Time |
Nick |
Message |
00:31 |
hmmmm |
hey RealBadAngel, I was wondering if you were planning on adding a shader for the wielditem, or maybe you could give me a few tips on how to do that |
00:31 |
RealBadAngel |
hmmmm, it was already added |
00:32 |
RealBadAngel |
some1 disabled it |
00:32 |
hmmmm |
hrmmm well how did that happen |
00:32 |
RealBadAngel |
only thing left to be fixed was wielded with shaders should obey around ligthting |
00:33 |
hmmmm |
yea but how do you do that |
00:33 |
RealBadAngel |
i had no time to fix that lately |
00:33 |
RealBadAngel |
and now i can see all shaders code has been disabled |
00:33 |
hmmmm |
oh, you mean with #if 0? |
00:33 |
RealBadAngel |
yup |
00:34 |
hmmmm |
yeah, wielditem lighting was broken and that was a blocking bug and it needed to be worked around for now |
00:34 |
hmmmm |
can't have that broken for a release |
00:34 |
RealBadAngel |
i see |
00:34 |
hmmmm |
so whenever you can make the shaders obey lighting, then those can be removed |
00:34 |
hmmmm |
thanks |
00:35 |
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00:35 |
RealBadAngel |
will do that propably tommorow |
00:35 |
RealBadAngel |
sorry for being away lately, but we had hard days at work |
00:36 |
RealBadAngel |
im working now in IT service, xmas time means plenty of broken laptops |
00:38 |
RealBadAngel |
i got 15-20 laptops per day to repair and only 4 guys to fix them |
00:39 |
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00:41 |
RealBadAngel |
anyway, after today we will have a short break for a few days |
00:41 |
RealBadAngel |
so i will fix those wielded issues |
00:43 |
RealBadAngel |
those are blockin my further changes |
00:44 |
RealBadAngel |
i got selection/dug mesh separation ready (same way as wielded is done, separate scene node) |
00:49 |
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00:59 |
paramat |
hmmmm and others, comments? #2033 |
00:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/2033 -- Mgv7: Remove mountain height limits, dont let mountains chop dungeons. All mapgen: generate dungeons throughout world by paramat |
01:17 |
Guest32871 |
I am on a roll today haha #2034 |
01:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/2034 -- Can walk through blocks if placed where player is standing |
01:31 |
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01:39 |
T4im |
Guest32871: have you enable_build_where_you_stand = true by any chance? |
01:39 |
T4im |
because that enables that behavior well known :) |
01:47 |
Guest32871 |
Not as far as I know, and also I can't usually build where I stand, like if it's a flat ground I can't build at my feet |
01:49 |
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01:53 |
Guest32871 |
T4im: The behavior only seems to happen when the block underneath the to-be-placed block is empty, and you stand halfway off the ledge (so to be in the to-be-placed block's space) |
02:02 |
T4im |
ah, like placing on a slab while standing on it? |
02:16 |
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02:50 |
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03:18 |
hmmmm |
2033 looks good |
03:26 |
hmmmm |
hey guys... I'm not understanding the way lighting works |
03:26 |
hmmmm |
in getTileInfo, all 4 verticies are set to the same result of getFaceLight for non-smooth lighting |
03:27 |
hmmmm |
why, then, is n1 factored in? |
03:28 |
hmmmm |
does this mean that smooth lighting has been broken the whole time? |
03:28 |
hmmmm |
erm, non-smooth lighting |
03:32 |
kahrl |
consider a solid node, say stone |
03:32 |
kahrl |
then n0 will be default:stone with param1 == 0, since it doesn't propagate light |
03:32 |
kahrl |
n1 will be the adjacent node, e.g. air, with param1 != 0 |
03:33 |
kahrl |
getFaceLight then takes this into account and returns the light of the air node instead of the stone node |
03:34 |
hmmmm |
oh yeah that makes sense |
03:35 |
hmmmm |
what was face_dir supposed to do? |
03:36 |
kahrl |
no idea, maybe something like making the top face brighter |
03:36 |
kahrl |
which ended being done in a different way |
03:36 |
kahrl |
ended up* |
03:36 |
kahrl |
face_dir can be removed |
03:38 |
hmmmm |
why is the direction subtracted in getSmoothLightCombined? |
03:38 |
hmmmm |
is that arbitrary? |
03:39 |
kahrl |
c9ba92c4ad was the commit that removed face_dir |
03:40 |
kahrl |
you mean instead of added? |
03:40 |
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03:40 |
kahrl |
line 250? |
03:40 |
hmmmm |
yeah |
03:41 |
kahrl |
well as the function comment says it calculates the light at the XYZ- corner |
03:42 |
kahrl |
so you have to look at the neighbors in the X-, Y-, Z- (and combined) directions |
03:42 |
hmmmm |
hrmm |
03:42 |
hmmmm |
i just need to read more of it |
03:43 |
hmmmm |
did you know that the node highlighting is supposed to pulsate between blue and green? |
03:43 |
kahrl |
yeah. Isn't it still? (I don't use it) |
03:43 |
hmmmm |
the effect is so slight that i never noticed it |
03:44 |
kahrl |
it was quite distracting in the first version |
03:44 |
kahrl |
disco mode ;) |
03:45 |
hmmmm |
heh, core::clamp and core::round32 |
03:45 |
hmmmm |
what's wrong with the rangelim() we got? |
03:48 |
kahrl |
that one you have to ask RBA ;) |
03:58 |
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03:58 |
paramat |
i realised i should add optimisation to pull 2033 using 'stone surface max y': only generate dungeon if mapchunk contains stone |
04:03 |
hmmmm |
eh.. |
04:14 |
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04:32 |
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04:37 |
paramat |
ah v7 mountain generation doesn't update stone_surface_max_y, which i guess means no caves in mountains |
04:44 |
paramat |
looks like i can use that value in v6 though. perhaps best there are no caves in v7 mountains: ugly. perhaps i'll use another method in v5 and v7 |
05:19 |
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05:57 |
paramat |
WIP https://github.com/paramat/minetest/commits/v7limitschecks more commits. i made mountain terrain update stone_surface_max_y to guide dungeon gen, now there's also caves in mountains (which look okay actually) |
05:57 |
RealBadAngel |
hmmmm, whats wrong with clamp? |
05:59 |
RealBadAngel |
from my point of view its better because i do have clamp in the engine and in shaders |
06:04 |
* Wayward_One |
quietly nudges #1871 and #1953 into the open |
06:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/1871 -- Extruded plants and torches. by RealBadAngel |
06:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/1953 -- Add zoom, tweakable with zoom_fov, default key: Z (like optifine) by ShadowNinja |
06:06 |
RealBadAngel |
1871 is not rdy to go in, extruded plants cant wave |
06:06 |
RealBadAngel |
i have no idea on how to make them wave properly |
06:06 |
Wayward_One |
hmm:/ |
06:22 |
hmmmm |
hrm |
06:23 |
hmmmm |
just to make sure, there's no irrlicht way of making 3d text |
06:26 |
hmmmm |
:/ why the hell am I trying to use glutStrokeCharacter |
06:32 |
RealBadAngel |
hmmmm, i havent found such way. theres only method to display flat sprite with text on it |
06:33 |
hmmmm |
welp |
06:33 |
hmmmm |
it looks like i'm going to have to manually create a mesh of an extruded bitmap font |
06:33 |
hmmmm |
extrude a mesh of a bitmap font i mean |
06:34 |
Wayward_One |
RealBadAngel, any plans on rebasing 1871 anytime soon? (if you have time) I'm interested in trying it |
06:34 |
RealBadAngel |
btw, i just figured out why the hell wielded is darkened or lit without shaders and full bright with them |
06:34 |
hmmmm |
from what i'm reading it looks like there is a glX way of doing this |
06:34 |
hmmmm |
but... glx |
06:34 |
RealBadAngel |
some1 have added real light source (irrlicht one) for wielded scene node |
06:34 |
hmmmm |
ahhh |
06:35 |
RealBadAngel |
so hooray, first element that have real lighting lol |
06:35 |
hmmmm |
i don't want to get anybody's hopes up but i've been looking at real lighting |
06:36 |
paramat |
ah thats why the wieldhand now has shading and a nice brighter top surface |
06:36 |
RealBadAngel |
paramat, it means its a bit broken |
06:36 |
hmmmm |
so the smooth lighting gets a 'nice' looking light blend because that's how OpenGL blends colors on verticies |
06:37 |
hmmmm |
if I'm right, I'm going to have to somehow recreate that when generating lightmap textures |
06:37 |
hmmmm |
shrug |
06:39 |
RealBadAngel |
we cant have passed extra data to shaders |
06:39 |
RealBadAngel |
in such case we wont have the same functionality with them |
06:40 |
RealBadAngel |
this is made somehow wrong, wield scene node should be connected to rest of the scene and get the light from parent |
06:40 |
RealBadAngel |
not be totally different universe with own sun |
06:43 |
RealBadAngel |
the way how wielded is lit now is imho an ugly hack |
06:44 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/camera.cpp#L485 |
06:47 |
RealBadAngel |
Wayward_One, i will reabase it when i figure out how to make extruded meshes wave properly |
06:48 |
RealBadAngel |
meanwhile if you want to try it, you can compile my branch with that pull |
06:48 |
paramat |
i guess the wield hack is temporary until we get real lighting |
06:50 |
RealBadAngel |
it blocks shaders on wielded items |
06:50 |
Wayward_One |
Ah, ok. |
07:00 |
RealBadAngel |
and btw, that hack was working for wielded with shaders before |
07:00 |
RealBadAngel |
but when we have restored finalColorBlend in shaders it stopped to work |
07:02 |
RealBadAngel |
this is not my code broken there, it is that ugly hack just |
07:11 |
hmmmm |
bleh. |
07:11 |
hmmmm |
hey guys |
07:11 |
hmmmm |
for now instead of 3d text, how about an IBillboardTextSceneNode? |
07:12 |
hmmmm |
- no more ridiculously tiny player names |
07:12 |
hmmmm |
- player names are obscured by solid materials |
07:12 |
hmmmm |
way better than font->draw() |
07:14 |
VanessaE |
having players' nametags get hidden behind solid objects is a bad idea. |
07:14 |
VanessaE |
but not being microscopic would be a plus. |
07:18 |
hmmmm |
man wtf |
07:18 |
hmmmm |
i'm not able to connect to multiplayer servers for some reason |
07:18 |
hmmmm |
it get sstuck at "Connecting to server..." |
07:19 |
hmmmm |
lol |
07:19 |
VanessaE |
sometimes it hangs there for me as well, but it always gets through if I wait (no more than several seconds at worst) |
07:19 |
hmmmm |
"Your username just plain looks like gibberish. Please pick something readable and try again." |
07:19 |
VanessaE |
haha |
07:19 |
hmmmm |
can't login to your server anymore |
07:19 |
VanessaE |
forbidden_usernames mod |
07:19 |
hmmmm |
i'm banned from vanessae's server |
07:19 |
VanessaE |
haha |
07:20 |
VanessaE |
actually you got tripped up by the "non-pronoucable" part of the code :) |
07:20 |
VanessaE |
non-pronounceable* |
07:34 |
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07:37 |
paramat |
mountain dungeon https://cdn.mediacru.sh/u/uM8cSfDYAAQ_.png |
07:39 |
paramat |
intersting hmmmmm i look forward to seeing it |
07:51 |
Krock |
a floating island! |
07:51 |
Krock |
..on coulud level |
07:51 |
hmmmm |
jesus christ |
07:51 |
Krock |
*cloud |
07:51 |
hmmmm |
how do people get this much free time |
07:52 |
Krock |
holidays |
07:52 |
VanessaE |
hmmmm: still exploring VE-Survival? |
07:52 |
hmmmm |
i'm looking for something |
07:52 |
VanessaE |
you should see the Vanilla and Creative servers. |
07:52 |
VanessaE |
what are you looking for? |
07:52 |
hmmmm |
my dungeon |
07:52 |
VanessaE |
oh yes |
07:52 |
VanessaE |
derp |
07:53 |
VanessaE |
well it's there...somewhere :P |
07:53 |
VanessaE |
paramat: weird. looks like a puzzle piece or something |
07:59 |
paramat |
the floating bit is one of those glitchy-cool parts of a dungeon protruding from a mapchunk, the rest is the 'correctly' formed dungeon that only appears in stone. a very rare find |
08:02 |
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08:11 |
VanessaE |
bbl |
08:14 |
paramat |
i'm considering making the mountain dungeons dry, no mossycobble, easily done and they also generate faster |
08:16 |
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08:35 |
hmmmm |
alright i simply do not comprehend how it's possible to play multiplayer minetest |
08:35 |
hmmmm |
the game is unplayable |
08:36 |
hmmmm |
you can try but you won't be able to do anything. even the most fundamental actions do not work, like crafting |
08:37 |
hmmmm |
it's frustrating to the point where i want to avoid it entirely |
08:43 |
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10:35 |
Megaf |
Hi all |
10:35 |
Megaf |
Connected glass is broken |
10:36 |
Megaf |
It's enabled by default and it can not be disabled |
10:36 |
Calinou |
with minetest_game? |
10:36 |
Megaf |
Yes |
10:37 |
kilbith |
providently "broken" so :) |
10:38 |
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17:23 |
hmmmm |
IBillboardTextSceneNode sucks |
17:24 |
rubenwardy |
Yeah |
17:24 |
rubenwardy |
Is that the pixellated one, or the one that uses projection the then write on the screen? |
17:24 |
hmmmm |
both |
17:25 |
VanessaE |
hmmmm: your experiment didn't work out? |
17:25 |
hmmmm |
the whole issue is that you simply can't scale bitmapped fonts. it also has viewing distance cutoffs and other legibility issues. |
17:25 |
hmmmm |
it didn't |
17:26 |
VanessaE |
well then the answer's simple: either make that particular feature depend on freetype (with fallback to the current behavior) or use a fixed-size font from one of those new ones that was recently committed |
17:26 |
VanessaE |
(the latter is a sucky way to handle it though) |
17:28 |
VanessaE |
take a look at the waypoints function in Unified Inventory, it seems to handle that same idea perfectly fine without the dinky font |
17:28 |
VanessaE |
it's just tied to a map location instead of a player |
17:30 |
hmmmm |
not possible |
17:30 |
hmmmm |
os::Printer::log("Sorry, CBillboardTextSceneNode does not support this font type", ELL_INFORMATION); |
17:33 |
VanessaE |
well I guess it's stuck with bitmapped fonts then |
17:33 |
hmmmm |
we need a really, really huge bitmap font if this is to work |
17:34 |
hmmmm |
also heh |
17:34 |
hmmmm |
I could extrude it |
17:34 |
VanessaE |
ehm |
17:34 |
VanessaE |
I must have missed something here...what are you trying to achieve anyway? |
17:35 |
VanessaE |
(I saw something earlier about 3d text, extrude makes that obvious, but the purpose escapes me) |
17:37 |
hmmmm |
i have no idea at this point |
17:37 |
hmmmm |
i thought it would be cool to have a 3d model of the player's name sorta rotating slightly back and forth over their head |
17:38 |
VanessaE |
minetest_core/fonts/lucida_sans_560.png seems to be the biggest font in the current set |
17:40 |
VanessaE |
that would be kinda neat actually. the effect would be pretty difficult to see though - given the visible size, maybe just put a drop shadow behind the font, keep it flat, and wave the individual characters back and forth. |
17:40 |
VanessaE |
(like they're sitting on the surface of a waving ocean or something, e.g. keep them in sync) |
17:43 |
VanessaE |
back in the ps1 days, Spyro the Dragon had a similar effect in the pause/status screens. the "selected" item's text, while 3d and without a drop shadow, would wave back and forth in that manner (exploiting the lighting engine in the process). |
17:45 |
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19:51 |
hmmmm |
haha |
19:51 |
hmmmm |
vanessa, that's a lot more difficult since you'd need to continously modify the geometry |
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19:51 |
hmmmm |
or maybe it's easy, i'm just not that smart when it comes to graphics |
19:51 |
hmmmm |
geometry shaders |
19:52 |
acerspyro |
VanessaE, or mario-style (I think?) where each character jumps one after the other. |
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21:00 |
RealBadAngel |
hmmmm, if u rly need 3d font just extrude it |
21:01 |
RealBadAngel |
30+ meshes made on startup wont hurt |
21:01 |
RealBadAngel |
we already are makin thousands |
21:02 |
RealBadAngel |
just pick some bitmap font and process all the characters |
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21:04 |
RealBadAngel |
any visible mesh could be then just a combination (copyMesh) of aviable characters |
21:04 |
RealBadAngel |
and would look rly 3d |
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21:16 |
RealBadAngel |
hmmmm, plz read the logs |
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22:45 |
Taoki[laptop] |
Aaaand new year here. Happy new year everyone :) |
22:46 |
twenty319_ |
back at ya although i still have about 7 hours to go |
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kilbith |
happy new year :) |
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