessaE how come I didn't see these glitches when I tested it? 23:42 kahrl RealBadAngel: does the vertex shader change the vertex positions? 23:42 RealBadAngel http://i.imgur.com/ZwjeZi4.png 23:42 RealBadAngel shaders can only change vertices for nodes that have waving = 1 23:43 VanessaE one thing I *did* see by the way is that the new code doesn't "work" with the trick HDX uses to disable extrusion on the wieldhand (black to the right of the hand, at 25% alpha) 23:43 Taoki Is there any chance that Minetest might switch to the enet protocol too? Which is what Freeminer did, and is said to be a lot faster 23:43 RealBadAngel and this is another issue, i do have now plants and leaves that are dancing in hand ;) 23:44 RealBadAngel but completely unrelated 23:44 kahrl RealBadAngel: does it happen without shaders? 23:44 RealBadAngel lemme check for sure 23:46 kahrl fences look fine in the hand and as dropped items for me (without shaders, of course) 23:47 RealBadAngel oh shit 23:47 VanessaE git HEAD (just now), without shaders or with (bumpmapping + auto normals)... I cannot reproduce the bug 23:47 RealBadAngel its parallax mapping responsible for that 23:47 RealBadAngel how the fuck??? 23:48 VanessaE that explains why i can't reproduce. 23:48 VanessaE I didn't try that :) 23:48 RealBadAngel nobody just me have shaders on wielded ;) 23:48 VanessaE I'm just looking at a dropped fence 23:48 VanessaE and I STILL can't reproduce 23:48 RealBadAngel VanessaE, i do have totally differnt code now 23:48 * VanessaE turns EVERYTHING on 23:49 RealBadAngel dont even try 23:49 VanessaE ok 23:49 RealBadAngel unless you have hacked my box and have current code ;) 23:49 VanessaE well at least I'm consistent with kahrl then 23:50 VanessaE thought maybe I missed something blindingly obvious when I was testing :P 23:50 RealBadAngel http://i.imgur.com/VK2588Y.png 23:50 RealBadAngel i have reworked part of kahrl's code 23:51 RealBadAngel to fix issue that some of us have and applied there shaders too 23:52 kahrl I think the way the extrusion mesh is built is incompatible with the shaders 23:53 VanessaE RealBadAngel: I wonder if any of this ties back in with those black lines you were getting with my slope models? the UVs were perfect, so only way I could solve THOSE was to wrap the textures a bit. 23:53 RealBadAngel oh cmon, it is *almost* working 23:54 RealBadAngel somehow parallax mapping is being used on things that do not have height maps 23:55 RealBadAngel and thats all 23:55 VanessaE RealBadAngel: yeah, like HDX ;) 23:59 RealBadAngel lol, now i can see textures changing on meshnodes